Complete Dragon Magazine 3.5 Feats, Flaws, And Fighting Styles

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Complete Dragon Magazine 3.5 Feats, Flaws, & Styles IntroductionINTRODUCTIONCollected here is a listing of nearly all Feats, Flaws, and Fighting Styles 3.5 described in Dragon Magazines 309-360. Omitted stats were done so only because they appeared in other books or because in order to use them important information from the article was required. Entries found here have been entered using OCR and proofread. Some issues come from really bad scans in which case entries have been manually transcribed. There has been no change or standardization to the way Feats, Flaws, or Fighting Styles have been listed in the 3.5 world and therefore, unlike other compilations, have not had to undergo changes. The entries are word for word from the magazine. The only changes made are to the table listings, which was done to shorten the entry and with the added intent of making them more standardized and readable. ranks in one or more skills, or a class level that a character must have in order to acquire this feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite. Benefit: What the feat enables the character (you in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description. In general, having a feat twice is the same as having it once. Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent. Special: Additional facts about the feat that may be helpful when you decide whether to acquire the feat. Suggested Class/Race: Many feats, flaws, and fighting styles come from articles about a particular class or race. Often the listed feat, flaw, or fighting style can be used by any class or race if they meet the prerequisites. I wanted to keep the original target class or race intact so I created this section to reflect this. For instance, even though the feat Backstab is intended for Rogues, it can be taken by any character who has Combat Reflexes as a feat. Dragon Magazine #: Which issue and article the information was taken from.

DESCRIPTIONSSummary: Before the start of each section is a summary of the feat type and how it is used. This information is taken from the magazine or reprinted from the appropriate books. The following table shows this relationship: Feat Type Abberant Abyssal Heritor Ambush Ancestor Arcane Bardic Music Birth Bloodline Chaos Ceremonial Core Initiate Divine Exalted General Hex Item Creation Ki Psionic Psi-Spell Purification Metamagic Metapsionic Monstrous Racial Regional Tactical Vile Weapon Style Wild Fighting Style Flaws Summary Source Lords of Madness Fiendish Codex I: Hordes of the Abyss Dragon Magazine #344 Dragon Magazine #315 Dragon Magazine #351 Players Handbook N/A Dragon Magazine #311 and #325 Dragon Magazine #326 Dragon Magazine #311 Dragon Magazine #342 Complete Divine Book of Exalted Deeds Players Handbook Dragon Magazine #339 Players Handbook Dragon Magazine #342 Expanded Psionics Handbook Dragon Magazine #313 Dragon Magazine #337 Players Handbook Expanded Psionics Handbook N/A Dragon Magazine #324 Dragon Magazine #315 Complete Warrior Book of Vile Darkness Complete Warrior Complete Adventurer N/A Unearthed Arcana

IMAGESAlthough images arent often associated with feats, there were times when artwork accompanied the description. I tried to place images near the corresponding feats. These images all come from Dragon Magazines and have only been altered to clean them up for use in this compilation.

WHO AM I?Plain and simple: nobody. Im not a graphic artist. I do not design layouts for magazines or newsletters of any sort. While I would love to say who I am, Id rather not be hassled for creating this compilation for the gaming community. I often go by the name of EldritchHorror or some variation and sometimes can be found as Strider. Look for my other compilations: Arms and Equipment, Magic Items, Monsters, and Spells.

Some feats did not have a category in brackets indicating what type of feat it was. These were placed in the [GENERAL] category unless it was obvious as to which category it belonged based on the article from which it came. Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of

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Complete Dragon Magazine 3.5 Feats, Flaws, & Styles Aberrant FeatsABERRANT FEATSUnlike typical feats, aberrant feats manifest as physical changes to your characters features (or as additions to your characters appearance). These feats twist and reshape your form, and you become alien in appearance. A character who has selected at least one aberrant feat gains an inhuman, unsettling presence. You take a 1 penalty on Diplomacy, Disguise, Gather Information, Handle Animal, and wild empathy checks for every aberrant feat you possess (2 with two feats, 3 with three feats, and so on). Some aberrant feats have an additional cumulative effect based on your total number of aberrant feats. This accumulation increases as you gain additional aberrant feats. For example, a character with Aberration Blood who selects Durable Form gains 4 hit points (two for each aberrant feat he possesses). If he later selects Bestial Hide, he gains another 2 hit points (in addition to the normal benefit of Bestial Hide).

MOURNING MUTATE [ABERRANT]You survived the Mourning (see Dragon Magazine #359), but it left its mark upon your body. While one feature is especially noteworthy, you might have any number of purely cosmetic oddities. Unusual skin, hair, and eye colors are common as are strange rashes or web of scars. The form of a warped feature is up to you and the DM. It might be out of proportion, or it might be truly monstrous in nature. Benefit: You gain a physical feature that grants you a racial bonus on one type of check or action. The bonus must be chosen from the following list. Mourning Feature Disturbing sores Hideous features Spongy flesh Unnaturally flexible Warped ears Warped eyes Warped limb Benefit +3 on saving throws vs. poison disease (see below) +3 on Intimidate checks DR 3 / -- vs. nonlethal damage +3 on Escape Artist +3 on Listen checks +3 on Spot checks Limb deals +2 damage with unarmed strikes

Special: This feat is treated as Aberration Blood (LORDS OF MADNESS) for purposes of meeting feat prerequisites. If you have disturbing sores and successfully save against a disease by 3 or fewer points, you avoid its effects. You may only take this feat at 1st level. Dragon Magazine #: 359 (Eberron Dragonmarks Echoes of the Mourning)

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Complete Dragon Magazine 3.5 Feats, Flaws, & Styles Abyssal Heritor FeatsABYSSAL HERITOR FEATSThe hordes of the Abyss have mingled with mortal races ever since the two first came into contact. The inevitable results of this mixing can be seen in the faces of Kali-fiends and, to a lesser extent, tieflings. Over the course of several generations, the fiendish bloodline tends to become diluted until the taint goes completely dormant. In exceptionally rare cases, however, this latent demonic heritage raises its ugly head, causing two otherwise normal mortals to produce a tiefling or even a half-Fiend child. Yet such births are not the only way that a dormant Abyssal taint can make its presence known. In some cases, this lingering influence manifests later in life, often spontaneously when the character undergoes a stressful period, or when he gains skill or power from other sources. At such moments, his latent demonic heritage can come to the fore in shocking ways, transforming him into an Abyssal heritor. The manifestation of a dormant demonic heritage is modeled by the Abyssal heritor feats. Unlike vile feats, Abyssal heritor feats are not inherently evil. They are, however, inherently chaotic, since a lawful soul would have difficulty accepting the kind of strange and eldritch changes to the body and mind that such feats impose. This chaotic bent eventually affects the alignment of the character taking these feats. A character with only one Abyssal heritor feat can be of any alignment, but he immediately becomes chaotic (if he wasn't already) upon taking a second, unless he possesses the Ordered Chaos feat. A character with multiple Abyssal heritor feats cannot voluntarily change the chaotic aspect of his alignment. If a magical effect changes his alignment away from chaotic, he loses access to the benefits of his Abyssal heritor feats until his chaotic alignment is restored (unless he has Ordered Chaos feat). A character can select an Abyssal heritor feat at any time he can select a general feat. Though some of the more powerful Abyssal heritor feats require lesser feats as prerequisites, a character need not have established a demonic heritage before taking the basic ones. As soon as he actually selects an Abyssal heritor feat, however, he can no longer deny the existence of some sinister event in his family's past. The benefits of many Abyssal heritor feats actually improve as the character takes more of them. Doing so, however, helps to cement the character's chaotic alignment and link with demonkind. Abyssal heritor feats do not come without penalties. The deformity such a feat inflicts on the mind and body imposes a -2 penalty on checks made with a particular skill designated in the feat description. Other heritor feats corresponding to planes other than the Abyss might certainly exist, although they are beyond the scope of this text. of your words. The duration of this supernatural effect lasts a number of minutes equal to your Charisma bonus. Special: Your self-absorbed nature makes you ill aware of your immediate surroundings. Consequently, you take a -2 penalty on Spot checks. Dragon Magazine #: 359 (1d20 Villains D&Ds Most Wanted; Preferably Dead)

SPAWN OF THE DARK PRINCE [A