Notes on feats

D&D 3.5 is much more carefully balanced than 3.0. Using feats from 3.0 sourcebooks gives us much more freedom to customize our characters. Just ask before using them, to make sure that they'll fly. I've already made some notes (and rulings) regarding the more questionable feats, mostly from Ultimate Feats.

Q has prepared a list of new feats, which I have approved.


Book of Exalted Deeds

Vow of Poverty: Allowed.
Probably the most notable feat in the book, the extreme bonuses and extreme limitations seem to do a pretty good job of balancing each other. The "exalted bonus" to AC should not stack with any armor bonus (e.g., the Mage Armor spell).
Touch of Golden Ice: Prohibited.
Essentially grants a poisonous touch, a very powerful racial ability. Characters who want to use poison generally have to pay for it, spend time applying it between each use, and even risk exposure to it. This feat requires none of that, and with multiple attacks per round, a mid- to high-level character could very quickly paralyze any opponent who lacks a high Fortitude save.

Complete Adventurer

Mobile Spellcasting: Allowed.
This also applies to spell-like abilities, so a warlock can use it.

Feats.pdf (Alderac)

Frenzied Attack: Prohibited.
This just grants the monk's Flurry of Blows class ability, at -4 instead of -2.
Path of the Boar: Needs modification.
The effects of this feat should not stack with other effects that increase threat range, such as Improved Critical or a keen weapon. (Note that Improved Critical appears to be a better choice if you plan to always use the same type of weapon; Path of the Boar applies to all melee weapons.)
Path of the Ox: Needs modification.
The bonuses from this feat do not stack with the bonuses granted by Improved Bull Rush and Improved Trip. (That would just make those abilities irresistable.)
Primal Shout: Needs modification.
Use of Primal Shout is a standard action.
Prone Fighting: Allowed.
Run: Outdated.
Use the version from the Player's Handbook instead.
Willow Step: Allowed.
This is pretty much Ride-by Attack without the mount. Pretty powerful, but I'll let it fly.
Quick Strike: Prohibited.
Free extra attacks!
Usable Tail: Needs modification.
Tasks that require two hands (such as climbing a rope) cannot be accomplished with only your tail.

Ultimate Feats

Converting from 3.0: Any feat that also appears in a 3.5 reference should be used as it appears there, not as it appears in Ultimate Feats. If possession of a skill is a prerequisite for a feat, and a roll for that skill is not required to use the feat, assume that you need 5 ranks of that skill. Feats that no longer exist (such as Ambidexterity) are not prerequisites.

Accurate Attack: Prohibited.
This is an extra powerful version of Weapon Finesse: Instead of a large class of weak weapons, it works with any single weapon type (your choice). This limitation is not a relative weakness, as almost anybody who uses Weapon Finesse will also settle on a single weapon (rapier, spiked chain, unarmed or natural attacks). Weapon Finesse is a sufficient advantage, and need not be improved.
Ambidexterity: Prohibited.
Outmoded in 3.5: "Off-hand penalties" are covered in a different way (with Two-Weapon Fighting, etc.).
Armed Deflect Arrows: Prohibited.
Gives the same bonus as Deflect Arrows (which is already very powerful), without the limitation of needing a free hand.
Armed Flurry of Blows: Prohibited.
This upsets the balance between many smaller attacks (unarmed) and fewer heavier attacks (armed). (While the monk is a weaker class, this is not a monkish way to fix it.)
Armor Specialization: Allowed.
This is a silly feat, since every type of character will have a preferred type of armor, with or without specialization; it just gives a +1 to the armor you were going to wear anyway. However, it is not unbalanced (other feats grant a +1 to AC), so it'll fly.
Arrow Shield: Prohibited.
As noted above, Deflect Arrows is very powerful (and no longer requires a reflex save as it did in 3.0). Multiplying its utility by extending it to nearby allies is over the munchkin line.
Astrologic Magic: Prohibited.
Too powerful.
Blunted Blade: Weak.
Couldn't you use a shield instead, for a better bonus to AC? Even spending a feat on shield proficiency (if necessary) sounds better than this feat.
Body Combat: Prohibited.
There is no more Ambidexterity feat in 3.5.
Bonded Weapon: Prohibited.
Too powerful. The "balancing" restriction of a -2 penalty with other weapons doesn't balance anything if you just don't use other weapons. And you probably won't face enough opponents with Improved Sunder to force the issue.
Broom Sweep: Allowed.
This appears to be one of those "sounds very nice in theory, maybe not worth the prerequisites in reality" feats (like Whirlwind Attack).
Brutal: Needs modification.
This should not work on Bluff checks.
Called Shot: Allowed.
Like Power Attack, but a bit weaker. (Not to be confused with our house rule for called shots.)
Canny Attack: Prohibited.
It's the rogue's class ability (sneak attack), gained through a feat. Nope.
Circle Boxing: Prohibited.
One would only "spend" movement that won't be used. And most movement won't be used after closing to melee. So it's really just a bonus to AC (which gets unbalanced at monk level 12).
Chin Na - Joint Locking: Allowed.
Of little use except to a grappling specialist monk, who probably needs the bonus.
Choose the Poison: Allowed.
Pretty nice! This might help the monk to balance with the other classes.
Cleave Asunder: Allowed.
Add injury to insult, why don't you. It has enough prerequisites to be annoying to get, so I'll allow it.
Clever Monkey Spins the Branch: Allowed.
It would be too powerful, but requiring a move equivalent action (much like drawing a different weapon) balances it.
Combat Focus: Prohibited.
Not balanced enough, especially since one may not even have other attackers.
Combat Fury: Prohibited.
It's just the monk's class ability (flurry of blows) with an AC penalty and a slight price.
Combat Instincts: Prohibited.
Free extra attacks! Way too powerful.
Confident Charge: Allowed.
Kind of cheesy, but okay for the price of a feat.
Corrective Strike: Prohibited.
This is identical to a constant extra attack per round (except on rounds when every attack hits). No way.
Cotton Cage: Needs modification.
You must have a free (empty) hand in order to use Cotton Cage.
Counterattack: Allowed.
A free attack is pretty powerful, but it's just one per combat.
Crushing Blow: Needs modification.
This bonus applies to only one attack. (This modification affects creatures with the Pounce ability.)
Deadly Feint: Prohibited.
It's almost an automatic damage multiplier. No way.
Death Move: Allowed.
Since it requires the use of an action during combat, the bonus (bigger than one would get from a normal feat) is not unbalanced. It's also way cool.
Death Trance: Prohibited.
Immunity is too powerful to be a feat.
Defensive Fighter: Weak.
Combat Expertise is better. But you could use both; they'll stack.
Defensive Position: Needs modification.
"Face" isn't used in 3.5. Change it to: "The space you occupy is shorter in one dimension by 5 feet. (If your space is not square, this applies to your longer dimension. It cannot reduce your space below 5 feet in any dimension.)"
Defensive Stance: Allowed.
It seems almost too powerful. But since it requires a move- equivalent action, it will mostly benefit characters casting spells or making only one attack; it wouldn't help a "tank".
Defensive Study: Allowed.
(Heck, I've done that in real life.) Three rounds of partial actions seems like an okay price to activate this feat, since it means you're probably not in the front line anyway (and thus not certain to benefit), or you're giving up attacks.
Deflect Attack: Prohibited.
Getting free hits on people just because they attack you? Too powerful. Negating your opponent's damage with damage you deal (which is not itself negated)? Also too powerful.
Destructive Rage: Allowed.
This might be abused by a creature with regeneration or fast healing, but only on the presumption that it will be surviving the battle regardless. (i.e., this feat wouldn't be a huge factor in deciding the outcome of the battle.)
Determined Soul: Allowed.
It's a few free hit points, like Toughness. A bit better in some cases, but it also has the prerequisite.
Dextrous Dodge: Allowed.
A constant +1 to AC (except flat-footed). It's balanced with other similar feats. Its use as a substitute for Dodge is very nice!
Distract: Prohibited.
There's no defense against it, and it's crippling.
Double Step: Allowed.
The prerequisites are enough to balance this, I think.
Double Weapon Fighting: Prohibited.
There is no Ambidexterity feat in 3.5. Two-weapon Fighting covers this case now.
Draw Attack: Needs modification.
You must give up your Dexterity bonus to armor class while you use this feat. (After all, if you duck the attack, then you aren't blocking it.) (This is not the same as being "denied" your Dexterity bonus, and so does not automatically subject you to sneak attack damage.)
Elemental Attunement: Needs modification.
This only reveals the general location of the caster, not the precise location.
Expert Grappler: Allowed.
Pretty powerful, but it's just grappling.
Follow-up Strike: Prohibited.
It's a frequent, arbitrary, large bonus on the second attack roll.
Flurry of Blades: Prohibited.
This feat duplicates a monk's special class feature (Flurry of Blows). And it allows weapons.
Giant Fighter: Prohibited.
There are more specialized versions of this available, but this is a little too powerful and too open to abuse by small (and smaller) creatures/characters.
Gifted Learner: Prohibited.
A feat can effectively grant three or four additional skill points, not one per level.
Hair Trigger Reflexes: Prohibited.
"Once per day" may well be the only combat of the day. A guaranteed win of the initiative roll is way too powerful, and that's not even counting the surprise round thing.
Hammer Blow: Allowed.
It seems roughly balanced against Power Attack, and weaker than Power Attack with a two-handed weapon.
Hardy Brawler: Prohibited.
A high Con would make a character immune to subdual damage, which is typically pretty weak already.
Heavy Armor Dexterity: Needs modification.
Make heavy armor proficiency a prerequisite for this feat. It's quite nice even then.
Heightened Awareness: Prohibited.
There are many ways to detect invisible creatures, and they're all harder than this.
Heroic Evasion: Allowed.
Occasionally very powerful, but the prerequisites are costly: Three weak feats.
Holding Basics: Allowed.
The one-handed choke might be too powerful, but I'm not taking the time to figure it out right now.
Improved Deflect Arrows: Prohibited.
Arrow deflections works very differently in 3.5; this becomes too powerful.
Improved Deflect Attack: Prohibited.
Deflect Attack is prohibited.
Improved Ki Strike: Prohibited.
Ki Strike, and damage reduction in general, work differently in 3.5. The exact magical bonus is irrelevant to damage reduction now.
Improved Leverage: Needs modification.
The bonuses from this feat do not stack with the bonuses from Improved Trip and Improved Grapple.
Improved Power Double Weapon: Allowed.
See Power Double Weapon.
Improved Salmon Leap: Prohibited.
Just plain broken; opponents would have to be attacking into each other's squares to strike at each other.
Improved Subdual: Needs modification.
This feat does not stack with other effects that increase threat range (such as Improved Critical or a keen weapon).
Improved Toughness: Needs modification.
Gain five hit points (instead of six).
Invincible: Allowed.
Potentially powerful, but it is not in effect most of the time.
Item Breaker: Needs modification.
This bonus does not stack with the bonus to attack from Improved Sunder.
Ki of the Masters: Allowed.
Um, sure, why not?
Leaping Strike: Prohibited.
It's just a +4 on any charge, since you can jump any time. That's in addition to the +2 charge bonus, with no balancing penalties.
Let Him Go By: Prohibited.
Cheap extra attacks.
Lightning Draw: Weak.
It's half the bonus of Improved Initiative, and the substitution for Quick Draw seems worthless because of the "free action" prerequisite that almost certainly requires Quick Draw.
Missile Proof: Prohibited.
Abilities that prevent attacks from hitting you should be very rare. (With the exception of Deflect Arrows, which is made to compensate for a monk's lack of AC.)
Mite Fighter: Prohibited.
Easily abused by large (or larger) creatures/characters.
Monkey Taunts the Emperor: Prohibited.
This too easily robs an opponent of free will, can wreck anyone who isn't primarily a melee warrior, and can cause a slew of attacks of opportunity.
Monk Weapon Mastery: Prohibited.
This has the same balance issue as Armed Flurry of Blows.
Monster Slayer: Allowed.
Note that you already get the double Power Attack damage when wielding a two-handed weapon; this feat only improves your damage otherwise.
Mounted Prowess: Prohibited.
Unbalanced: Too many benefits.
Natural Centre: Needs modification.
Way too powerful. Make it a full round action that provokes an attack of opportunity. (If the attack of opportunity deals damage, this ability fails.)
Natural Grappler: Allowed.
Kind of powerful, but the benefits overlap with Improved Grapple (which any grappling specialist would likely take).
Northern Staff, Northern Spear: Needs modification.
When using this feat for reach, the weapon must be used two- handed, and cannot be used as a double weapon.
Off-hand Weapon Expert: Allowed.
Powerful, but two-weapon fighting is a bit weak to start with. Note that this is nearly identical to Strong Off Hand, but with fewer prerequisites, and it doesn't work on double weapons.
Opportunity Shot: Needs modification.
Opponents moving from squares that you "threaten" with this feat do not provoke an attack of opportunity from you.
Pain is my Friend: Allowed.
Pretty powerful, but more costly than, say, casting Bull's Strength.
Parry: Prohibited.
This can seriously unbalance a combat against a slightly weaker foe by negating most of their attacks.
Penetrating Ki Strike: Allowed.
Powerful but costly.
Penetrating Shot: Allowed.
This is mostly of use against opponents with very high armor class, and bows have small threat ranges.
Power Charge: Prohibited.
Some character builds are charge specialists; this would be a constant +2 to everything.
Power Double Weapon: Allowed.
Powerful, but I think it makes sense, and makes double weapons more viable. Balanced by the feats required to use it effectively.
Provide Cover: Needs modification.
See "Draw Attack".
Pull Blow: Needs modification.
You cannot pull a blow during a charge or when using Power Attack.
Quick Defense: Prohibited.
It just makes no sense, and renders surprise meaningless.
Quick Leap: Needs modification.
Prerequisites should include 5 ranks in Jump. This may be used in conjunction with the house rule about springing up from a prone position (with a DC 20 Jump check) to avoid an attack of opportunity. Without this Jump check, use of this feat will still incur an attack of opportunity.
Reckless Attack: Prohibited.
Too easily abused, especially by a character who may not even be attacked.
Reflex Set: Allowed.
It sounds pretty powerful, but we charge more than we get charged. And whose main weapon is a spear, anyway?
Salmon Leap: Allowed.
Powerful, but mitigated by the need to ready an action.
Salmon Leap Attack: Allowed.
See Salmon Leap.
Savage Health: Needs modification.
Jay and I worked out a similar feat, which shall replace this one: Half of the extra hit points gained from the raging Con bonus are treated as temporary hit points, and so damage to them does not carry over past the end of the rage. (This doesn't make the character more powerful in battle, but it greatly decreases the chance that they drop dead afterward.)
Scent: Allowed.
It's pretty cool, and the need to use a move action to locate creatures helps balance it.
Shield Expertise: Allowed.
Hell, I allowed Armor Specialization, and this at least has a prerequisite feat.
Shield Mastery: Prohibited.
Too powerful.
Shrug Off: Prohibited.
Too powerful.
Sign of the Eye: Prohibited.
Overcomes invisibility too cheaply.
Skill Concentration, Skill Knack, Skill Perfection: Prohibited.
Potentially unbalanced, for maxed out skills.
Skill Mastery: Prohibited.
Allows certain success with nine fewer skill ranks, in several skills. Way unbalanced.
Spear Foot: Needs modification.
This attack suffers a -4 penalty to hit. (Both for balance and realism.)
Spirited: Prohibited.
Too powerful.
Strength of the Earth: Prohibited.
That's +20 hit points by level 20, or the equivalent of +2 to Con.
Strong Off Hand: Allowed.
Powerful, but two-weapon fighting is a bit weak to start with. Note that this is nearly the same as Off-hand Weapon Expert, but with more prerequisites, and it works on double weapons as well.
Sucker Punch: Prohibited.
Yet another duplication of Flurry of Blows.
Sudden Action: Prohibited.
You're already getting one or two attack actions before your surprised opponent can react. Adding yet another is excessive.
The Sudden Strike: Allowed.
Honestly, it doesn't make much sense with the 3.5 initiative rules, but it's not *too* powerful, so I'll let it stand.
Sustained Fire: Prohibited.
Too many attacks. One extra attack is the limit throughout the game.
Taunt: Prohibited.
I think there are other feats that accomplish this in a more balanced way.
The Final Lesson: Allowed.
This seems to be an invitation to abuse Power Attack, but it doesn't help in combat more than other feats do.
The Mountain Does Not Fall: Prohibited.
Too powerful.
The Mountain Does Not Move: Prohibited.
Way too powerful.
Threatened Reach: Prohibited.
Automatic increased range? Nope. Way too powerful.
Trailblazing: Needs modification.
You cannot take 20 on this check. (It's something that you do over the course of an hour, so that would entail bushwhacking back and forth for 20 hours in a row to get it just right.)
Traps: Prohibited.
A rogue class skill should not be obtainable by a feat.
Tread on the Blade: Prohibited.
It's an extra attack, which I'm already disinclined to allow, and it's unbalanced: Your highest attack bonus against their lowest attack bonus.
Two-Handed Power Strike: Prohibited.
This is a free damage bonus of +2 or more for anyone with an 18+ Strength.
Twin Weapon Defense: Prohibited.
+2 to AC is too powerful.
Two-Weapon Defense: Prohibited.
-2 to attacks doesn't balance +4 to AC, even with the cost of a feat.
Void of War: Prohibited.
Initiative doesn't work the same way it used to, so temporary adjustments like this no longer work.

Races of Stone

Earthsilk jersey: Prohibited.
(Yeah, it's not a feat.) This is cheap damage reduction!
Earth Sense (and related feats): Allowed.
This includes all of the feats that list Earth sense as a prerequisite, except for Earth Power (which is prohibited, but we have no psionicists anyway, so it doesn't matter).
Goad: Allowed.
This is how Monkey Taunts The Emperor should have been handled.
Reckless Rage: Prohibited.
Way too powerful, for very little cost.
Shielded Casting: Allowed.
Given its prerequisites, I think it's a bit weak, compared to Skill Focus (Concentration).
Steady Concentration: Prohibited.
This is like a +9 bonus, because Concentration checks (such as for casting defensively) are often of a sort that a character tries hard to not even risk failing.

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