Feats Every Player Should Know About


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Psion said:
Not going to go out and buy the PDF, eh?

Yeah, it's just a little extra damage... but sometimes not rolling all the dice I am entitled to feels... wrong. ;)

Prereqs are Spell focus [evocation or transmutation] and Maximize spell.
Thanks. I tend not to use (or even read) PDFs, so I stopped buying them. I don't know why, but if it's loose pages, I just lose, or else forget about it. On screen I just lose patience. Perhaps this will make it into MC presents the best of d20, and I'll own it then. Otherwise, I'll just have to remember it. That's a really cool feat.

BTW, what else does this book cover?
 

reveal said:
That's the point. These are non-PHB feats that every player should know about. :)
Well, since none of my players are going out to buy books other than the PHB, I am not too worried about it. Heck I don't go out and buy these things, and I am the DM! I personally thing all the new feats, prestige classes, and what not tend to add to the "power creap" of the game as a whole. Do we really need more and more feats? I could rant a lot about this, but I will refrain from doing so.
 

Arbiter of Wyrms said:
Thanks. I tend not to use (or even read) PDFs, so I stopped buying them. I don't know why, but if it's loose pages, I just lose, or else forget about it.

If it's someting I would use at the table, I just throw it in a 50-cent (or less) binder.

BTW, what else does this book cover?

Crothian has a review above. This feat is actually sort of off-topic for the book. Its stock-and-trade is warriors who use some sort of magic.
 

sjmiller said:
Well, since none of my players are going out to buy books other than the PHB, I am not too worried about it. Heck I don't go out and buy these things, and I am the DM! I personally thing all the new feats, prestige classes, and what not tend to add to the "power creap" of the game as a whole. Do we really need more and more feats? I could rant a lot about this, but I will refrain from doing so.

Too late! ;)
 

Psion said:
There's one in metablades called Intense Energy.

Do you hate the level cap on spells? With this feat, you roll as many dice as you would normally be afforded due to your level, you just keep the level cap. So if you are 14th level and toss a fireball, you roll 14 dice and keep 10.

Awesome... :)
 

Psion said:
Crothian has a review above...
Yeah, I actually looked at that after he posted it and just didn't respond again. The book as a whole looks cool, but I can see what you mean about this feat being a bit off-topic. Thank you again for posting this awesome, awesome feat. If you had only listed the source and I actually had bought the PDF, I fear that I would have been disappointed with what I recieved, thus reinforcing my wariness of the PDF market.

sjmiller said:
[feats like Intense Energy] tend to add to the "power creap" of the game as a whole. Do we really need more and more feats? I could rant a lot about this, but I will refrain from doing so.
Power Creep! What a cool prestige class that would be! Fighter BAB, but with full wizard-like spell selection and spontaneous casting, and also three good saves! You'd need to have the power creep feat, of course, but. . . :heh:
 

Crothian said:
you really should list where the feats come from....that way people can actually know about them

Well, they are in a table, of which I posted the column with the feat names...tables don't really post well here. Here goes:

Appraise Magic Value: Use Appraise skill to determine item properties. Better than an identify spell. Complete Adventurer p.104

Arcane Preparation: Allows spontaneous casters prepare spells (with metamagic) ahead of time. Complete Arcane p.73

Coordinated Shot: Ignore soft cover penalties when your allies are in the way of your shot. Seems to come up often. Heroes of Battle p.97

Goad: Foe can’t attack anyone but you without Will save. For meat shields, obviously. Completed Adventurer p.109

Guerilla Scout: Listen & Spot ranks always cost 1 skill point each (also +1 to initiative rolls). Heroes of Battle p.97

Guerilla Warrior: Sneak ranks always cost 1 skill point (also arrmor check penalty reduced by 1). Heroes of Battle p.97

Improved Toughness: +1 hit point per hit die. Much better than Toughness if you have good Fort. save. Complete Warrior p.101

Mage Slayer: Prevent caster from casting defensively. Pretty nasty. Expect some NPC’s to have it. Complete Arcane p.81, Miniatures Handbook

Mobile Spellcasting: Cast a spell & move at the same time. Another one that wil be popular with NPC’s. Complete Adventurer p.111

Open-Minded: Gain 5 skill points. Skills are good. Complete Adventurer p.111

Practiced Spellcaster: Increase caster level by 4, up to your hit dice. Must-have for multi-classed casters. Complete Arcane p.82

Ready Shot: Ready a ranged attack against a charge, gain +3d6 damage. Get them before they get you. Heroes of Battle p.99

Sudden Metamagic Feats: Once per day, apply a metamagic feat to a spell instantly and without using a higher level slot. Complete Arcane, Miniatures Handbook

You'll notice I threw in my reasons for why they were recommended. In some cases, I just want them to be fairly warned about feats I may give their foes. Forewarned is forearmed and all that.
 
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sjmiller said:
I personally thing all the new feats, prestige classes, and what not tend to add to the "power creap" of the game as a whole. Do we really need more and more feats? I could rant a lot about this, but I will refrain from doing so.

Do we need a variety of choices? No. Are they good to have? Yes.

As far as the remarks about "power creep" go, that's where me, Mr. DM, comes in. Frankly, I intend to put my players through hell. They better be tough and make use what tools they have available, and that includes feats. The feats I list above are hardly over-the-top.

So, folks, I come home, see 16 replies and think "Woohoo! Jackpot!" Fooled again. Most replies don't actually contribute to the subject, which is thinking of some feats that all players should know about.
 
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