Feats

Over 500 feats for d20 players.
Collecting some of the most innovative, exciting, and well-designed feats presented for use in with the d20 system, this volume is the first in a series that promises to be popular with players and DMs. Feats culls the best of the best from a variety of d20 sourcebooks, bringing together a wealth of material in an easy-to-use format.
In addition to material taken from other sources, this book presents a wealth of new material that allows DMs to introduce a truly epic feel to their games. Quest feats mimic the epic tasks of the heroes of myth and legend, bringing d20 games to a whole new level.

A massive collection of game rules sure to appeal to a wide range of players and DMs.
Hundreds of new feats, more than have ever been published in one place before.
New material expands the use of feats in the d20 system and offers wholly new, original options to gamers.
Usable with any d20 game from fantasy, to science fiction, to high-stakes espionage.
 

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Feats

Feats is a book in the series of "one word" supplements by Alderac Entertainment Group, presenting a flurry of feats for use with the d20 System, both new and pre-existing Open Game Content. The book attributes the writing the line editor Jim Pinto, compiling to Jeff Ibach, and additional writing to Andrew Getting, Sean Holland, Jeff Ibach, Patrick Kapera, Mike Leader, and Erik Yaple, but of course, the authors of the various OGC items are legion.

A First Look

Feats is a 144 page perfect bound softcover book priced at $24.95. This is very reasonable for a d20 System book of this size and format.

The cover of the book has the same grainy background with piping that is common to the series. The cover art, by Raven Mimura, is a nicely detailed picture of an axe-wielding warrior.

The interior is black-and-white. The illustrations are by Daerick W. Gross and Beth Trott. Gross is already one of my favorite artists in the AEG stable, and maintains the same high standard in detailed character pictures. Beth Trott is new to me, but her art is very appealing and interesting. Overall, the quality of art is high, if its placement a little sparse.

The body font text is dense. The feat layout necessitates that the feats be double spaced, but the paragraphs in each feats is single space, making the use of space fairly good.

A Deeper Look

AEG's ad copy for Feats claims that there are over 1000 feats in this book, 200 of which are new. It also claims that many of the feats herein have been reworked, which is probably good, because a book that tries to net feats from as many products as this one does is likely to get a few stinkers in the batch.

A enumeration of a significant portion of the feats herein would be beyond the scope of this review, but it might be fair to consider what went into this book. First off, the book does include feats from the SRD/PHB. If you want "one stop shopping" for feats out of this book, this might be a good thing. However, chances are that most people who buy this book already own all of these feats, so you will be buying a number of feats you already have access to.

The book also lists 64 other d20 System products in its OGC copyright statement, including many of AEG's own books, such as most of the other books in this series. Ironically, AEG fails to credit itself for material drawn from Swashbuckling Adventures.

It might serve to get a picture of how the content of the book pans out by taking a look at the sources of the book. So who does AEG draw from that is perhaps questionable? Well, some of its own books are a mixed bag, and I recall some of the clerical feats in Twin Crowns being a bit overpowered or unbalanced, as were the feats in a few of Mongoose's Quintessential books. The Complete Guide to Drow had some extremely abusive and mechanically wonky feats, but it appears that the worst of these did not pass muster to make it into the book.

Who is here that are good inclusions? Well, Green Ronin's Hammer & Helm introduced bloodgift feats, and I was glad to see those here. Badaxe Games' Heroes of High Favor series has had some pretty compelling feats, though only the first book in that series (Dwarves) appears to have been out long enough to make its way into this book.

So, were there any compelling sources of feats out there that could have made it but didn't? Some more recent books that might have been compelling inclusions probably missed out due to being published after most of this book was being compiled, such as the sacred and oath feats from the Book of Hallowed Might. The inclusion of the Complete Guide to Drow indicates that they were willing to incorporate material from PDF products, which leads me to wonder: why did they pass up Beyond Monks: The Art of the Fight, arguably the ultimate source of combat related feats?

The body of work that this book draws from is large enough that I can honestly not claim to own all of them; considering how large my collection is, I imagine that many people will find that they don't have many of the included titles. This is good, since it means more of the material will be fresh. However, the book does little to identify what feat came from where, so in some cases I will be unable to identify which book is the source, and those curious about the origin of a given feat will have some difficulty finding out.

The book itself is sorted into some fairly broad categories. Background feats are feats that stem from the character's background or lineage. Infernal pacts are feats that originated in AEG's Evil and are granted to a character trafficking with fiends. Magic feats include metamagic feats and a number of other feats the influence magic. Quest feats are a new type of feat introduced in this book, and have involved roleplaying requirements. The appendix is a page of "joke feats." All remaining feats are lumped into the catch-all General feats chapter.

A major portion of these feats are bloodgift feats. Introduced in Green Ronin's Hammer & Helm, blood gift feats are feats (many of them in feat chains) which spring from the character's lineage. Bloodgift feats all must either be taken at first level or require such a feat as a prerequisite. The ones from Hammer & Helm pertain to dwarves, but AEG introduces several new ones for other races.

The remaining feats in the background chapter are simply labelled "background" feats (one is labeled a "bonding" feat, but it seems like it is intended to be a bloodgift feat with the bonding bloodgift feat as a prerequisite.) Many of these feats follow the pattern of profession feats from AEG's Swashbuckling Adventures, granting new class skills and other benefits, though many that fit this pattern appear new or modified.

The second chapter is general feats. This chapter contains the most combat feats, and many of them are designated as bonus feats for fighters. The chapter warns you that some may be best translated into mechanics that anyone may use, and that that many of the feats may be unbalanced.

In the latter case, they certainly weren't kidding. Though they filtered out some of the more egregious feats from other references, some that appear here are blatantly overpowered. The winner of the "no way I'd allow that in my campaign" award is Assassin Strike, which makes any sneak attack lethal, no save.

As you might imagine, there are multiple takes on various concepts in the various d20 System books. In a work like this, you might expect that they merely take the best one, right? They don't. In many cases there are multiple spins on the same concept. For example, Deadly Edge adds +1d6 to sneak attack damage, while the Improved Sneak Attack feat from Traps & Treachery (which I have lamented in the past) increases all of the character's sneak attack dice to a d8, which scales with level and is a virtual must-have feat for rogues.

Another instance is variations of the skill focus feat. The book lists Skill Focus as providing a +3 to a single skill and only being available to elves with a constitution of 15+ (!), but the standard skill focus feat is not listed (which sort of complicates using this book as a one-stop resource for feats.) On the other hand, the Refined Skill Focus feat, from Heroes of High Favor: Dwarves is much more generic, providing +3 to any one skill or +2 to two skills, or grants two ranks in one skill. Were I the compiler, the former feat would have been out on its ear.

Another potential problem with the book is that many feats, when removed from a specific book, lose context given to it by the setting assumption and other mechanics in the book. In some cases, this is handled adroitly. For example, necromancy feats from Necromancy: Beyond the Grave are fairly powerful, but have potentially deleterious effects on the character when used (but this mechanic is not used in Feats.) These feats have totally reworked prerequisites, limiting them to higher level characters (but still arguably a bit powerful.)

An example that was not so well handled when taken out of context is that of the unarmored defense proficiencies from Swashbuckling Adventures. These feats provide an increasing AC bonus based on level for unarmored characters. While this breaks a basic rule of feat design (feats should not scale heavily with level), it might be okay in the Theah setting for which it was written, where magic is less common than the core d20 System assumptions and characters are expected to fit in to the swashbuckling archetype. But drop it willy-nilly into a typical D&D game with magic & monks, these feats promise to be very abusive. Some notes to provide a little context for when these feats should be used would be very appropriate.

The Infernal Feats chapter includes a type of feat introduced in AEG's Evil supplement, though one included here is new. The basic idea of these feats is that they require the character make a pact with a fiend in order to take, and that each feat has a drawback, but the power of the feat is above the norm for feats. These feats are interesting elements for villains, but as the book plainly points out, a character with several of these feats in the place of normal feats is rather powerful for their level.

The Magic Feats chapter includes metamagic and item creation feats as well as other feats that affect magic strongly, such as spell focus and spell mastery. There are several good ideas in this chapter, but it repeats a few common mistakes that befall many d20 System books. For example, it improperly uses the term metamagic to describe feats that do not modify spells. For example, arcane ritual mastery provides a +4 bonus to any skill checks involved in a ritual.

The Quest Feats chapter introduces a new sort of feat, the quest feats. Quest feat have extensive normal and roleplaying requirements to acquire, but have powerful effects (but not excessively so.) These have good potential for a game, but many of them have rather odd mechanical conventions that will have most DMs passing them up or redesigning them. For example, one feat, in addition to a +8 bonus against sense motives rolls, makes the character so that they have "no alignment, but sort of have an outlook like neutral evil." This sort of design does not sit well with me, as it is trying to evade a basic universal game element. The "if it walks like a duck and quacks like a duck" rule applies here.

Conclusion

The book does collect a number of interesting feats from a variety of resources, many of which you may not have heard of before. I found the background feats section the most interesting and potentially useful, and love how they ran with the idea of bloodgift feats. If you are starving for feats, this book should be a good purchase for you.

Unlike many other such collections, the writers and editors make a good effort to adapt or exclude feats that are not balanced or usable. However, not near enough has been done in this vein. A DM using this book will have to be very vigilant and filter carefully, as many of the feats herein have mechanical and/or balance issues.

Overall Grade: C+

-Alan D. Kohler
 

"After reading this review, I went back and looked at the book, comparing it to your complaints..."
(...)
"the " " in the sections below at the beginning of each reference aren't direct quotes from the reviewer"

So, you are trying to tear down my review based on things I did not say? For example, I did not decry absence of an index.

"You're upset because it doesn't reference a book that you seem to like (Beyond Monks). That's a little childish don't you think?"

I'm not "upset." I just think that, when it came to selecting source material, they probably squandered some of the best opportunities.

"2)"The book doesn't reference where every feat came from...and there is no index." The table of contents...in case you missed it, it's at the front of the book...actually gives an alphabetical listing of the feats in the book, so no need for an index."

That it does, which is why I didn't decry the lack of an index. That said, the ToC only lists feats in blocks. If you don't know if the feat you are looking for is in general or background feats, then you have to look in both. This was sufficient to preturb me when I was looking for one feat. But I consider this a minor point, which is why I didn't say anything about it.

"As for referencing where all feats came from. This would be extra text taking up space in the book, actually reducing space for more feats."

It would take a few words per feat... or less if you simply made an asterisk code (like Necromancer's Legacy does.) Green Ronin did it with Pocket Magica; no reason that you couldn't have done so here. At any rate, so you wouldn't have found it a useful feature... well I would have, and I imagine that a fair proportion of my readers would have, too.

"Since you decided to reference only one feat in your complaint, that isn't much of a complaint."

Since I already said I wasn't going to refer to every feat in the book, THAT isn't much of a complaint.

"Besides if you actually read the introduction, the second to last paragraph talks about why some feats may be overbalanced, and that GM's should pick and choose what they want in their campaign..."

And if you read my review instead of going off half-cocked, you will see I mentioned that IN THE VERY SECTION THAT YOU ARE DECRYING! But, just because they owned that fact doesn't mean that we should tolerate it.

""...it improperly uses the term metamagic to describe feats that do not modify spells." I would like to see your actual real proof of this statement, because the one you mentioned is an obvious editing error."

So... are you arguing that it's valid to call this a metamagic feat, or that it's an error. Choose one, please.

If your case is the former, please refer to the section entitled metamagic feats in the SRD or PHB under "feats." The entire section discusses applying metamagic feats to spells. If it is not applied to spells, it is not a metamagic feat.

"A true review should embrace the good things about a product and not dwell on the negative things."

I did. For example, see how I praised the bloodgift feats, and their expansion therof?

"If a movie critic reviewed movies like you review game books, nobody would invite that critic to showings of movies."

And if companies control the reviewers, you cannot trust the reviews. I make it very clear to companies that provide me products that I promise no particular score, just a review. If they want to stop sending me products, that is their call. However, most choose to continue sending me products (including one company that I have given significantly worse scores than AEG) because at least their product is being talked about.

"Arrogant people who bash game products that are released, bring down the industry as a whole, and that's the last thing we all want."

I do not "bash" products. I analyze their worth. This product has some worth, but you have to separate the 3's from the 4's, and this one has enough weakness that is does not deserve a 4. That does not make is worthless, just not (IMO) as worthwhile as other products, some by the same publisher and authors. For example, I LOVED Toolbox, which has many of the same names central to it's production.

If a reviewer is not willing to call a product on it's weaknesses, then the public begins to distrust them. Go to the meta forum and look at the flak one of the affiliate reviewers is getting.

"Of course in the case of the reviews I've seen of this reviewer in the past, if it's not a WotC product then it's not worth of his praise in any way shape or form."

This is a blatant mischaracterization, and demonstratably false. Count how many WotC products I have given 5's, as compared to third party products. Here, I'll help:

5's by company:

AEG: 2 (Spycraft, Rokugan)
FFG: 2 (Dragonstar Starfarer's Guide, Monster's Handbook)
Green Ronin: 4 (Plot & Posion, Book of the Righteous, Shaman's Handbook, Legions of Hell)
Malhavoc: (BoEM I, BoEM III, Requiem for a God)
Mongoose: 2 (Quintessential Wizard, Shamans, Seas of Blood)
Mystic Eye: 1 (Necromancer's Legacy)
Sword & Sorcery: 2 (Relics & Rituals, SLCS:Ghelspad)
WotC: 2 (Monster Manual, Manual of the Planes)

That's a lot of praise for products other than WotC.
 

By Steven Creech, Exec. Chairman d20 Magazine Rack

Sizing Up the Target
Feats is a 144-page perfect bound book from Alderac Entertainment Group (AEG). The latest offering in their “one word” title series for the d20 system, this is a compilation of previously published open content feats that retails for $24.95.

First Blood
According to the back cover, the book contains over 1000 feats. Drawing from over 60 sources, it represents an extensive compilation from some of the industry’s best publishers. In addition, there are “hundreds of new feats.” A quick perusal of the section 15 shows books like: Alchemy & Herbalism, Armies of the Abyss, Blight Magic, Broadsides!, Chaos Magic, Codex Arcanis, Hall of the Rainbow Mage, Hollowfaust, Mystic Warriors, Mythic Races, Quintessential Elf, Seven Strongholds, The Taan, and War.

Chapter one covers background feats that tend to reflect a component of the character’s life or heritage. Bloodgift feats also fall into this category. Some feats are restricted to first level only selections.

Chapter two focuses on general feats and is, by large, the bulk of the book in terms of content. Chapter three deals with infernal pacts, and not just those from Evil either. These feats are only available to characters who make pacts with fiendish or demonic beasts.

Magic feats are those associated with spellcasters and make up chapter four. Metamagic, item creation feats and general feats that affect spellcasting abilities are listed here. The last chapter introduces the concept of Quest feats. These are feats that are the result of a long and difficult journey. Quest feats require roleplay and the intent to pursue one must be declared. It must be earned, not purchased like other feats.

Critical Hits
One of the strengths of this book is that AEG has made a conscious effort to fix any feats that seemed broken or needed “cleaning up.” The result is a compendium of feats that clearly state what the benefits are and how they apply to game mechanics.

The quest feats are a good idea. I like the concept of having to earn a feat rather than just picking and choosing from a list and “Whamo!” your character can suddenly perform it flawlessly.

Critical Misses
Bad editing has plagued AEG’s titles from the beginning. Thankfully, there has been dramatic improvement to the point where it is not as noticeable as it once was. However, some feats have errors in either the “prerequisites” or “special” section. For example, Blood of Magic (Bloodgift, Metamagic) carries the prerequisite of Cha 13+, Drakeblood, any two Metamagic feats, and arcane spellcaster 1st level+. Yet the special section states the feat may only be taken at 1st level and a character may never have more than one bloodgift feat. Well, Drakeblood is also a bloodgift feat, requires Cha 13+ and being a dwarf, and is also a feat that may only be taken at 1st level. Show me a first level spellcasting class that gets four feats!

Coup de Grace
Feats is a book that fully embraces the spirit of open gaming. Although there are errors present, the book has considerable utility for home gamers. I do not know how it stacks up against Mongoose’s Ultimate Feats book, but I do know that this particular book is ten dollars cheaper. Considering the number of Mongoose sources cited, there is certainly overlap between the two. I do like the fact, however, that AEG went the extra mile to clean up and fix the feats rather than just copying them verbatim. Even if they did make a few mistakes…

To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to Fast Tracks at www.d20zines.com.
 

Feats by AEG

Feats is one of those handy books that really helps keep the backpack light. It is a collection of over a thousand feats from many, many different books. It is done by AEG so does feature feats from their products a little more then some of the other ones. When you look at the book, flip open to the very last page and read section 15 under the Open Game License. That is where you will find the list of all the books they referenced when doing Feats.

The layout and art are both pretty good. The book does not have an index so that can make finding a particular feat difficult. There is a table of contents, but it does not list every feat. The book is divided into six chapters. I would have liked to see more chapters to divide the feats up a little more. The chapters are background, general, infernal, magic, quest, and appendix.

The first chapter is background feats. These are mostly feats that can only be taken at first level and they add a small level of background information to the character. For instance a character that served in the militia might have the conscription feat while one who has an ancestor that was aquatic might have the feat Child of the Sea. Backgrounds feats are a good way to add a little depth to a character with in the rules.

The second chapter is the general feats and it’s from here that most people will seek their feats. I did notice that at least two feats (Holy Weapon of Power and Holy Smite) are reprinted in the Magic chapter. But for the most part I found the feats well written pretty balanced. As with any compilation book, I urge the DM to carefully look over any feat before allowing it. While none struck me as particularly strong, it is impossible judge strength of a feat as many groups have individual tastes and styles. I was able to find feats that fit ever character I’ve had and many of those feats were even non combat related.

The magic chapter is filled with magic feats of course. There are plenty here for both the cleric and wizard, as well as a decent amount for the other spell casting classes. The infernal feats are out of AEG’s Evil book and really are not that useful unless you are using the infernal rules from that book. The quest feats are a really cool idea and I like them a lot. They add another level pf prerequisite as they require some odd things like quests or defeat of a CR 20+ creature for instance.

Overall I found this book very useful. It has lots of ideas in the feats and is a good collection of them. One has to be careful about allowing any feat from this book into their game, but for the most part I believe people will not find problems with the feats.
 

The d20 system is chock full of feats.

Even before Prestige Classes became the staple bread-and-butter open game content in every book, products were introducing new feats.

FEATS, by Alderac Entertainment Group, is 140 pages of over one thousand feats. These include the feats from the core d20 rules as well as a huge collection drawn from a variety of thrid-party sources, and over 200 new feats thrown in for good measure.

Where to begin a review of a book like this?

The feats HAVE been re-written from their original sources. Some have had new requirements added, some have been strung into new feat chains, and some have just been edited so they read better. There are still -some- issues with d20-isms, such as feats that allow the character to 'take 20' on an action without the retries required in order to 'take 20'. Instead, these feats are supposed to mean the character can act as if the d20 roll for success was a 20 instead of needing to roll the die. This is a semantic difference, but one that shows either some amount of laziness on the part of the writer or a lack of grasp of the d20 system.

However, besides that and a few 'metamagic' feats that don't actually modify spells (Absorb Spell, listed as metamagic, allows a character to absorb a spell cast at him to refill a spent spell slot - this is a special feat, not a metamagic feat, as it does not affect spells that the character casts and does not require that the character increase the casting time of the spell and/or increase the level of the spell slot in question), the book is quite internally consistent, with the feats being well balanced and providing some new feat chains instead of just a pile of new feats.

The first chapter is background feats - feats that can only be taken at first level, including several 'bloodgift' feats that I recognize from Green Ronin's "Hammer & Helm", along with similar bloodgift feats for elven bloodlines and several others.

Chapter 2 is general feats, and is the lion's share of the feats presented in the book, going from page 17 through 90. These stretch across all the variety of feats you can expect in a book of feats, with a recognizable number of feats from Fantasy Flight Games products. There are also a lot of feats from prior "one-word books" in the line.

Chapter 3 is Infernal Pacts. These feats are an expansion and revision on the infernal pacts feats from a much older book in the line, "Evil". These feats come with both benefits far superior to a regular feat, but also with penalties such as stat reduction, forked tongues and so on. These feats are a nice touch for a game with a lot of, well, infernal pacts or infernalism the way it is handled in games such as White Wolf's "Sabbat" vampire products.

Chapter 4 is Magic Feats. These include item creation feats, metamagic feats (sometimes mis-identified as such, however) and other feats related to spellcasting and spellcasters, and the skills they use (spellcraft, knowledge arcana, and so on). Several new feats in this section increase the damage of the damage dealing spells by 'latticing' them with energies (such as fire, acid, etc), dealing 1d6 additional damage per level of the original spell and increasing the spell level by 1. While these seem nice initially, I worry that at lower levels these can be abused for spells such as fireball. Combine a fireball with an acid lattice and you get a level 4 spell that deals 10d6 for a level 7 spellcaster. This may be a little too good in many situations.

Chapter 5 introduces a new type of feat, the Quest Feat. These are feats that work a lot like the Legendary classes from FFG's products. To get one of these feats, the character must have a fairly long list of prerequisites, and must also complete a specific quest. These are fairly powerful feats such as one that removes your alignment completely, making the character 'above good and evil', or 'foerign magicks' which grants a bonus of +3 to spell save DCs as well as a -5 penalty on other people attempting to identify the spells you cast (requiring a spellcaster of level 12+ to have personally discovered and learned 3 lost spells from different creators and time periods). These feats could be incredibly too powerful for some campaigns, but can also be an excellent addition to reward role-playing or to start adventures with no other rewards (no treasure, little XP) in exchange for the chance to earn one of these feats.

Finally the book closes with some silly feats. Not too many, and in a chapter of their own, these include necessary feats such as "Elven Blood, Keebler" (an elven bloodline feat granting bonuses on crafting sweet cookies), "Bonus Feat" (which allows you to pick a feat that you normally qualify for and take it), and of course, "Grassy Gnoll".

---

Overall, I am very impressed with this book. The layout is clean and easy to read, like most of the later books in this line. The revisions to the feats make them well-balanced with a few exceptions (improved sneak attack for example) and the inclusion of the core d20 feats means that I used this book INSTEAD of the PHB when characters were selecting feats. As a 3.0 product, it can't be beat.

However, I think the book needs a revision now for 3.5, if only to include the expanded list of 3.5 core feats and to add feats from other, newer, sources. This is not vital however, and does not affect my score for the book.

To be honest, I prefer this book over the often-praised "Toolbox". It is an essential compilation of feats done with a lot of heart by someone who worked hard to integrate the contents into a working whole instead of just a hodge-podge of open game content compiled from various sources.
 

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