Gryphon’s Book of 3.5e Feats
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You choose them for your character, but you work for them,some require training some require specific requirements. Eachcharacter gets one feat when the character is created, thenanother at 3
level and every three levels thereafter (6
, and 18
). For multiclass characters, the feats comeaccording to total character level, regardless of individual classlevels. Humans also get a bonus feat at 1
level, chosen by theplayer from any feat for which his or her character qualifies.
Some feats have prerequisites. You must have the listed abilityscore, feat, skill, or Base Attack Bonus in order to select or usethat feat. A character can gain a feat at the same level at whichhe or she gains the prerequisite.If the requirement is lost due to artificial means for example, if your Strength drops below 13 because a ray of enfeeblement hitsyou, you can’t use the Exotic Weapon Bastard Sword feat.
Some feats are general, meaning that no special rules governthem as a group. Others are item creation feats, which allowspellcasters to create magic items of all sorts. A metamagic featlets a spellcaster prepare and cast a spell with greater effect,albeit as if the spell were a higher level than it actually is. Specialfeats are available only to the specified class.
These Feats are open to anyone that meets therequirements. They are described elsewhere as General Feats butin this book they are referred to as Combat Feats. Basically theyencompass Feats which directly effect the dice rolls made duringcombat, effecting when where and how the combat occurs.Unlike the Fighting Style Feats below they do not have arequirement for training.
Feats in this new category share a few characteristics.They all have, as a prerequisite, the ability to turn (or, in mostcases, rebuke) undead. Thus, they are open to clerics, paladins of 3
level or higher, and any prestige class that has that ability.The divine feat uses the positive or negative energy to turn orrebuke undead. Each use of a divine feat uses one or moreturn/rebuke attempt from their number of attempts per day. If there are no turn/rebuke attempts remaining, it is not possible touse the feat. Since turning or rebuking is a standard action,activating any of these feats is also a standard action.Finally, Quicken Turning can not be used to speed up the use of a divine feat.
General feats are just that, if you meet therequirements in the description, then you can have learn ordevelop the feat. They are open to all classes and at any level, aslong as you meet the requirement.
These feats are available on generation of thecharacter only, based on your racial background, yourgeographic background or your family background. Each of these feats may only be taken once, normally at the generation of the character.
These feats are available to arcane spellcasters onlyand represent a different and powerful way to manipulate thebasic magical weave. Arcane spellcasters can take these feats, if they meet the requirements, instead of metamagic feats when thebonus feats become available.These feats are different from metamagic feats in that you do nothave to give up spell slots to have the benefits of these featsactive.
There is more to a monk than just a flurry of blows, and more to a Unarmed fighter than Unarmed Strike.These feats increase the range of options available to them.
These feats are for those who want to alter theway their magic performs.
There is more to raging than simply getting angry, andsome Barbarians learn to channel their rage to perform different,but spectacular feats of prowess.
The rogue is perhaps the most skilled and flexible of combatants, and these feats enhance their abilities.
The feats in this category relate to the druids wild shapeability, and all require it as a prerequisite. Any class feature orability that has the words “wild shape” in its name counts as wildshape for meeting prerequisites. Wild feats apply to any versionof wild shape.