| Post/Author/DateTime | Post |
|---|---|
| Mark_Aged07-24-07, 09:12 PM | Can everyone please tell me every way they know of getting feats? (really badly worded) I already know of: Human's 1 extra feat at 1st level 1st level feat Fighter's bonus feats Wizard's bonus feats |
| Pandapeep07-24-07, 09:19 PM | Level up? |
| Eikre07-24-07, 09:51 PM | Take the Feat: Bonus Feat. It grants you a bonus feat. It costs a feat, though. I think it's pretty balanced. |
| Leaflitter07-24-07, 10:42 PM | take a flaw. that is if your DM give the ok |
| Archangel_Tyrael07-24-07, 11:03 PM | What are you trying to do with your feats? |
| Dheran07-24-07, 11:05 PM | Take a level of Cleric. Many Clerical domains (of which you get 2 at 1st level) grant feats. The spell Heroics (Spell Compendium) temporarily grants any feat from the Fighter bonus feat list for which you meet the prerequisites. Buy or craft an item that grants a feat. There are quite a few feats available that way. The following list is my attempt at finding items with feats, and where possible deconstructing them to extract the prices for the feats alone. Alertness 10,000 gp cost Ioun Stone - Dark Blue Rhomboid: grants Alertness, as the feat (DMG) Aquatic Shot 3,000 gp cost Pearl Trident: +3 returning pearlsteel trident, wielder gains Aquatic Shot feat with the trident (or increases the effect if already has Aquatic Shot or Far Shot) 36,815 (Stormwrack) Improved Bull Rush +2 bonus cost to weapon Battleaxe of the Bull: +2 battleaxe, grants Improved Bull Rush feat, knock back foes when wielded 2H 32,310 (Arms and Equipment Guide) Combat Reflexes 10,500 gp cost Serpent Armor: +3 leather, +2 Ref saves, wearer gains Combat Reflexes feat 21,660 (Savage Species) Dash 5,000 gp cost Quickness armor special ability (Magic Item Compendium) Deflect Arrows (2 options) +2 bonus cost to armor/shield/?? cost Arrow Deflection: This shield protects the wielder as if he had the Deflect Arrows feat. Shield Special Abilities table (DMG) Arrowdeath Flail: +2/+1 dire flail, wielder gains Deflect Arrow feat, additional +2 to AC when full defense vs ranged weapons 33,690 (Arms and Equipment Guide) Empower Turning 5,040 gp cost Holy Symbol, Greater: Gain Empower Turning feat 5,040 (Defenders of the Faith) Extra Turning 1,500 gp cost Sword of the Glorious Pearl +3 aquatic holy pearlsteel bastard sword, Extra Turning feat 75,335 (Stormwrack) Great Fortitude 6,000 gp cost Belt of Endurance: +2 Con and Great Fortitude feat 10,000 (Arms and Equipment Guide) Improved Combat Reflexes 10,000 gp cost Everwhirling Chain (Epic): +4 defending everdancing spiked chain of speed, gain Improved Combat Reflexes feat 5,220,325 (Epic Level Handbook) Improved Disarm 10,000 gp cost Disarming Flail: +2 heavy flail, +2 to disarm attempts and gain Improved Disarm feat 18,395 (Arms and Equipment Guide) Improved Sunder +1 bonus cost to weapon Sundering (Psionic) special weapon ability: Wielder gains Improved Sunder feat (Expanded Psionics Handbook) Improved Trip 10,000 gp cost Staff of Mighty Sweeping: +2 sweeping quarterstaff, wielder gains Improved Trip feat 28,600 (Magic of Faerun) [This one is odd on a couple of levels. Firstly, while in real life a quarterstaff is an excellent tripping weapon, D&D 3.5 doesn't recognize that. (The official PH list of tripping weapons is confined to: bolas, spiked chain, flail, dire flail, heavy flail, guisarme, halberd, gnome hooked hammer, kama, scythe, sickle, and whip.) Secondly, when I computed the cost of this item I realized they only priced the MW quarterstaff as a double weapon. The rest of the enhancement (+3 bonus total) is applied only to one end.] Improved Unarmed Strike (2 options) 1,000 gp cost Bracers of Striking: Wearer armed even when unarmed, may be modified with special weapon abilities 1,310 (Magic of Faerun) Ring of Might: Wearer treated as armed, unarmed attack does 1D8 damage 4,000 (Magic of Faerun) Incite Rage (epic feat) 10,500 gp cost Chaosbringer (Epic) +6 greataxe of chaotic power, rage 1/day, grants Incite Rage epic feat if wielder has greater rage 4,025,350 (Epic Level Handbook) Mobility +1 bonus cost (to light armor only) Mobility armor special ability (Magic Item Compendium) Mounted Combat OR Ride-By Attack 7,000 gp cost Battle Bridle: +10 to Ride checks, gain Mounted Combat feat or Ride-By Attack 9,000 (Magic of Faerun) Positive Energy Aura (epic feat) 20,000 gp cost Finaldeath (Epic): +5 undead dread ghost touch morningstar, immune to energy drain, gain Positive Energy Aura feat if capable of turning undead 3,580,308 (Epic Level Handbook) Powerful Charge 5,000 gp cost Boots of Charging: Gain Powerful Charge feat 5,000 (Miniatures Handbook) Precise Shot +1 bonus cost to weapon Precise weapon special ability (Magic Item Compendium) Sandskimmer 5,000 gp cost Ring of Sandstriding: Wearer gains Sandskimmer feat (Sandstorm) Scorpion's Resolve AND Scorpion's Sense +32,000 gp cost Scorpion Carapace Armor grants Scorpion's Resolve and Scorpion's Sense feats (Sandstorm) Spirited Charge +2 bonus cost to weapon Lance of Therra: +2 holy lance, wielder gains Spirited Charge feat, bane against evil outsiders when wielded by worshiper of Meredros 98,310 (Magic of Faerun) Track 20,000 gp cost Spear of the Hunt: +1 animal bane shortspear, gain Track feat 28,302 (Arms and Equipment Guide) Two-Weapon Fighting OR Improved Two-Weapon Fighting 8,000 gp cost Gloves of the Balanced Hand: Gain Two-Weapon Fighting feat (or Improved Two-Weapon Fighting feat if already have) 8,000 (Magic Item Compendium) = = = = = = = = = = = = = = = = Limited Use feat-duplicating items: Metamagic Feats (Items are limited to 3 uses/day; various costs) Metamagic -- Chaining Spell; Rod (Complete Arcane) Metamagic -- Cooperation Spell; Rod (Complete Arcane) Metamagic -- Empower Spell; Rod (DMG) Metamagic -- Enlarge Spell; Rod (DMG) Metamagic -- Extend Spell; Rod (DMG) Metamagic -- Maximize Spell; Rod (DMG) Metamagic -- Quicken Spell; Rod (DMG) Metamagic -- Sculpting Spell; Rod (Complete Arcane) Metamagic -- Silent Spell; Rod (DMG) Metamagic -- Still Spell; Baneblades of Demron - Faervian +4 holy spell storing outsider (evil) bane undead bane longsword, Still Spell feat 3/day 134,970 (Player's Guide to Faerun) Metamagic -- Substitution Spell; Rod (Complete Arcane) Snatch Arrows; Gloves of Arrow Snatching: Snatch Arrows feat 2/day 4,000 (DMG) = = = = = = = = = = = = = = = = ?? cost items: Blind-Fight Singing Sword: +2 dancing longsword, intelligent, +6 to Perform (singing), detect law, grants Blind-Fight feat, haste 1/day 127,855 (Song and Silence) Cleave (2 options) Rankbreaker Glaive: +2 glaive, +1D6 damage on charge, gain Cleave feat 32,308 (Arms and Equipment Guide) Sylvan Scimitar: +3 scimitar, +1D6 damage and Cleave feat outdoors in temperate environment 23,657 (DMG) Deflect Arrows AND Infinite Deflection Quarterstaff of Alacrity (Epic): +5 quarterstaff of speed on both ends, +5 to Ref saves, gain Deflect Arrows and Infinite Deflection feats 462,600 (Epic Level Handbook) Improved Counterspell Rod of Reversal: Spell turning, grants wielder Improved Counterspell feat 132,000 (Complete Divine) Improved Initiative (2 options) Bracers of the Blinding Strike: Bracers of armor +6, gain Improved Initiative feat, extra attack as if using a speed weapon 102,000 (Magic of Faerun) Dragonfly Medallion: Grants Improved Initiative feat (or +1 to Initiative), transforms into monstrous dragonfly 1/day 29,760 (Arms and Equipment Guide) Improved Sunder OR Great Sunder Necklace of the Marauding Beast - Rampaging Boar: Gain Improved Sunder feat (or Great Sunder), +1 Con, +1 round of rage 12,440 (Arms and Equipment Guide) Maximize Turning Mark of Apostasy: Gain Maximize Turning feat to rebuke undead, fear 3/day 38,880 (Defenders of the Faith) Metamagic -- Piercing Cold Rod of Piercing Cold: +2 frost dagger, cast spells 3 times per day with Piercing Cold metamagic feat (Frostburn) Sand Camouflage Cape of the Wastes: Endure elements effect, wearer gains Sand Camouflage feat 30,000 (Sandstorm) Trample, Ride-By Attack, AND Spirited Charge Horseshoes of the Peerless Steed (Epic): Rider gains +10 to Ride checks, grants rider and mount Trample, Ride-By Attack, and Spirited Charge feats, double mount's speed, mount gains SR 32 vs. enchantments 217,000 (Epic Level Handbook) Most of the deconstruction of item costs to extract the price for feats is straightforward by following the cost tables. By looking at several items I determined (with reasonable confidence, I think) that WotC figures the cost for a single save bonus (such as Reflex) is 1/3 the cost of a resistance bonus to all three saves. (When added to an item with other features, such as a granted feat, remember the 1.5x cost multiplier for an additional property.) |
| Shiro_Nezumi07-24-07, 11:13 PM | In Complete Adventurer there is a feat called "Open Minded" that gives you five skill points to spend normally. Talk to your DM about reversing the trade and spending five skill points to gain a feat. If 1 feat = 5 skill points, why wouldn't 5 skill points = 1 feat? |
| DrMorganes07-24-07, 11:16 PM | To summarize: Everyone gets 1 feat at Character Level 1. Humans get a bonus feat at Character Level 1. Various classes grant bonus feats at set intervals. Such classes include, but are not limited to, Fighter, Wizard, Psion, Scout, and Monk. Bonus feats are generally limited to a specific list. Everyone gets an additional feat at every Character Level evenly divisible by 3: 3, 6, 9, 12, 15, 18, etc. Rogues my opt for an additional feat instead of a special ability at Rogue Levels 10, 13, 16, and 19. Certain cleric domains grant a bonus feat. Domains may only be selected at Cleric Level 1. Various magic items and/or spells grant access to feats on a temporary basis. Loss of the magic item or spell effect means access to the feat is lost, along with any feats based on the magically-granted feat. Have we missed anything? |
| zorgling2507-24-07, 11:28 PM | In Complete Adventurer there is a feat called "Open Minded" that gives you five skill points to spend normally. Talk to your DM about reversing the trade and spending five skill points to gain a feat. If 1 feat = 5 skill points, why wouldn't 5 skill points = 1 feat? If 1 feat > or = 5 skill points, it makes sense that they would let you underpower yourself for versatility. The other way round, however, has the possibility of being overpowered. I don't think it would work if a Rogue could get 4 more bonus feats at 1st level than a fighter and STILL have more skill points. Other than those listed above, the best way I can think of to get feats is with flaws (if your DM allows them, which I wouldn't). |
| Steidas07-24-07, 11:43 PM | You can also go Cleric -> Ordained Champion. You basically get 3 domains, and can trade the powers of 2 of those (because one has to be war and you cant' change it) for 2 fighter feats. You get to keep weapon focus on your deities favored weapon. 2 levels for 3 feats is not that bad. |
| Shiro_Nezumi07-24-07, 11:50 PM | If 1 feat > or = 5 skill points, it makes sense that they would let you underpower yourself for versatility. The other way round, however, has the possibility of being overpowered. I don't think it would work if a Rogue could get 4 more bonus feats at 1st level than a fighter and STILL have more skill points. Other than those listed above, the best way I can think of to get feats is with flaws (if your DM allows them, which I wouldn't). Unchecked, you're absolutely right about reverse Open Minded being overpowered. I was thinking about something along the lines of allowing a skill points for feats exchange every third or fourth level, or some similar concept. Maybe charging more than five skill points for a feat would work out better. |
| Egres07-25-07, 06:38 AM | @Dheran, you have done a great job with your list. May I ask you the permission to to add it to the Skills and Feat FAQ? I will give you your credit for your job, of course. |
| Mark_Aged07-25-07, 09:44 AM | What to know something funny? I didn't know you got an additional feat at every Character Level divisible by 3. Thanks for all the help guys, 'preciate it. |
| Howland Reed07-25-07, 03:17 PM | Some of the Racial Paragon classes give bonus feats...I know, for instance, that the human and half-elf Paragons both give a bonus feat (any). |
| JStaton8703-27-08, 10:29 AM | It says in the books that Monstrous Humanoids get their int modifier to their own feat pool too. I had this one player that played a Thri-Keen Wizard once, so many feats... |
| Mindolin03-27-08, 10:38 AM | What the heck are you talking about, JStaton? Intelligence has no relevance towards feats, excepting of course the prerequisites. |
| Legdiwena03-27-08, 10:43 AM | It says in the books that Monstrous Humanoids get their int modifier to their own feat pool too. I had this one player that played a Thri-Keen Wizard once, so many feats... Where in the Nine Hells did you get that from? |
| Shaggy_Shaggs03-27-08, 10:47 AM | It says in the books that Monstrous Humanoids get their int modifier to their own feat pool too. I had this one player that played a Thri-Keen Wizard once, so many feats... No it doesn't. The closest thing one could get to this from the type entry is that monstrous humanoids (as well as every other type) that have racial hitdice modify the skill points they get from racial hitdice by their Int modifier, just like class-based hitdice. |