Feat suggestions from non-core books?

Let's say I'm planning to compile a list of feats that are worth using in my game, and let's say I'm really picky and only want feats that are fairly straightforward, balanced, and likely to get used by more than one character ever. Which feats would you suggest, and where do they come from?

Also, I've got a friend who's adapting an old character from 2nd edition to 3rd; this old character will now be an NPC now, at 20th level. The guy's a fighter, and fairly straightforward, using just one two-handed sword, wearing heavy armor, and being strong. He's going to have 17 feats, so what in the hell can I give him?
 

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Well, balanced is a loaded word. What I find balanced in my game is easyly to strong in someone elses, yet to weak in a third persons game. Personally, I like Feats by AEG. It has tons of feats, some are crap. But a majority I have found to be pretty darn good.
 


RangerWickett said:
Also, I've got a friend who's adapting an old character from 2nd edition to 3rd; this old character will now be an NPC now, at 20th level. The guy's a fighter, and fairly straightforward, using just one two-handed sword, wearing heavy armor, and being strong. He's going to have 17 feats, so what in the hell can I give him?

Classic fighter feats: power attack, cleave et al, expertise, obviously focus, specialization, greater versions of both, improved critical. Alertness is hard to go wrong with. Improved init. Trip or bull rush or grapple feats for flavor. A spare weapon focus or PBS for whatever missile weapon he keeps handy wouldn't hurt.
 


Nevermind about the complete warrior list; I found one. That is a lot of feats. Still, lots of feats for a high-level fighter. A 20th level half-Elf fighter gets basic 7 for being 20th level, 11 more for being a 20th level fighter.

Power Attack, Cleave, Great Cleave, Improved Unarmed Strike, Improved Grapple (to avoid getting eaten), Dodge, Endurance, Diehard, Blind-Fight, and Dodge, Combat Reflexes, Stunning Fist. Exotic Weapon Proficiency, Focus, Specialization, Greater Focus, Greater Specialization, and Improved Crit (Bastard Sword). His Int's too low to be a combat expert, apparently.
 

There's a human fighter 20 npc who's all about the greatsword in my campaign, here's a quick copy-and-paste of his feats:

Alertness, Cleave, Combat Reflexes, Great Cleave, Guard Your Flanks, Improved Critical (greatsword), Improved Initiative, Iron Will, Lethality (greatsword), Lightning Reflexes, Point Blank Shot, Power Attack, Quickdraw, Quick-Strike, Weapon Focus (greatsword), Weapon Mastery (greatsword)

A few of those are obviously custom feats, so I'll copy & paste them in as well:

GUARD YOUR FLANKS (General, Fighter)

Your combat training has led to a high awareness of enemy flanking techniques and a good defense against them.
Prerequisites: Base attack +6, Combat Reflexes, Lightning Reflexes
Benefit: Whenever an opponent moves into flanking around you, you immediately gain an attack of opportunity against that opponent.

LETHALITY (Fighter)

You are extraordinarily lethal with your chosen weapon and are adept at slaying your foes in a single blow.
Prerequisites: 12th-level fighter, Improved Critical, Weapon Focus, Weapon Specialization
Benefit: Whey you roll a natural 20 on a roll to confirm a threat your opponent must make a Fort save against the damage you deal or die instantly. (You cannot kill a creature unless you are inflicting real damage.)

QUICK-STRIKE (General, Fighter)

You know how to initiate battle with astonishing speed.
Prerequisites: Improved Initiative, Quickdraw
Benefit: In the first round of combat in which you can act, your initiative is treated just as if you had rolled a 20. Roll normally the second round.

WEAPON MASTERY (Fighter)
You are a master of a specific weapon.
Prerequisites: 10th-level fighter, Weapon Focus, Weapon Specialization
Benefit: Choose one weapon you already have specialization in. Before each attack roll with you mastered weapon you may allocate a total of +2 to attack and damage rolls. For example, you could declare a +2 to attack, a +2 damage bonus, or a +1 on each. You may change your mastery bonus around with each attack roll. Unlike specialization, a damage bonus from mastery applies even past 30’ with a ranged weapon.


I hope at least the list will be helpful, even if you don't like the specific feats. You'll note that a couple of those require lots of fighter levels as prereqs; that's because I think high-level fighters should have access to something nobody else does, and feats are their mechanism for getting spiffy abilities.
 

Heya:

That 20th lvl fighter NPC should probably get that Close Quarters Fighting feat. It's pretty good, isn't it? Hopefully got the name right. No documentation at hand, but I seem to recall it's valuable defensively when encountering larger nasty grapplers.

In regards to other feats, did kreynolds consolidate his in one place anywhere?

Take care,
Dreeble
 

make him chaste. :rolleyes: from Book of Elf p0rn

oh, you said balanced.


how about spellcasting prodigy from FRCS.

oh, you said fighter


improved init is a must. just look at the number of monsters that have it in the MM. :eek:
 

diaglo said:
improved init is a must. just look at the number of monsters that have it in the MM. :eek:

Improved Initiative is a bit so-and-so feat. I'd rather invest in something that makes sure you end, rather than begin, the fight.

Close Quarters Fighting is a must for a close combatant at higher levels. Many high-CR creatures have insane grapple bonuses.
 

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