Feats from 3.0 class splatbooks.

sjmiller

Explorer
I know that a great many people do not like the class books from 3.0* However, I am interested in knowing which feats, if any, that people liked from these books. I am running a 3.0 campaign, and I am thinking of adding some new feats to the game. Since I have these books I figured I could add some of the feats to the game.

So, which ones do you think are worthy to add to a game, and which ones do you think are problematic. Please be specific. Saying, "all the ones from Sword and Fist are broken," is not terribly helpful ifyou do not explain why.

Thanks for your input!

*Those would be Sword and Fist, Song and Silence, Tome and Blood, Defenders of the Faith, and Masters of the Wild.
 

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My suggestion: go search threads from EN World from when those books were released, abck in the day. Not much else I can suggest, as I don't own those books.
 

It's been quite a while since I used those books, but some of my favorites were:

Rogues: Flick of the Wrist. Good for getting sneak attack damage on at least one attack in an encounter, and the requirements weren't too steep.

Sorcerers: Energy Substitution and Sculpt Spell were must-haves, as they seriously increased the sorcerers flexibility. Being able to modify a fireball spell to hit only the bad guys, and make it acid/cold/electricity as needed could be a huge help.

Close Quarters Fighting(?) was good for the tanks, as it gave them a chance to avoid grapples.

My group never found these unbalanced, but YMMV.
 

What I was really asking, and perhaps I wasn't terribly clear, is if there is anything from those books that you still use. I am just curious as to which have stood the test of time and newer editions.
 

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