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  1. - Top - End - #1
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    Default Best Feats of 3.5

    The Best Feats of 3.5

    Picking feats was always one of my least favorite parts of making a character in 3.5. There are good feats, but they’re scattered across dozens of books. I’m absolutely sick of pouring through book after book, handbook after handbook trying to flesh out that one section of the character sheet. So! I sat down with a stack of books and started pouring through for useful feats. Every feat here is, if not the absolute pinnacle of power, worth taking. If you disagree, or have suggestions for things I missed… let’s talk. And otherwise, enjoy, and I hope you find this resource useful.

    Author's Notes:
    • Feat reviews were limited to books I owned. If a good feat isn't on the list, that's probably why. (I might also have just missed it, mind you). I'm starting a new table for such things soon. Likewise, if you see an "eh, it's alright," feat, it's again due to methodology-- I was going through all the books I owned and picking out feats that wouldn't hurt to choose.
    • Crappy prerequisite feats did not make this list. Things like Dodge and Point-Blank Shot. Why? Because this list is about feats you want, not feats you need. You don't actually want Weapon Focus; you take it because you need it for your PrC, or a more interesting feat. If you wouldn't pick the prerequisite feat in a vacuum, it's not on here.
    • Because I'm making this list, I've added notes where my houserule-overhaul project, Giants and Graveyards ("G&G") affects things. I'll go back and change their color to make them stand out and reduce confusion when I get the chance. (Also, fixing the later tables)


    Core (Player’s Handbook, Monster Manual, Dungeon Master's Guide)

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    Feat Source Requirements Description Type All Melee Archer Caster Race/Class Skills Notes
    Augment Summoning PHB Spell Focus (conjuration) Summoned creatures gain +4 Str, +4 Con X Druid
    Combat Reflexes PHB Additional attacks of opportunity F X Scales by Dex. Important for most melee control builds. Combos well with Improved Trip, Stand Still, Karmic Strike and Robilar's Gambit
    Craft Magic Arms and Armor PHB Spellcaster level 5th Create magic weapons, armor, and shields X It’s easy to catch up on lost experience
    Craft Wondrous Item PHB Spellcaster level 3rd Create magic wondrous items X It’s easy to catch up on lost experience
    Empower Spell PHB Increase spell’s variable, numeric effects by 50% M X +2 effective spell levels
    Extend Spell PHB Double spell’s duration M X +1 effective spell levels
    Imp. Precise Shot PHB Dex 19, Point Blank Shot, Precise Shot, BAB +11 Ignore less than total cover/concealment on ranged attack F
    Improved Initiative PHB +4 bonus on initiative checks X
    Improved Trip PHB (Int 13), Combat Expertise +4 bonus on trip attempts; no attack of opportunity F X
    Improved Unarmed Strike PHB Considered armed even when unarmed F X G&G: Free at BAB+1
    Manyshot PHB Dex 17, Point Blank Shot, BAB +6 Shoot two or more arrows simultaneously F X
    Mounted Combat PHB Ride 1 rank Negate hits on mount with Ride chec F X 1/round
    Natural Spell PHB Wis 13, Ability to use wild shape Cast spells while in wild shape Druid, Wildshape Ranger This is your 6th level feat as a Druid, no argument. Doesn't function in G&G due to changes to the Druid.
    Power Attack PHB Str 13 Trade attack bonus for damage (up to BAB) F X G Key melee feat
    Precise Shot PHB Point Blank Shot No –4 penalty for shooting into melee F X Essentially required for archers
    Quicken Spell PHB Cast spells as free action M X Errata'd to a swift action. +4 effective spell levels
    Rapid Shot PHB Dex 13, Point Blank Shot One extra ranged attack each round F X
    Ride-By Attack PHB Mounted Combat Move before and after a mounted charge F X
    Spirited Charge PHB Mounted Combat, Ride-By Attack Double damage with mounted charge F X Better with a lance
    Two-Weapon Fighting PHB Dex 15 Reduce two-weapon fighting penalties by 2 F G Required for the style. Much better in G&G due to free follow-up feats.
    Weapon Finesse PHB BAB +1 Use Dex modifier instead of Str modifier on attack rolls with light melee weapons F X Less good in G&G, where it's mostly folded into the base rules
    Leadership DMG Level 6 Attract cohort and followers X Too powerful; often banned
    Ability Focus MM Special attack Add +2 to the DC for all saving throws against the special attack on which the creature focuses Hexblade, Dragonfire Adept, Dragon Shaman Good for anyone that depends heavily on one ability
    Craft Construct MM Craft Magic Arms and Armor, Craft Wondrous Item. Create golems and other constructs It X Minionmancy abilities like this may not be allowed in all games; strong option if available.
    Empower Spell-Like Ability MM Spell-like ability at caster level 6th or higher. Deal half again as much damage with SLA 3/day Warlock, Dragonfire Adept A certain caster level is required to affect an SLA of a given level.
    Flyby Attack MM Fly Speed When flying, take your standard action in the middle of move-action movement. X Raptoran
    Multiattack MM Three or more natural attacks The creature’s secondary attacks with natural weapons take only a –2 penalty Druid, Wildshape Ranger,Totemist If you’ve got secondary natural attacks, you probably need this.
    Quicken Spell-Like Ability MM Spell-like ability at caster level 10th or higher. Use SLA as a free action 1/day. Warlock Almost certainly errata'd to a swift action. A certain caster level is required to affect an SLA of a given level



    Completes (Adventurer, Arcane, Divine, Warrior, Mage, Champion, Scoundrel)


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    Feat Source Requirements Description Type All Melee Archer Caster Race/Class Skills Notes
    Ascetic Mage CAdv Improved Unarmed Strike, spontaneous 2nd-level arcane spells Monk and sorcerer levels stack for AC bonus (Cha-based), sacrifice spell to gain bonus on unarmed strike X Sorcerer
    Brutal Throw CAdv Use Str rather than Dex to attack rolls with thrown weapons F X
    Deft Strike CAdv Int 13, Spot 10 ranks, Combat Expertise, sneak attack Ignore armor and natural armor X X Rogue Takes a standard action to set up
    Disguise Spell CAdv Perform 9 ranks, bardic music Cast spells unobtrusively as part of a performance Bard Good in a social-heavy game. Useless in G&G due to changes to the Bard
    Dual Strike CAdv Improved Two-Weapon Fighting, Two-Weapon Fighting Attack once with each hand as a standard action F X One of the few legal ways to TWF as a standard action. Useless in G&G due to rules changes
    Extraordinary Spell Aim CAdv Spellcraft 15 ranks Exclude one creature from spell area X Turn area debuffs into personal defense (Antimagic field?)
    Insightful Reflexes CAdv Add Int modifier, rather than Dex modifier, to Reflex saves Wizard, Archivist, Bard, Fighter (Tactician) Ref saves are the least dangerous
    Leap Attack CAdv Jump 8 ranks, Power Attack Doubles damage by Power Attack on successful charge X Triple. Power. Attack. Bonus. With. THF.
    Mobile Spellcasting CAdv Concentration 8 ranks Cast a spell and move at the same time X
    Natural Bond CAdv Animal Companion Add +3 to effective druid level when determining animal companion’s abilities Druid, Ranger Capped at your HD. Great for multiclassing druids, all rangers.
    Power Throw CAdv Str 13, Brutal Throw, Power Attack Power Attack with thrown weapons F X Redundant in G&G thanks
    Staggering Strike CAdv BAB +6, sneak attack Limit target to a single action for 1 round X Rogue DC=damage makes for a high DC
    Tactile Trapsmith CAdv Add Dex modifier, rather than Int modifier, to Search and Disable Device checks Rogue, Scout Can be a big bonus. Less so in G&G due to class changes
    Versatile Performer CAdv Perform 5 ranks Treat number of Perform skills as if they had ranks equal to your highest Perform rank Bard Not super-important, but excellent flavor
    Lyric Spell CAdv Bardic music, arcane spellcaster level 6th, Perform 9 ranks Spend bardic music uses to cast extra spells X Bard Bards have more bardic music than spells. Doesn’t work in G&G due to bard changes
    Arcane Preparation CArc Ability to cast arcane spells without preparation Prepare arcane spells ahead of time for faster metamagic casting X Can get you into some PrCs
    Battle Caster CArc Ability to ignore arcane spell failure Ignore arcane spell failure chance from heavier armor chance from armor Gish Usually only worth it to go from medium to heavy.
    Craft Contingent Spell CArc Caster level 11th Attach semipermanent spells to a creature and set activation conditions It X Phenomenally abusable
    Energy Substitution CArc Any other metamagic feat, Knowledge (arcana) 5 ranks Energy spells can deal different energy damage M X Good for anyone with a limited list +0 effective spell levels.
    Explosive Spell CArc Creatures are blasted to edge of spell area M X Adds some BFC to a blaster. +2 effective spell levels.
    Extra Invocation CArc Ability to use lesser invocations Learn an additional invocation of one grade less than current highest grade Warlock, Dragonfire Adept
    Extra Spell CArc Caster level 3rd Learn an additional spell up to one level lower than current highest level X Only worth it if your DM will let you learn spells from different lists
    Guardian Spirit CArc Watchful spirit class ability Reroll initiative two times per day, reroll any save 1/day Wu-Jen
    Mage Slayer CArc Spellcraft 2 ranks, BAB +3 +1 bonus on Will saves; spellcasters you threaten can’t cast defensively X Viability depends on your game’s optimization level.
    Maximize Spell-Like Ability CArc Spell-like ability at caster level 6th or higher Maximize spell-like ability’s variable numeric effects up to 3/day Warlock
    Persistent Spell CArc Extend Spell Fixed or personal range spells last 24 hours M X Only worth it with cost reduction. +6 effective spell levels.
    Obtain Familiar CArc Knowledge (arcana) 4 ranks, arcane caster level 3rd Obtain a familiar in the same manner as a sorcerer or wizard X Scales with caster level, not class level, making it superior to class-granted options
    Pierce Magical Concealment CArc Con 13, Blind-Fight, Mage Slayer Ignore spell-based concealment of creatures you attack X X
    Pierce Magical Protection CArc Con 13, Mage Slayer Ignore spell-based bonuses to Armor Class X
    Practiced Spellcaster CArc Spellcraft 4 ranks Increase caster level by +4 X To a maximum of your HD. Vital for multiclassing
    Sculpt Spell CArc Any metamagic feat Alter spell’s area M X Good for anyone with a limited list. Especially good for small-area spells. +1 effective spell level.
    Split Ray CArc Any metamagic feat Ray spells affect one additional target M X +2 effective spell levels.
    Twin Spell CArc Any metamagic feat Simultaneously cast a single spell twice M X +4 effective spell levels.
    Arcane Discipline CDiv Knowledge (religion) 4 ranks, Spellcraft 4 ranks, deity’s alignment Add spells from a domain to your class list X Sorcerer, Beguiler, Night Soul, Warden Great way to get extra spells known, but requires Wisdom.
    Disciple of the Sun CDiv Ability to turn or rebuke undead, good alignment Spend an extra turn attempt to destroy undead instead of turning them Di Cleric, Paladin Makes Turning actually useful
    Divine Metamagic CDiv Ability to turn or rebuke undead Spend turn/rebuke attempts to enhance spells with a metamagic feat Di X Cleric, Paladin One of the best feats in the game, even without abuse. (Combo with Quicken Spell, Persistent Spell)
    Divine Spell Power CDiv Ability to turn or rebuke undead Spend turn/rebuke attempts to increase your caster level X Cleric Easy to get +2 or +3 caster levels out of it.
    Domain Spontaneity CDiv Ability to turn or rebuke undead Spend turn/rebuke attempt to spontaneously cast a domain spell Di Cleric
    Eagle’s Wings CDiv Ability to use wild shape Grow wings for 1 hour W Druid, Wildshape Ranger Slap wings on effective ground combat forms
    Fast Wild Shape CDiv Ability to use wild shape Wild shape as a move equivalent action W Druid, Wildshape Ranger
    Practiced Spellcaster CDiv Spellcraft 4 ranks Your caster level is +4 but not above your HD X Necessary if you multiclass
    Quicken Turning CDiv Ability to turn or rebuke undead Can turn undead as a free action Cleric, Paladin No added cost to use
    Rapid Spell CDiv Decrease casting time of some spells M X Druid, Seer Good for summoners and diviners. +1 spell level
    Reach Spell CDiv Touch spell becomes a ray with 30-ft. range M X +2 effective spell levels
    Spontaneous Healer CDiv Knowledge (religion) 4 ranks, nonevil Swap out your spells for cure spells on your list X Keeps you from having to prepare emergency heals
    Spontaneous Summoner CDiv Knowledge (nature) 4 ranks, partly neutral alignment Swap out your spells for summon nature’s ally X Great extra versatility
    Arcane Strike CWar Ability to cast 3rd-level arcane spells, BAB +4 Sacrifice a spell for +1 on attacks and +1d4 damage per level of the spell X X Gish The more attacks you make, the better
    Defensive Throw CWar Dex 13, Combat Refl exes, Dodge, Improved Trip, Improved Unarmed Strike Trip attempt after foe’s attack misses X Monk Much better in G&G due to reduced prerequisites and improved combat maneuvers
    Extra Rage CWar Rage or frenzy ability Number of rages per day increased by two Barbarian Required for low-level games
    Fleet of Foot CWar Dex 15, Run Make one direction change during a run or charge X Charges are super-important
    Hold the Line CWar Combat Reflexes, BAB +2 Make attack of opportunity against charging foe X Best combo’d with a trip
    Improved Buckler Defense CWar Shield Proficiency Apply buckler’s shield bonus to AC while using off-hand weapon X Worth it when magic shields come into play. Better in G&G, due to boosts to shields
    Improved Favored Enemy CWar Favored enemy ability, BAB +5 +3 bonus on damage against favored enemies Ranger Best for archers
    Improved Mounted Archery CWar Ride 1 rank, Mounted Archery, Mounted Combat Reduce or eliminate attack penalties with ranged weapon while mounted X More practical in G&G due to reduced prerequisites
    Improved Toughness CWar Base Fortitude save bonus +2 Gain hp equal to your current HD X
    Instantaneous Rage CWar Rage or frenzy ability Rage even when it isn’t your turn Barbarian
    Intimidating Rage CWar Rage or frenzy ability Cause single foe within 30 feet to become shaken X Barbarian Cornerstone of fear builds
    Karmic Strike CWar Dex 13, Combat Expertise, Dodge Take –4 penalty to AC to make attack of opportunity against melee opponent that hits you X
    Pain Touch CWar Wis 15, Stunning Fist, BAB +2 Stunned opponents become nauseated for 1 round X Monk
    Ranged Pin CWar Dex 15, Point Blank Shot, Precise Shot, BAB +5 Use ranged weapon to grapple foe within 30 feet F X You won’t keep them down, but it still costs them a standard action to escape
    Shield Charge CWar Improved Shield Bash, BAB +3 Free trip attack with shield during charge F X
    Shield Slam CWar Improved Shield Bash, Shield Charge, BAB +6 Use shield to daze opponent F X
    Divine Shield CWar Turn or rebuke undead ability, proficiency with a shield Add Cha bonus as sacred bonus to your shield’s defense X Cleric, Paladin, Binder 1 Turn Undead/use. Combos well with Shield Ward or Parrying Shield. Better in G&G, due to changes to shield mechanics.
    Zen Archery CWar Wis 13, BAB +1 Use Wis instead of Dex for ranged attacks X Cleric, Druid, Monk Good for Wis-based caster-archers. Better in G&G, where it also applies to damage.
    Divine Might CWar Str 13, turn or rebuke undead ability, Power Attack Add Cha bonus to weapon damage Di Paladin, Cleric, Binder Lasts for 1 round/Turn.
    Divine Vigor CWar Turn or rebuke undead ability Increase base speed by 10 ft., gain +2 hp/level Di Paladin, Cleric, Binder Binder with unlimited Turn attempts through Tenebrous can keep this going all day.
    Combat Brute CWar Improved Sunder, Power Attack, BAB +6 See feat description F X Gain big attack bonus after charging+power attacking a foe.
    Elusive Target CWar Dodge, Mobility, BAB +6 See feat description X Become immune to power attack damage, redirect attacks into foes, make free trip attacks when missed by AoOs. Even better in G&G due to reduced prerequisites
    Shock Trooper CWar Improved Bull Rush, Power Attack, BAB +6 See feat description F X Lets you take Power Attack penalties to AC instead of attack.
    Lightning Mace CWar Combat Reflexes, Two-Weapon Fighting, Weapon Focus (light mace) Gain extra attack after scoring threat while wielding two light maces X Decent on its own, abuseable with Aptitutde weapons.
    Three Mountains CWar Str 13, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (heavy mace, morningstar, or greatclub) Target hit twice with mace, morningstar, or greatclub becomes nauseated if it fails Fortitude save X
    Acidic Splatter CM Ability to cast 2nd-level spells Create orb of acid 1d6 damage/spell level, +1 CL on acid spells R X Acid damages objects, remember
    Captivating Melody CM Bardic music, ability to cast arcane spells Expend bardic music to increase the save DC of an enchantment or illusion spell X Bard Spend an overcommon resource on two common spell types Useless in G&G due to class changes.
    Cloudy Conjuration CM Spell Focus (conjuration) or conjurer level 1st Conjurations accompanied by a cloud of sickening smoke X
    Dimensional Jaunt CM Ability to cast 4th-level spells Teleport 5 feet/spell level, +1 CL on teleportation spells R X At-will teleportation is always useful
    Fearsome Necromancy CM Spell Focus (necromancy) or necromancer level 1st Necromancy spells leave foes shaken X Works regardless of save
    Insightful Divination CM Spell Focus (divination) or diviner level 1st Gain bonus on initiative, save when casting divination spell X Bonuses last all day or until discharged
    Melodic Casting CM Perform 4 ranks, Spellcraft 4 ranks, bardic music class feature Use Perform in place of Concentration, cast spells while using bardic music X Bard Vital feat. Less so in G&G
    Metamagic School Focus CM Spell Focus (chosen school) or specialist wizard Reduce the cost of adding metamagic feats to spells of a chosen school of magic X
    Rapid Metamagic CM Spellcraft 12 ranks, ability to spontaneously cast spells Apply metamagic feats without increasing casting time X Better than Accelerated Metamagic/PHB2 variant sorcerer, but comes online later
    Residual Magic CM Spellcraft 12 ranks, any metamagic feat Apply magical effects in consecutive rounds X Allows for free metamagic
    Somatic Weaponry CM Concentration 5 ranks, Spellcraft 5 ranks Cast spells with somatic components while hands are full X Gish May be necessary for a gish
    Storm Bolt CM Ability to cast 3rd-level spells Create line of electricity 1d6 damage/spell level, +1 CL on electricity spells R X Spamable area-of-effect
    Summon Elemental CM Ability to cast 4th-level spells Summon elemental, +1 CL on summoning spells R X At-will summoning is great for flanking, setting off traps, etc
    Toughening Transmutation CM Spell Focus (transmutation) or transmuter level 1st Grant temporary DR when casting a transmutation spell X DR/Magic 5, or +5 existing DR. (Fantastic at low levels; requires targets to have their own DR at higher levels)
    Unsetting Enchantment CM Spell Focus (enchantment) or enchanter level 1st Enchantment spells hinder foe's attacks and defense X Works regardless of save
    Air Devotion CC Gain bonus to AC; ranged attacks have a 50% miss chance against you Do X Cleric, Paladin Decent option if you face a lot of ranged weapons
    Animal Devotion CC Gain bonuses based on animal influence chosen Do X Cleric, Paladin Early way to get flight.
    Awesome Smite CC Power Attack, BAB +6, smite ability Gain various maneuvers you can combine with smite attacks Paladin
    Battle Blessing CC Ability to cast paladin spells Cast paladin spells more quickly Paladin Required. Possibly the single biggest boost to the class’s playability. Get this and Serenity.
    Devotion Feats CC Varies Cleric, Paladin All are decent, and it’s certainly worth looking at any that you could get for free by trading out domains.
    Healing Devotion CC Gain or grant fast healing for 1 minute Cleric, Paladin, Binder Immediate action healing to save you from death is nice, but binders with infinite Turn Undead through Tenebrous makes this fantastic.
    Holy Warrior CC Ability to cast 4th-level spells, access to the War domain Gain bonus on weapon damage rolls R X X Cleric Pretty much always on thanks to how domains work.
    Knowledge Devotion CC Gain bonuses on attack rolls and damage rolls against specific creature types based on your knowledge of them Do X X X Fantastic damage boost, especially if you’re making lots of attacks.
    Law Devotion CC Gain bonus on attack rolls or to AC until your next action Cleric, Paladin, Binder Great for binders with infinite Turn Undead through Tenebrous
    Retrieve Spell CC Any two divine feats, ability to turn or rebuke undead Spend turn/rebuke attempts to regain a previously cast spell Di X Cleric
    Spontaneous Domains CC Ability to cast 3rd-level spells; access to two or more domains Leave your domain spell slots open to be filled at need X Cleric
    Strength Devotion CC Gain adamantine slam attack and the ability to overcome hardness with melee attacks Do X Cleric, Paladin, Binder Great for binders with infinite Turn Undead through Tenebrous
    Swift Wild Shape CC Dex 13, Fast Wild Shape, wild shape class feature Use wild shape as a swift action W Druid, Wildshape Ranger
    Touch of Healing CC Ability to cast 2nd-level spells Heal 3 points of damage per level of the highest-level healing spell you have available to cast R Good if people are consistently being dropped to low health.
    Travel Devotion CC Move your speed as a swift action Do X Scout, Cleric, Paladin One of the best ways to get swift-action movement
    Water Devotion CC Summon a water elemental with HD based on your character level Do Cleric, Binder Fun for binders with infinite Turn Undead through Tenebrous
    Advantageous Avoidance CS Character level 3rd, any luck feat Expend luck reroll to force foe to reroll critical threat confirmation, or three luck rerolls to force foe to reroll attack X
    Daring Outlaw CS Grace +1, sneak attack +2d6 Rogue and swashbuckler levels stack for grace, dodge bonus, and sneak attack Swashbuckler, Rogue Build-defining feat. Lets you get a full sneak attack progression on a sturdier chassis
    Dumb Luck CS Character level 6th, any two luck feats Expend luck reroll to treat natural 1 on save as natural 20 instead X
    Improved Skirmish CS Skirmish +2d6/+1 AC Move 20 feet to gain +2d6 points of damage, +2 AC Scout
    Master Spellthief CS Ability to cast 2nd-level arcane spells, steal spell Spellthief and arcane spellcaster levels stack for steal spell and arcane caster level; cast arcane spells in light armor X A one-level dip for casting in armor and spell theft
    Savvy Rogue CS Rogue level 10th Your rogue special abilities improve Rogue
    Sound of Silence CS Bardic music, Perform 9 ranks Bardic music deafens a target Bard Save DC should be sky-high
    Survivor’s Luck CS Character level 9th, any luck feat Reroll a saving throw X
    Swift Hunter CS Favored enemy, skirmish +1d6/+1 AC Ranger and scout levels stack for skirmish bonuses, favored enemies Ranger, Scout Build-defining feat. Lets you get a full skirmish progression on a chassis with better…everything, really.
    Throat Punch CS Improved Unarmed Strike, sneak attack +3d6 Trade 2d6 sneak attack damage to hinder target’s speech for 3 rounds Rogue 50% spell failure, no save
    Last edited by Grod_The_Giant; 2015-09-03 at 04:46 PM.
    Hill Giant Games
    I make indie gaming books for you!
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    STaRS: A non-narrativeist, generic rules-light system.
    Grod's Guide to Greatness, 2e: A big book of player options for 5e.
    Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
    Giants and Graveyards: My collected 3.5 class fixes and more.

    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use

  2. - Top - End - #2
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    Default Re: Best Feats of 3.5

    Environmentals (Stormwreck, Sandstorm, Frostburn, Dungeonscape, Cityscape, Planar Handbook)

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    Feat Source Requirements Description Type All Melee Archer Caster Race/Class Skills Notes
    Aquatic Shot SW Point Blank Shot Use ranged weapons underwater more accurately F X Vital in a water-heavy campaign; not worth it otherwise
    Curling Wave Strike SW Dex 13, Improved Trip Gain a trip attack F X
    Sunken Song SW Bardic music, Perform (sing) 4 ranks Produce bardic music effects underwater Bard Vital in a water-heavy campaign; not worth it otherwise
    Swim-by Attack SW Swim speed Attack as you swim past your opponent X Great in a water-heavy campaign; not worth it otherwise
    Blazing Berserker SS Ability to rage Gain the fire subtype while raging Barbarian Fire is the most common damage type in the game; immunity to it is nice
    Eagle’s Fury SS Dex 15, proficiency with weapon Extra attack with the eagle's claw X If you can get proficiency for free, the extra attack is nice
    Pharaoh’s Fist SS Str 15, Improved Unarmed Strike, Stunning Fist Foe and adjacent creatures stunned by thundering blow Monk
    Scorpion’s Grasp SS Str 13, Dex 13, Improved Unarmed Strike, Improved Grapple Begin grapple with a melee strike X Vital for grapplers
    Searing Spell SS Your fire spells deal damage to fire-resistant creatures M X If you’ve got to specialize in cold, use this. +1 effective spell level.
    Arctic Priest FB Cold or Winter domain Can swap out prepared spells for a specialized list of spells X Cleric Specific spells: control weather, create food and water, endure elements,heroes’ feast, hibernate, protection from energy, and resist energy. Better in G&G where you can effectively gain them as spells known.
    Beckon the Frozen FB Augment Summoning, Spell Focus (conjuration) Summoned creatures gain cold subtype and +1d6 cold damage to attacks X Good for summons with lots of natural attacks
    Craft Skill Talisman FB Caster level 6th Create magic skull talismans It X Like potions, but up to 9th level spells.
    Frozen Wild Shape FB Base Fortitude save bonus +6, wild shape ability Wild shape into cold magical beasts Druid, Wildshape Ranger, Beastman Cryohydra. That is all.
    Piercing Cold FB Cold spells can damage creatures resistant or immune to cold M X If you’ve got to specialize in cold, use this. +1 effective spell level.
    Snowflake Wardance FB Bardic music ability, Perform (dance) 6 ranks Add Charisma modifier to attack rolls with one-handed slashing melee weapons X Bard
    Hammer and Piton Dun Str 15, Climb 3 ranks Drive pitons into Large foe and climb him X Seriously cool, and lets you keep full attacking easily. Ask your GM if Small characters can use it on Medium targets.
    Trap Sensitivity Dun Elf or trapfinding class feature, trap sense +2 Sense mechanical traps as you sense secret doors X Not strong, but convenient. Decent way to speed things up if your game is trap-heavy.
    Invisible Spell City Any metamagic feat Make spell effects invisible M X Beguiler Can be important in social games
    Strong Stomach City Con 13, Endurance Reduce nauseated and sickened conditions by one step X Sickening is common, and nausea completely shuts you down
    Acheron Flurry PH Dex 15, Wis 15, Improved Unarmed Strike, Knowledge (the planes) 4 ranks Distract foe with mock attacks X Leave ‘em with only a single standard or move for a turn, no save.
    Celestial/Fiendish Summoning Specialist PH Knowledge (the planes) 2 ranks, Knowledge (religion) 2 ranks, Nongood/evil alignment, summon monster ability Summon additional good/evil-aligned creatures X GM dependant.
    Neraph Charge PH Wis 15, Knowledge (the planes) 5 ranks Camouflage your charge attack so foe loses Dex bonus X Rogue
    Neraph Throw PH Dex 15, Knowledge (the planes) 5 ranks to AC Camouflage your thrown attack so foe loses Dex bonus X Rogue
    Nonverbal Spell PH Cast spells that have verbal components without uttering verbal components X Bard, Beguiler Good for social-heavy games, polymorph-happy casters
    Stalwart Planar Ally PH Cha 13, Spellcraft 5 ranks, Planar Touchstone Improve resilience and duration of summoned creature X +4 AC and double duration of summon
    Water Heritage PH Gain swim speed of 20 feet or increase swim speed by 20 feet, +4 on Con checks for holding your breath X Good for aquatic campaigns, not worth it otherwise


    Races Of (Destiny, Stone, the Dragon, the Wild)

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    Feat Source Requirements Description Type All Melee Archer Caster Race/Class Skills Notes
    Able Learner RoD Human or doppelganger Cross-class skills cost less per rank Human, Doppleganger X
    City Slicker RoD Certain skills are class skills for you X Disguise, Forgery, Gather Information, and Knowledge (local)
    Fearless Destiny RoD Human or half-human, Heroic Destiny, character level 6th Avoid death once per day X Human, Half-_____ A great feat with a crappy prerequisite. Your choice.
    Protected Destiny RoD Human or half-human, Heroic Destiny, character level 3rd Reroll saving throw once per day X Human, Half-_____ A good feat with a crappy prerequisite. Your choice.
    Sociable Personality RoD Half-elf, Cha 13 You may reroll Diplomacy and Gather Information checks X Half-Elf X Great, but requires you to play one of the worst races. Becomes much better in G&G, where the race is playable.
    Subtle Sigil RoD Illumian You can make your sigils disappear Illumian Might be needed for stealthy characters; otherwise a personal preference (but a nice option)
    Ancestral Knowledge RoS Dwarf, Wis 15 Make untrained Knowledge checks and use Wisdom modifier Cleric (Cloistered) X Good for anyone who needs a high Wis, especially if you’ve also got a good skill list.
    Deflective Armor RoS Heavy Armor Optimization Protects against touch attacks while focused P X Psychic Warrior Great for anyone in heavy armor
    Fling Enemy RoS Rock Hurling Throw an enemy you’re grappling X OK, it’s not good, but it’s seriously cool.
    Goad RoS Cha 13, BAB +1 Cause enemy to make melee attacks only against you X Great feat for anyone who wants to tank, especially guys with good Cha like Paladins and Crusaders.
    Knockback RoS Improved Bull Rush, Power Attack, size Large or larger Push foes backward with your blows X
    Metamagic Song RoS Any two metamagic feats, bardic music Spend bardic music to apply metamagic to spells X Bard Ridiculous good. Bards have tons of Bardic Music uses. Useless in G&G due to class changes.
    Powerful Wild Shape RoS Powerful build racial trait, wild shape ability Retain powerful build while wild shaped Goliath, Half-Giant, Druid, Wildshape Ranger, Beastman Most of the best Wildshape forms use combat maneuvers.
    Shielded Casting RoS Concentration 5 ranks, Combat Casting, Shield Proficiency No attacks of opportunity when you cast spells with a shield ready X Gish If you’re going the gish route, this is good. Especially valuable in G&G, due to changes to defensive casting.
    Trivial Knowledge RoS Gnome, Int 13 Choose higher of two Knowledge or bardic knowledge checks Gnome X Combos well with Knowledge Devotion
    Accelerate Metamagic RotD Dragonblood subtype, Spellcraft 4 ranks, any metamagic feat, ability to spontaneously cast 1st-level spells Apply selected metamagic feat to spells more quickly than normal X Pretty important, though the PHB2 variant sorcerer reduces the necessity
    Draconic Claw RotD Draconic Heritage; sorcerer level 1st Gain claws and make a swift claw attack when you cast a spell X Sorcerer, Gish Decent for melee who want natural attacks, fantastic for gish
    Draconic Presence RotD Draconic Heritage, sorcerer level 1st Render lower-HD opponents shaken when you cast a spell X Sorcerer Good for gish.
    Dragon Tail RotD Dragonblood subtype, 1st level only Gain a tail and tail attack X Real good at low levels
    Entangling Exhalation RotD Dragonblood subtype, breath weapon Channel breath weapon to entangle enemies Dragonfire Adept, Dragon Shaman Required. This changes you from a crappy damage-dealing class into a decent crowd-control class.
    Exhaled Barrier RotD Dragonblood subtype, breath weapon Channel breath weapon to create wall of energy Dragonfire Adept, Dragon Shaman
    Improved Dragon Wings RotD Dragonblood subtype, Dragon Wings, 6 HD Gain fly speed X (Ex) flight at level 12. (some classes might also need Reinforced Wings). Prerequisite (Dragon Wings) must be taken at level 1.
    Practical Metamagic RotD Dragonblood subtype, Spellcraft 8 ranks, any metamagic feat, ability tospontaneously cast 3rd-level spells Reduce metamagic feat’s spell level increase by one X
    Versatile Spellcaster RotD Ability to spontaneously cast spells Use two lower-level slots to cast a higher-level spell X
    Killoren Destroyer RotW Killoren Daze foes with your killoren smite attack X Daze is a great condition
    Plunging Shot RotW Dex 13, Point Blank Shot Deal an additional 1d6 points of damage against targets at least 30 feet below you X Good for volley archers specifically.
    Woodland Archer RotW Point Blank Shot, BAB +6 See feat description X Gain attack bonus after missing foe, ignore concealment after hitting, and snipe from cover more easily.
    Yondalla’s Sense RotW Halfling Add Wisdom bonus on initiative checks X Can be much better than Improved Initiative to the right class.


    Variant Systems (Expanded Psionics Handbook, Complete Psionic, Tome of Battle, Tome of Magic, Magic of Incarnum)
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    Feat Source Requirements Description Type All Melee Archer Caster Race/Class Skills Notes
    Cloak Dance XPH Hide 10 ranks, Perform (dance) 2 ranks Spend an action to gain concealment Rogue Great for stealthy and sneak attacky characters
    Boost Construct XPH Astral construct gains additional ability P M
    Closed Mind XPH Gain resistance to all psionic power P X Only worth it in a psionics-heavy campaign
    Deep Impact XPH Str 13, Psionic Weapon, BAB +5 Resolve melee weapon attack as touch attack P X Pair with Power Attack
    Empower Power XPH Increase power’s variable, number effects by 50% P M +2 power points
    Expanded Knowledge XPH Manifester level 3rd Add one new power to powers known P M
    Extend Power XPH Double power’s duration P M +2 power points
    Fell Shot XPH Dex 13, Point Blank Shot, Psionic Shot, base attack bonus +5 Resolve ranged attack as touch attack P X Better in G&G, where you can make ranged power attacks
    Force of Will XPH Iron Will Make a Will save instead of Fort or Ref against psionic powers P X Only useful if psionics are common
    Greater Manyshot XPH Dex 17, Manyshot, Point Blank Shot, Rapid Shot, BAB +6 Shoot 2 or more arrows simultaneously, even at separate targets X
    Hidden Talent XPH This feat can only be taken at 1st level. Gain two power points, and learn one first level power from any class list. X Hidden on page 67
    Metamorphic Transfer XPH Wis 13, manifester level 5th Assume one supernatural ability of alternate form P M Unusable in G&G, due to bans on powers.
    Overchannel XPH Take damage to increase your manifester level P M Take this feat instead of being a Wilder
    Psionic Meditation XPH Wis 13, Concentration 7 ranks Become psionically focused as a move action P X Practically necessary for anyone using psionic feats
    Quicken Power XPH Manifest powers as free action P M +6 power points
    Stand Still XPH Str 13 Attack of opportunity stops foe’s movement X Vital for AoO/battlefield control builds.
    Up the Walls XPH Wis 13 Run on walls and ceilings P X
    Wild Talent XPH Gain psionic ability and 2 power points P X May be necessary for to access cool psionic feats
    Extopic Form CPsi Know astral construct Varies P M Adds variety to the only psionic summon
    Enervation Endurance CPsi Psychic enervation Suffer half power point loss when enervated P Wilder In G&G, you instead lose points equal to the number you surged for
    Instinctive Consummator CPsi Str 13, Power Attack, Cleave Expend focus to confirm critical P X Critical confirmation rolls are often houseruled away
    Mantle Focus CPsi Access to 1 psionic mantle +1 to save DCs for mantle powers P M Ardent
    Postpone Enervation CPsi Psychic enervation, wild surge +2 Delay psychic enervation up to 3 rounds P Wilder 3 rounds is often enough to finish the fight
    Practiced Manifester CPsi Psicraft 4 ranks Manifester level increases by 4 (max your HD) P M Essential if you multiclass
    Skin of the Construct CPsi Know astral construct Absorb construct aspects you'd otherwise manifest P X Pick up flight or assorted bonus feats
    Tap Mantle CPsi Access to one psionic mantle Add mantle powers to powers known P M Psychic Warrior, Lurk, Psychic Rogue Good way to expand a limited list
    Linked Power CPsi Manifest a power; linked power goes off next round P M Fantastic action economy, and lets you ignore long casting times
    Adaptive Style ToB Crusader, swordsage, or warblade level 1st Change readied maneuvers with a full-round action Swordsage Essential, since it allows you to recover all maneuvers.
    Desert Wind Dodge ToB Dex 13, one Desert Wind maneuver Move 10 feet, +1 AC, +1 fire damage Replaces Dodge with a marginally better option.
    Evasive Reflexes ToB Dex 13 Instantly take 5-ft. step instead of an attack of opportunity X Pair with something like Karmic Strike to foil full attacks
    Faith Unswerving ToB Devoted Bulwark, BAB +6, two Devoted Spirit maneuvers. See feat description X Crusader Remain adjacent to foes you charge, intercept attacks aimed at allies, and make one last attack before dying.
    Instant Clarity ToB Concentration 7 ranks Use swift action to gain psionic focus after initiating a successful martial strike P X Gish
    Martial Stance ToB One martial maneuver Learn one martial stance X Crusader, Swordsage, Warblade Stances are great for everyone. (Assassin’s Stance, say?)
    Martial Study ToB Gain the use of a martial maneuver X Crusader, Swordsage, Warblade Strikes are great for everyone.
    Shadow Blade ToB One Shadow Hand maneuver stance Use Dex modifier instead of Str modifier on damage rolls with Shadow Sun weapons X Swordsage Essential to high-Dex melee fighters. Works with Dagger, sai, siangham, short sword, spiked chain, and unarmed strikes. (Table says maneuver, text says stance. Text trumps table)
    Snap Kick ToB Improved Unarmed Strike, BAB +6 Make an extra attack, all attacks at –2 X
    Song of the While Raven ToB Bardic music (inspire courage), one White Raven maneuver Use inspire courage as swift action while in a White Raven stance X Crusader, Bard Turns Bard into a great dip for a Crusader.
    Stormguard Warrior ToB Proficiency with an Iron Heart preferred weapon (bastard sword, dwarven waraxe, longsword, or twobladed sword), Ironheart Aura, BAB +6, two Iron Heart maneuvers. See feat description Warblade Get attack bonuses for not taking AoOs, make touch attacks to gain damage bonuses. Combos well with Karmic Strike, Robilar’s Gambit, and similar abilities.
    Superior Unarmed Strike ToB Improved Unarmed Strike, BAB +3 Deal greater unarmed damage X If you want to be an unarmed fighter, you need this.
    Vital Recovery ToB Two martial maneuvers Heal 3 + level points of damage when you recover a maneuver X Crusader, Swordsage, Warblade A nice emergency boost.
    Bind Vestige ToM Gain one power from a chosen 1st-level vestige X Good way to pick up some minor magic
    Bind Vestige, Improved ToM Bind Vestige Bind one vestige of up to 5th level X Good way to pick up some minor magic
    Ignore Special Requirements ToM Soul binding Ignore special requirements when summoning vestiges Binder Special requirements are generally pretty easy to meet, but taking this can save a lot of headache and bookkeeping.
    Improved Binding ToM Soul binding +2 binder level when determining eligible vestiges Binder Vital. You are taking this ASAP.
    Practiced Binder ToM Bind Vestige Gain a second power from a bound vestige X Good way to pick up some minor magic
    Rapid Recovery ToM Favored Vestige 1/day bind vestige as a full-round action Binder Good if you need to use a particular vestige all the time (say, due to a PrC). Less important in G&G due to class changes.
    Shadow Cast ToM Concentration 5 ranks, shadowcaster level 1st Avoid many attacks of opportunity X Shadowcaster, Gish As long as an adjacent square isn’t threatened, you don’t provoke AoOs for casting or using SLAs.
    Shadow Familiar ToM Shadowcaster level 3rd Gain a familiar with the dark creature template Shadowcaster Familiars are great
    Still Mystery ToM -- Cast mystery without somatic components Metashadow Shadowcaster Unlike most metashadow feats, this may be used at will, with no penalty.
    Quicken Utterance ToM Truespeak 12 ranks, ability to speak utterances You can deliver an utterance as a swift action Truenamer The only thing that makes Truenamers semi-playable
    Bonus Essentia MoI Con 13, character level 6th Gain 1 or 2 points of essentia Great for dips
    Double Chakra MoI Meldshaper level 9th Two soulmelds can occupy and be bound to the same chakra Totemist Vital for Totemists. Take ASAP.
    Expanded Soulmeld Capacity MoI Con 15, meldshaper level 1st +1 essentia capacity for one soulmeld Incarnate, Soulborn Totemist Vital for all meldshapers.
    Midnight Augmentation MoI Con 13, ability to manifest 2nd-level psionic powers Use invested essentia to augment a psionic power I, P M
    Midnight Dodge MoI Con 13, Dex 13 Add invested essentia to AC against selected target I X Replaces Dodge with a more functional option.
    Midnight Metamagic MoI Con 13, ability to prepare 1st-level spells, any metamagic feat and cast Invest essentia into spell to add metamagic effect I X Free. Metamagic.
    Open ___ Chakra MoI Con 13/15/17, character level 6th/12th/18th Bind a soulmeld or magic item to a least/lesser/greater chakra X Rules interpretations are funky here; talk to your GM
    Shape Soulmeld MoI Con 13 You can shape a single soulmeld X Great way to pick up a bit of extra magic.
    Split Chakra MoI Magic item and soulmeld can share a chakra Incarnate, Soulborn Totemist Not a great trade, but it may be necessary for some characters.
    Last edited by Grod_The_Giant; 2016-12-31 at 01:13 PM.
    Hill Giant Games
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    STaRS: A non-narrativeist, generic rules-light system.
    Grod's Guide to Greatness, 2e: A big book of player options for 5e.
    Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
    Giants and Graveyards: My collected 3.5 class fixes and more.

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    Default Re: Best Feats of 3.5

    Stand Alones (Player’s Handbook 2, Dragon Magazine Compendium, Book of Exalted Deeds, Dragon Magic, Draconomicon, Heroes of Battle, Heroes of Horror, Miniatures Handbook, other books)

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    Feat Source Requirements Description Type All Melee Archer Caster Race/Class Skills Notes
    Agile Shield Fighter PHB2 Proficiency with shields, Improved Shield Bash, Shield Specialization Reduce two weapon penalties when using shield bash F X Shields aren’t great, but this makes ‘em better. Good for low-Dex warriors. G&G: Automatically-granted prerequisites and improvements to shield use make this a fantastic choice.
    Arcane Thesis PHB2 Knowledge (arcana) 9 ranks, ability to cast arcane spells +2 caster level, cheaper metamagic with one spell X Good if you focus on one spell
    Brutal Strike PHB2 Str 13, Power Attack, BAB +6 Daze opponent with successful bludgeoning attack F X Actually sickens on a Power Attack’d melee hit
    Combat Familiar PHB2 Arcane caster level 1st, familiar Familiar enters foe’s square without provoking attack X Good if you rely on your familiar to deliver touch spells
    Companion Spellbond PHB II Animal companion Share spells with companion at greater range Druid, Ranger Important if you send your companion off to fight separately
    Crossbow Sniper PHB2 Proficiency with hand, heavy, or light crossbow, Weapon Focus with hand, heavy, or light crossbow, BAB +1 Half Dexterity bonus on crossbow damage, 60 ft. skirmish or sneak attack F X Rogue, Scout/Ranger Good for rogues, scouts, and similar sneak attackers (duh). G&G: Irrelevant due to changes to archery and specific classes
    Deadeye Shot PHB2 Point Blank Shot, Precise Shot, BAB +4, skirmish or sneak attack ability Ready action to fire, denying foe Dex bonus to AC on your attack after ally hits foe F Rogue Good for rogues and other sneak attackers.
    Divine Fortune PHB2 Divine caster level 5th, Expend turn/rebuke attempt for +4 bonus on next save ability to turn or rebuke undead Cleric, Paladin Immediate action
    Divine Ward PHB2 Ability to turn or rebuke undead Increase range of spells from touch to short for ally X Cleric Good for buffing/healing characters
    Intimidating Strike PHB2 Intimidate 4 ranks Use Intimidate check with attack to shake opponent F X Standard action only
    Mad Foam Rager PHB2 Rage or frenzy ability Once per rage or frenzy, delay spell or attack effect Barbarian Great for barbarians
    Master Manipulator PHB2 Cha 13, Diplomacy 9 ranks Gain two new uses of Diplomacy skill X Good in social-heavy games; probably not worth it otherwise
    Robilar’s Gambit PHB2 Combat Reflexes, BAB +12 Grant foes bonus on attacks and damage, but their attacks provoke attacks of opportunity F X
    Shield Ward PHB2 Proficiency with shields, Shield Specialization Gain shield bonus to touch AC and against bull rush, disarm, grapple, overrun, and trip X Parrying Shield (Lords of Madness) gives the main bonus for better prerequisites, but if you’re taking Shield Specialization anyway, the secondary effect makes this the better choice. Cheaper but largely redundant in G&G
    Steadfast Determination PHB2 Endurance Use Constitution to modify Will saves X Good for anyone with a good Con, especially barbarians
    Wanderer’s Diplomacy PHB2 Halfling or 4 ranks in Bluff, Diplomacy, and Sense Motive. Gain special social abilities X Find more expensive magic items, understand unfamiliar languages, and use Bluff to improve attitudes Good in social-heavy or low-magic games; probably not worth it otherwise
    Bloodline Feats DMC Ability to cast arcane spells without preparation. Gain extra spells known Good choices include: Air Anarchic Axiomatic Earth Fey Illithid Necromatic Penumbra
    Combat Charm DMC Wis 13 Deny save bonus on charm spells in combat X
    Favored Power Attack DMC CWar Power Attack, base attack +4, favored enemy More damage with Power Attack against favored enemy Ranger
    Kung Fu Genius DMC Int 13,1st level only Use Int in place of Wis for monk abilities Monk Makes for a good dip with a Wizard
    Riposte DMC Int 13, Combat Expertise, BAB +5 Opponent that misses provokes attack of opportunity F X 1/round when using Combat Expertise
    Serenity DMC Divine grace Use Wisdom rather than Charisma for various paladin abilities Paladin Vital for reducing MAD. Get this and Serenity. Not important in G&G due to class changes
    Song of the Dead DMC Mind-affecting spell may target undead M X Beguiler
    Ancestral Relic BoED Any good alignment, character level 3rd Create personal magic item X Good for low-magic games; games where crafting is difficult, characters that depend on a single expensive item.
    Celestial Familiar BoED Ability to acquire a new familiar, minimum level requirement (see text) Additional familiar choices X Celestial animal, coure eladrin, lantern archon, or musteval guardinal. (The latter three have good SLAs)
    Exalted Companion BoED Ability to acquire a new animal companion, minimum level requirement (see text) Additional animal companion choices Druid, Ranger Choice options include blink dog, asperi, giant eagle, pegasus, and unicorn— multiple options for flying mounts. As intelligent good-aligned creatures, you can arguable have them take Vow of Poverty.
    Exalted Wild Shape BoED Wild shape class ability, wild shaping class level 8th Additional wild shape options Druid, Wildshape Ranger, Beastman Blink dog, giant eagle, giant owl, pegasus, or unicorn, or add the celestial template. (Blink dog grants at-will teleportation.)
    Intuitive Attack BoED BAB +1 Use Wis modifier instead of Str modifier on attack rolls with simple and natural weapons Druid, Monk Good for reducing MAD. Becomes much better in G&G, where it also replaces your Str when calculating damage.
    Nemesis BoED Favored enemy class ability Detect presence of favored enemies Ranger Also deal bonus damage to them
    Nymph’s Kiss BoED +2 bonus on Cha-related checks, +1 bonus on saving throws against spells, 1 extra skill point per level X Ridiculous good. Take early to maximize skill point gain.
    Touch of Golden Ice BoED Con 13 Evil creatures touched ravaged by golden ice Monk, Druid, Wildshape Ranger, Beastman Good for anyone fighting with natural weapons. (Golden Ice is essentially a contact poison that deals Dex damage)
    Words of Creation BoED Int 15, Cha 15, base Will save bonus +5 Ability to use Words of Creation (see page 31) X Bard Great way to boost Inspire Courage (take 3d4 nonlethal to double the bonus); also works for other Bardic Music uses; auto-extends Conjuration (Creation) spells.
    Draconic Aura DM Character level 3rd Draconic aura grants bonus to you and allies within 30 feet X Scales if you’re Dragontouched
    Dragonfire Inspiration DM Cha 11, dragonblood subtype, bardic music Add fire damage to your allies’ attacks Bard Convert Inspire Courage bonus into d6’s of fire damage; switch to different damage type with Draconic Heritage feat
    Initiate of Astilabor DM Cleric level 3rd, dragonblood subtype, deity Astilabor Improve cleric skill list and spell list Cleric Disable Device, Open Lock, and Search Hoard Gullet, Knock, Nondetection, Sequester
    Initiate of Tiamat DM Cleric level 5th, dragonblood, deity Tiamat Deal extra damage to fearful foes, improve cleric spell list Cleric Intimidate as a class skill, +1d6 melee damage against scared foes Charm Person, Curse of the Elemental Lords, Dominate Person, Glorious Master of the Elements, Aspect of the Chromatic Dragon
    Initiate of Aasterinian DM Cleric level 3rd, dragonblood subtype, deity Aasterinian Improve cleric skill list and spell list Cleric Bluff, Disguise, Speak Language, and Sleight of Hand Expeditious Retreat, Soul of Anarchy, Greater Invisibility, and Shadow Walk
    Dragon Cohort Drac Character level 9th, Speak Language (Draconic) Gain the service of a loyal dragon ally X Good for all the reasons Leadership is
    Dragon Steed Drac Cha 13, Ride 8 ranks, Speak Language (Draconic) Dragonnel serves as loyal mount for you X X Paladin Good was to get a fancy flying mount
    Dragon Wild Shapae Drac Wis 19, Knowledge (nature) 15 ranks, wild shape ability You can take the form of a dragon Druid, Wildshape Ranger, Beastman
    Frightful Presence Drac Cha 15, Intimidate 9 ranks Gain frightful presence ability X Great for fear/intimidation builds
    Plunging Shot HoB Dex 13, Point Blank Shot +1d6 damage against targets below you X Raptoran Good for anyone who can fly
    Improved Cohort HoB Cha 15, Leadership Your cohorts maximum level increases by 1 X Leadership is often banned
    Deformity (Tall) HoH Evil alignment, Willing Deformity, Medium size Gain reach as if Large, take –1 penalty to AC X
    Deformity (Teeth) HoH Evil alignment, Willing Deformity Gain bite attack, +1 bonus on Intimidate checks X
    Deformity (Tongue) HoH Evil alignment, Willing Deformity Gain blindsense 30 ft. X
    Double Hit MH Combat Reflexes, Improved Two-Weapon Fighting, Two-Weapon Fighting Gain off-hand attack when making attack of opportunity X Better in G&G, due to reduced prerequisites
    Powerful Charge MH Medium or larger, BAB +1 Extra damage when you charge X Combo with Pounce and size-changing magic for serious danage
    Reckless Charge MH BAB +1 Charges get +4 on attack rolls, but –4 penalty to AC +4 attack easily translates into +8 Power Attack damage, or more with Leap Attack
    Craven CoR Cannot be immune to fear, Sneak attack class feature -2 to saves against fear, but +1 damage/level with Sneak Attack Rogue The single best Sneak Attack damage booster
    Wild Cohort Web Gain the service of an animal companion X Cheapest way to get a scaling mount



    Villain Books (Book of Vile Darkness, Drow of the Underdark, Exemplars of Evil, Fiendish Codex I: Hordes of the Abyss, Fiendish Codex II: Tyrants of the Nine Hells, Libris Mortis, Lords of Madness)

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    Feat Source Requirements Description Type All Melee Archer Caster Race/Class Skills Notes
    Boost Spell-Like Ability BoVD +2 DC with SLA, 3/day per SLA (not total) Warlock, Dragonfire Adept
    Mortalbane BoVD SLAs deal bonus damage against living nonoutsiders 5/day Warlock
    Coercive Spell DotU Creatures damaged by spell take –2 penalty on Will saves M X Great no-save debuff. +1 effective spell level.
    Deafening Spell DotU Creatures damaged by spell are deafened for 1 round M X Great no-save debuff to use on a caster. +1 effective spell level.
    Hand Crossbow Focus DotU Proficiency with hand crossbow, +base attack bonus +1 1 bonus on attack rolls with hand crossbow; reload as free action F X Counts as Weapon Focus, making it two feat taxes at once. Less good in G&G, due to bonus feat changes
    Imperious Command DotU Cha 15, Intimidate 8 ranks Demoralized opponent cowers for 1 round, then shaken for 1 round X X Vital for intimidation builds
    Master of Poisons DotU Apply poison as a swift action and with no chance of poisoning yourself X X Vital for poison users.
    Reactive Resistance DotU Spell resistance Lower SR as immediate action X If you have spell resistance, you probably need this.
    Staggering Critical DotU Improved Critical, base attack bonus +12 Critical hit slows target for 1 round F X X
    Surprising Riposte DotU Int 13, Combat Expertise, Improved Feint Feinted target that takes damage becomes flat-footed F X Rogue
    Sickening Strike DotU Sneak attack +2d6 Trade 1d6 sneak attack damage to sicken living target for 1 round Rogue
    Venomous Strike DotU Poison use, sneak attack +2d6 Trade 1d6 sneak attack damage to increase poison DC by 2 Rogue Near-vital for poison users.
    Lolth’s Caress DotU Rebuke undead, drow or Lolth as patron deity Spend rebuke attempt to force saves against poison’s secondary effect Di Cleric, Binder Great for poison users— it’s the only time secondary damage will matter. Even better for Binders with infinite turn undead uses through Tenebrous
    Aleval School DotU Spellcraft 2 ranks, Weapon Finesse, base attack bonus +4, sneak attack +2d6 or sudden strike +2d6 Sacrifice 1d6 sneak attack damage to apply –2 penalty on one save Rogue The casters will love you
    Blessing of the Godless EoE Evil, Knowledge (religion) 6 ranks Gain warding rituals X X Grants immediate action healing with 6 ranks, +4 save vs divine spells with 12
    Divine Denial EoE Knowledge (religion) 9 ranks, Iron Will +2 to saves against divine spells X Save vs spells that don’t allow saves— powerful, though may yield silly results
    Fell Conspiracy EoE Wis 13, Knowledge (religion) 4 ranks Forge a link that enables easy communication X X Message at will, telepathic communication, near-immunity to flat-foot and flanking. Good for social games.
    Hellsworn EoE Evil, Knowledge (the planes) 9 ranks, Evil Brand, Weapon Focus Gain extraplanar subtype and one infernal ability X X +1d6 damage with all attacks against one target at a time.
    Mask of Gentility EoE Cha 15, Bluff 9 ranks, Disguise 9 ranks Defeat divination attempts and make it harder to discern your motives X Good for social games
    Proteus EoE Caster level 10th, Spell Focus (illusion) Exchange a prepared spell for an illusion (glamer) spell X
    Strength of Conviction EoE Smite evil or good Swap smite evil or good for smite Paladin Sacrifice attack bonus to smite anyone.
    Uncanny Forethought EoE Int 17, Spell Mastery Reserve slots to cast Spell Mastery spells X Wizard, Wu Jen, Archivist Cast any spell in an empty slot for the low, low cost of full-round casting.
    Abyss-Bound Soul FCI Evil Brand, Thrall to Demon Gain +2 on saves against good spells, gain boon from your demonic patron X X Double. Damage. When. Charging. (Or other benefits, many quite nice)
    Cloak of the Obyrith FCI Chaotic alignment You gain DR 1/lawful, +1 per additional Abyssal heritor feat X DR/Alignment is hard to pierce
    Extract Demonic Essence FCI Any two item creation feats, Demon Mastery Siphon life force from a demon to halve XP cost when casting spells or creating items X Sidestep the main cost of item creation? Yes please.
    Ordered Chaos FCI Nonchaotic alignment, base Will save +4 Your alignment is unaffected by Abyssal heritor feats; items and effects treat you as chaotic X There are nice feats here. This lets you use ‘em.
    Brand of the Nine Hells FC2 Lawful evil, devil Gain benefit based on allegiance to a Lord of the Nine Assorted benefits, some quite nice.
    Devil’s Tongue FC2 Cha 15, Devil’s Favor Daze one creature as standard action 1/day per devil-touched feat you have
    Dilate Aura FC2 Aura ability Once/encounter, double range of your aura Marshal, Dragon Shaman Paladin Combos well with Draconic Aura
    Divine Defiance FC2 Divine caster level 3rd, ability to turn or rebuke undead Counter enemy’s spell as an immediate action Di X Cleric Possibly the best way to counterspell
    Mark of Malbolge FC2 Brand of the Nine Hells, allegiance to Glasya Gain fleshy tumors that can give you a variety of benefits X Assorted nice bonuses— reach, swift healing, bonus speed, etc
    Mark of Minauros FC2 Brand of the Nine Hells, allegiance to Mammon Gain +2 bonus on charge attacks, and your starting square is not threatened Makes it easy to chain charges
    Mark of Nessus FC2 Brand of the Nine Hells, ,allegiance to Asmodeus An enemy must make a Will save before it can attack you or it must target another foe Spells, SLAs, and SUs are the most dangerous things in the game
    Mark of Phlegethos FC2 Brand of the Nine Hells, allegiance to Belial or Fierna When you take damage, you can gain bonuses on attacks, saves, or checks X
    Persistent Refusal FC2 Ability to turn or rebuke undead Make another save against ongoing effect Di Cleric, Binder Great for binders with infinite turn attempts through Tenebrous
    Supernatural Instincts FC2 Combat Reflexes Creature using a supernatural ability provokes attack of opportunity from you X
    Undo Resistance FC2 Sneak attack, sudden strike, Deal sneak attack with cold iron weapon and reduce a or skirmish ability creature’s spell resistance Rogue, Scout, Ranger Your casters will love you
    Vengeful Surge FC2 Iron Will When you save against a spell or a spell-like or supernatural ability, gain +2 on damage against creature that targeted you for 1 round X X
    Corpsecrafter LM Undead gain +4 Str and +2 hp per Hit Die X Dread Necromancer Augment Summoning for necromancers
    Deadly Chill LM Corpsecrafter Undead deal +1d6 cold damage on melee attacks Dread Necromancer
    Empowered Ability Damage LM Cha 11, undead type, incorporeal subtype, supernatural ability to drain or damage an ability score Increase variable effects of ability damage or ability drain Dread Necromancer Great for your undead minions, if you can set their feats
    Empower Turning LM Ability to turn or rebuke undead Can turn more undead Cleric, Paladin If you need the ability, this is a nice boost
    Fell Animate LM Creatures slain by the spell rise as zombies M X Dread Necromancer +3 effective spell levels
    Fell Drain LM Creatures hurt by the spell gain a negative level M X +2 effective spell levels
    Fell Frighten LM Creatures damaged by the spell are also shaken M X A nice debuff on its own, but really shines when stacking fear effects. +2 effective spell levels.
    Lifebond LM Cha 11, undead type Bond with chosen living creature to gain benefits Dread Necromancer Great for your undead minions, if you can set their feats
    Lifesense LM Cha 13, Con — (no Constitution score) Living creatures provide illumination Psion, Necropolitan Great feat choice for Psicrystals
    Necromantic Might LM Necromantic Presence Undead in your presence gain +2 on attack rolls and damage rolls Dread Necromancer
    Requiem LM Bardic music, Perform (any) 8 ranks Bardic music affects undead Bard Depending on the campaign or party composition, could be vital
    Tomb-Tainted Soul LM Nongood Heal with negative energy as an undead creature Dread Necromancer Dread Necros can deal negative energy damage at will.
    Undead Leadership LM Character level 6th, nongood, Knowledge (religion) 1 rank Attract undead followers and cohort X Dread Necromancer Good (and likely to be banned) for all the same reason Leadership is. Take if allowed.
    Aberration Wild Shape LoM Aberration Blood, wild shape ability Assume aberration form with wild shape Druid, Wildshape Ranger, Beastman
    Aquatic Spellcasting LoM Spells work normally underwater X Can be important for an aquatic campaign
    Darkstalker LoM Hide from creatures with extraordinary senses X Vital for stealth characters. Bonus feat in G&G
    Deepspawn LoM Aberration Blood, one other aberrant feat Tentacles grant additional attacks X Two secondary natural attacks while wielding weapons
    Inhuman Reach LoM Aberration Blood Increase natural rech by 5 feet, take –1 penalty on melee attack rolls X
    Mindsight LoM Telepathy special quality Detect thinking beings within telepathy range, along with their type and Int score X Hidden on page 126
    Ocular Spell LoM Knowledge (dungeoneering) 4 ranks, 2 or more eyes Cast spells as rays from eyes X Action economy advantage by casting two spells at once, and you can pull some tricks by changing the spell’s shape. +2 effective spell levels
    Parrying Shield LoM Shield proficiency Add shield bonus to touch AC F X If you’ve got a shield, this makes it better. Cheaper than Shield Ward. Redundant in G&G
    Starspawn LoM Aberration Blood, Wings grant flight, resistance to cold 5 one other aberrant feat X Almost at-will flight as early as level 3
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    Books I don't own

    Note: Because I don't own these books, the "Description" column will be unofficial language. I can also only suggest isolated feats, mostly based on your feedback, since I can't comb through the feats one by one.

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    Feat Source Requirements Description Type All Melee Archer Caster Race/Class Skills Notes
    Alternate Spell Source Dragon #325 Ability to cast both divine and arcane spells Cast arcane spells as divine spells, and vice versa. M X Want to cast arcane spells in full plate? This is how. Also a great way to get into PrCs meant for the other type of casting.
    Ashbound Eberron Campaign Setting Ability to spontaneously cast summon nature's ally Double the duration of SNA spells; summoned creatures get +3 attack X Druid Worth picking up Spontaneous Summoner for if you’re not a druid.
    Assume Supernatural Ability Savage Species Wis 13, ability to assume a new form magically Gain a single supernatural ability when shapeshifting Druid, Wildshape Ranger An Improved version exists to eliminate the -2 penalty
    Boomerang Daze Races of Eberron BAB +4, Proficiency with Talenta boomerang or Xen'drik boomerang, Targets hit by your boomerange must make a save for be dazed for a round. X Save DC is based on damage, making this a depressingly easy way to rob enemies of their actions.
    Charming the Arrow Web Fey Use your Charisma with bows and crossbows instead of Dex X X Want to cast arcane spells in full plate? This is how. Also a great way to get into PrCs meant for the other type of casting.
    Corrupt Arcane Studies Ghostwalk Sorcerer or wizard level 3rd, nongood alignment. +1 bonus to spell save DC and to overcome SR, but reduce your Wisdom by 2 and make a save each night or become unable to prepare spells. Sorcerer, Wizard By RAW, the penalty doesn’t matter to Sorcerers. G&G: Works for all arcane casters.
    Craven Champions of Ruin Cannot be immune to fear, Sneak attack class feature -2 to saves against fear, but +1 damage/level with Sneak Attack Rogue The single best Sneak Attack damage booster
    Dreadful Wrath Player's Guide to Faerun Regional; 1st level only Gain frightful presence for a round when charging, full attacking, or casting a spell that affects an enemy.
    Easy Metamagic Dragon #325 Any other metamagic feat Reduce the cost of using a specific metamagic feat by one, to a minimum of +1 spell levels. M X
    Education varies 1st level characters only or racial/regional All knowledge skills are class skills; gain a +1 or +2 with two X Appears in Eberron Campaign Setting, Ghostwalk, Forgotten Realms Campaign Setting, and Player’s Guide to Faerun, in slightly altered form each time. The ECS version has a no regional requirements, but the PGtF version has the largest skill bonus. Combos well with Knowledge Devotion Any version combos nicely with Knowledge Devotion and a high-skillpoint class like Rogue, Scout, or Ranger.
    Evil’s Blessing Elder Evils CHA 13 Standard action to gain +Cha to saves for 5 rounds; double bonus when you damage a Good creature V X
    Extra Rings Eberron Campaign Setting Forge Ring, caster level 12th, Wear up to 4 magic rings at the same time X
    Extraordinary Artisan Eberron Campaign Setting Any item creation feat 25% discount when crafting items X Near-required for any item crafter.
    Faerie Mysteries Initiate Dragon #319 Regional restrictions Perform a ritual to gain one of several benefits. X Wizard, Archivist, Duskblade, Factotum, Psion Needs a partner with the feat, but lets you use Int to determine hit points.
    Gatekeeper Initiate Eberron Campaign Setting Ability to spontaneously cast summon nature's ally. Bonus on saves against Aberration's abilities, and gain extra spells known X Druid Spells: Protection from evil, Zone of natural purity, Dimensional anchor, Nature's wrath, Banishment, Dimensional lock, Return to nature, Mind blank, Imprisonment. Even better in G&G, where you have limited spells known.
    Greenbound Summoning Lost Empires of Faerun Ability to cast any summon nature's ally spell Summoned animals gain the Greenbound template X Druid, Archivist Broken-good. Template grants a big bonus to NA, spell-like abilities (Entangle at will, Wall of Thorns 1/day are standouts), good DR, tremorsense, and excellent stat boosts.
    Knock-Down Deities and Demigods Improved Trip (PH) , Base attack bonus +2, Str 15, Free trip attempt whenever you deal 10 or more damage in melee X Druid, Archivist Broken-good. Template grants a big bonus to NA, spell-like abilities (Entangle at will, Wall of Thorns 1/day are standouts), good DR, tremorsense, and excellent stat boosts.
    Mercantile Background Player's Guide to Faerunt Racial/Regional Sell things for 75% list price instead of 50%, and occasionally buy them for 75% price. X Only one person in the party needs to take this, but it's effectively a 25% boost to the entire group's WBL.
    Rashemi Elemental Summoning Unapproachable East Spellcaster Level 5 Summon an Orglash or Thomil in place of a normal elemental X The listed creatures are actually templates
    Reserves of Strength Dragonlance Campaign Setting Iron Will, Spellcaster Level 1, Increase your caster level at the cost of stunning yourself, and exceed the normal level-based limits X DM interpretation might easily weaken this. (Unless you manage to be immune to stunning)
    Tashalatora Secrets of Sarlona Monastic Training (ECS) (psionic class) , Autohypnosis 5 ranks, Concentration 5 ranks, ability to manifest 1st level powers, Progress monk abilities by taking levels in chosen psionic class Psychic Warrior, Gish Makes Monk “viable” by grafting the abilities you care about onto a caster.
    Troll-Blooded Dragon #319 Toughness, regional restrictions Gain Regeneration 1, at the cost of being fatigued in sunlight X Can only be taken at level 1, but brokenly good. Fatigue is easy to become immune to, and regeneration means you take nonlethal damage from almost everything.
    Silver Tongue Oriental Adventures Regional Gain new Diplomacy uses X Change attitudes towards others, and produce the effects of Confusion, Good Hope, and Crushing Despair spells.
    Last edited by Grod_The_Giant; 2017-07-26 at 03:01 PM.
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    Default Re: Best Feats of 3.5

    Great job! This must have taken forever.

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    By the gods thats a lot of feats.
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    What's this about Dodge scaling with BAB? Improved Feint letting you feint as a swift action? Skill Focus letting you roll twice and take the better result? Those aren't things that those feats do.

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    Quote Originally Posted by Troacctid View Post
    What's this about Dodge scaling with BAB? Improved Feint letting you feint as a swift action? Skill Focus letting you roll twice and take the better result? Those aren't things that those feats do.
    Quicken spell letting you cast a spell as a free action?!

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    Quicken is actually the original wording

    Quote Originally Posted by Troacctid View Post
    What's this about Dodge scaling with BAB? Improved Feint letting you feint as a swift action? Skill Focus letting you roll twice and take the better result? Those aren't things that those feats do.
    I think the "Other" section is referring to Giants and Graveyards, Grod's homebrew fixes. The "description" section is the traditional feat
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    Wow. I just spent some time with Ctrl+F.
    Consider Knock-down (free trip on a hit of 10+ damage)?

    I also saw Exotic Weapon Proficiency missing despite Weapon Focus being included as an important prerequisite.

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    I'm a bit confused by the inclusion of Dodge myself. So much so that I stopped reading and went down to see if anyone else had discussed it yet and then started writing this post.

    Dodge seems like a showcase of the sort of things feats were/are in 3.5 that they shouldn't be. It's weak (+1 AC), situational (only against one opponent and it has to be declared on one's turn, though PF did away with that at least, IIRC), and part of a feat chain for Spring Attack along with the similarly underwhelming Mobility. And Spring Attack is itself part of a feat chain thanks to Bounding Assault > Rapid Blitz.
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    Quote Originally Posted by Troacctid View Post
    What's this about Dodge scaling with BAB? Improved Feint letting you feint as a swift action? Skill Focus letting you roll twice and take the better result? Those aren't things that those feats do.
    <facepalm> Crap, that's what I forgot when transferring this from my Word document... because I mainly play with my Giants and Graveyards houserules, and this started off as a utility for me, I wanted to include text about them. It was read in my Word doc, but got lost in the transition. I think one of my G&G-specific sections got tangled with the normal PHB feats, too. I'll fix some now, and deal with the G&G-specific text later on.

    Quote Originally Posted by FocusWolf413 View Post
    There's a lot of useful prerequisite feats that are missing. I would hardly call this a complete list, but it's a good start. Look at the various handbooks for rogues, wizards, fighters, and clerics.
    I deliberately didn't include most prerequisite feats because, well, they're prerequisites. They're things you're forced to take, while this list is things you want to take. It's not a complete list, admittedly, but it's everything I could find from the books I have access to.
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    I'm going to ignore the complete feats, but let's talk about the PHB feats... these ratings are going to be very campaign dependent.

    In some campaigns, CRAFT X feats are worthless, in other campaigns the CRAFT X feats are AWESOME.

    Let's talk about melee feats ... I've seen Cleave and Great Cleave used many times (more times than I can count). I've hardly ever seen Spirited Charge or Spring Attack used.

    Also where is Point Blank Shot? Nearly every archer has that feat.

    Also Leadership is not in the 3.5 PHB (its in the DMG and is optional).


    Edit: cool house rules btw
    Last edited by endur; 2015-02-24 at 10:52 PM.

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    Here's my quick list of missing stuff, cause figuring out stuff that's there and shouldn't be will probably take longer (I don't particularly think you should include weird homebrew dodge. Seems like a poor inclusion for a public resource that isn't directly devoted to homebrew). I think you should add augment summoning, ashbound, assume supernatural ability, gatekeeper initiate, probably some other initiate feats, greenbound summoning, rashemi elemental summoning, companion spellbond, natural bond, and natural spell (seriously?). Might be others, probably a lot of others, but that's a decent start. Quick things I noticed that you should ditch are imbued summoning, maybe beckon the frozen, and I think that corrupt wild shape might not do anything.

    Edit: Incidentally, I would consider using exotic weapon proficiency for not-prerequisite reasons. It's pretty good.
    Last edited by eggynack; 2015-02-24 at 10:53 PM.

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    How did natural spell not make your list?
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    Quote Originally Posted by Crake View Post
    How did natural spell not make your list?
    My suspicion is that it's for the same reason I missed the fact that it's missing for so long. It's just such an obvious inclusion that you assume it's already included.

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    It's missing several of my favorite Caster Level feats.

    Reserves of Strength (DLCS) up to +3 CL and overrides the CL cap on spells.
    Elder Giant Magic (SoX) Easy prereqs, and a +3 CL on out of combat buff spells, so long as you can make an easy concentration check
    Divine Spellpower (CD) With heighten turning, easily abusable to get you a consistent +4 or +5 CL. Even without that, it is child's play to get several spells per day at a significantly higher CL than usual.
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    Quote Originally Posted by Grod_The_Giant View Post
    <facepalm> Crap, that's what I forgot when transferring this from my Word document... because I mainly play with my Giants and Graveyards houserules, and this started off as a utility for me, I wanted to include text about them. It was read in my Word doc, but got lost in the transition. I think one of my G&G-specific sections got tangled with the normal PHB feats, too. I'll fix some now, and deal with the G&G-specific text later on.
    Ahhh. OK. That's gotta be pretty annoying.

    Quote Originally Posted by Grod_The_Giant View Post
    I deliberately didn't include most prerequisite feats because, well, they're prerequisites. They're things you're forced to take, while this list is things you want to take. It's not a complete list, admittedly, but it's everything I could find from the books I have access to.
    I support your reasoning here. Being a prerequisite doesn't make a feat good. Having prerequisites can make a feat less good though, because the cost of taking it can come to be more than the value it actually gives.

    Quote Originally Posted by endur View Post
    I'm going to ignore the complete feats, but let's talk about the PHB feats... these ratings are going to be very campaign dependent.

    In some campaigns, CRAFT X feats are worthless, in other campaigns the CRAFT X feats are AWESOME.
    Yep. Crafting is one of the more campaign dependent things one can (try to) do.

    Quote Originally Posted by endur View Post
    Also where is Point Blank Shot? Nearly every archer has that feat.
    That's because Point Blank Shot is a terrible, terrible feat that is worse than Weapon Focus. Weapon Focus!

    Every archer has that feat because they're required to have that feat to get access to things like Precise Shot so they can shoot into melee or Rapid Shot so they can get off more shots in a round without having 2 levels in Ranger.
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    Quote Originally Posted by Keledrath View Post
    Quicken is actually the original wording
    Ah right, 3.5

    In that case sorry, I've been playing pathfinder for the last year and a half so that was different. Carry on.

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    Quote Originally Posted by eggynack View Post
    Here's my quick list of missing stuff, cause figuring out stuff that's there and shouldn't be will probably take longer (I don't particularly think you should include weird homebrew dodge. Seems like a poor inclusion for a public resource that isn't directly devoted to homebrew). I think you should add augment summoning, ashbound, assume supernatural ability, gatekeeper initiate, probably some other initiate feats, greenbound summoning, rashemi elemental summoning, companion spellbond, natural bond, and natural spell (seriously?). Might be others, probably a lot of others, but that's a decent start. Quick things I noticed that you should ditch are imbued summoning, maybe beckon the frozen, and I think that corrupt wild shape might not do anything.

    Edit: Incidentally, I would consider using exotic weapon proficiency for not-prerequisite reasons. It's pretty good.
    Not sure how I missed Augment Summoning and Natural Spell (no, wait, I do know. So many feats, so little time. And such). I thought I remembered putting Natural Bond on the list; guess I didn't, though. I do remember skipping some of the druid summoning feats (Greenbound and Rashemi specifically) because I didn't have the books. And they're campaign feats, which may or may not be OK in all games? Good call on Companion Spellbond. EWP I skipped because most exotic weapons aren't worth the feat (apart from the spiked chain).

    Quote Originally Posted by dextercorvia View Post
    It's missing several of my favorite Caster Level feats.

    Reserves of Strength (DLCS) up to +3 CL and overrides the CL cap on spells.
    Elder Giant Magic (SoX) Easy prereqs, and a +3 CL on out of combat buff spells, so long as you can make an easy concentration check
    Divine Spellpower (CD) With heighten turning, easily abusable to get you a consistent +4 or +5 CL. Even without that, it is child's play to get several spells per day at a significantly higher CL than usual.
    I generally don't think of CL as being very important to non-blasters, which is why I skipped Divine Spell Power, but looking back, you're right. Should be on the list. The other two...

    I'll go a head and start a new section for "books I don't have." The Description column will have to be unofficial, though.


    Changes should appear tomorrow sometime.
    Last edited by Grod_The_Giant; 2015-02-24 at 11:14 PM.
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    Quote Originally Posted by Grod_The_Giant View Post
    EWP I skipped because most exotic weapons aren't worth the feat (apart from the spiked chain).
    Well, there're a couple, like gnomish quickrazor, but really, one is enough. It's not like all those other exotic weapons are room you're not using, cause you only pick the one.

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    Quote Originally Posted by eggynack View Post
    Well, there're a couple, like gnomish quickrazor, but really, one is enough. It's not like all those other exotic weapons are room you're not using, cause you only pick the one.
    Eh, fair enough.
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    Forgot exalted companion. That feat is pretty awesome if you use it to apply vow of poverty to your companion, and not the absolute worst if you don't. Incidentally, if book access is an issue on the feats I cited, I do have ludicrously detailed breakdowns of why they're good. Not that that'll necessarily be necessary, because something as simple as, "Gives a bonus density comparable to several combined lesser feats, and that's before it gives your summons the ability to cast wall of thorns," would likely be sufficient for greenbound summoning. Seriously though, the actual writeup on that feat is 581 words. The one I have for gatekeeper initiate is 987, which is apparently four pages. All the ridiculously dense descriptions of druid feats you could possibly want.
    Last edited by eggynack; 2015-02-25 at 03:23 AM.

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    Practiced Spellcaster appears twice on your list. Also, Practiced Spellcaster appears twice on your list.
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    Quote Originally Posted by Grod_The_Giant View Post
    I generally don't think of CL as being very important to non-blasters, which is why I skipped Divine Spell Power, but looking back, you're right. Should be on the list. The other two...
    I would argue that CL is more (or at least as) important for buffers than blasters. Several buffs scale with CL (Magic Vestments, Greater Magic Weapon, Shield of Warding). In addition, if you have massive buff layers you want protection against dispelling. The easiest way to do that is to out CL your opponent.
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    Default Re: Best Feats of 3.5

    Glad to see Fell Conspiracy is on the list. It's one of my very favorite feats.

    Nitpicks: Strength Devotion's description is wrong (you C&P'd Travel Devotion's description, I think). DFAs don't get very good use out of Mortalbane—their breath weapon is Su, not SLA, and most of their SLAs don't do damage. (However, Truenamers make good use of Mortalbane, if they take any damaging utterances.) I feel like Fell Frighten is worth including—fear-stacking is a very real strategy, and your inclusion of Intimidating Strike makes me think that you're not unfriendly to it.

    Overall, good stuff. This looks like it took a lot of work, so thank you for sharing it with us.
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  27. - Top - End - #27
    Halfling in the Playground
     
    WhiteWizardGirl

    Join Date
    Dec 2014

    Default Re: Best Feats of 3.5

    Is Ultimate Feats allowed? Is that a book people use? Because there are some big feats in there like:
    Known Spells Focus(General):
    Prerequisites: Spontaneous caster level 8+,
    Benefit:You may apply your bonus spells for the chosen class(Charisma bonus in spells for sorcerers and bards) to your list of spells known for that class.

  28. - Top - End - #28
    Troll in the Playground
    Join Date
    Oct 2011
    Gender
    Male

    Default Re: Best Feats of 3.5

    I'd suggest adding twin spell [Complete Arcane] and Intuitive Attack [BoED].

    So far, you haven't delved into dragon magazine feats, where Easy Metamagic, Alternate Source Spell, Troll-blooded, and Faerie Mysteries initiate stand out.

  29. - Top - End - #29
    Titan in the Playground
     
    DruidGirl

    Join Date
    Dec 2009
    Gender
    Male2Female

    Default Re: Best Feats of 3.5

    Quote Originally Posted by Anthrowhale View Post
    I'd suggest adding twin spell [Complete Arcane] and Intuitive Attack [BoED].
    He actually has intuitive attack, but misspelled as intitive attack.

  30. - Top - End - #30
    Ogre in the Playground
    Join Date
    Mar 2004
    Location
    In eternity.
    Gender
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    Default Re: Best Feats of 3.5

    The core feats title should include the DMG considering Leadership is fully detailed there.

    And for Quicken Spell, add a mention of "free action" being changed to "swift action."

    My Hood guide has a spiffy feats section, though you already have many of its feats listed.
    Last edited by Endarire; 2015-02-27 at 12:24 AM.
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