Saltwave Feats

Saltwave Campaign Dungeons & Dragons 3rd Edition Feats


All standard feats from official Dungeons & Dragons sources are available to Saltwave characters. In addition, here are some more feats created for the campaign. These are my own, but when I take the feats from other places, I will note the source and author.


Far Cast [Spellcaster]
You can cast spells farther than normal at the cost of reduced power.
Prerequisite: Ability to cast 1st level arcane or divine spells.
Benefit: Instead of a fixed range, your spells have a range increment. Only spells with a range of Medium or Long are affected by this feat. Instead of the normal 100 feet + 10 feet per caster level, the Medium range spells you cast have a range increment of 100 feet. Instead of the normal 400 feet + 40 feet per caster level, the Long range spells you cast have a range increment of 400 feet. If the spell is a ray or otherwise requires an attack roll, then this range increment applies as normal for ranged attacks (-2 attack penalty per range increment). If the spell does not require an attack roll, then the saving throw DC is reduced (weakened) by -2 per range increment. If the spell does not require either an attack roll or a saving throw, then its range is not altered by this feat.
Special: This feat may be taken multiple times. Each time you take it, it adds the same distance to the range increments of your Medium
and Long range spells (+100 and +400 feet to range increment, respectively).
Psionic Variant: Far Manifest is an exact duplicate of this feat for classes that manifest psionic powers.

Flurry of Blows [General]
You have mastered the unarmed combat speed of the monk.
Prerequisite: Dex 13+, Improved Unarmed Strike, Base attack bonus 2+.
Benefit: You may use the special unarmed base attack progression of the monk. This allows you to use the flurry of blows technique, as described in the PHB for the monk class.
Special: Monks ordinarily have this as a class ability, but may find this feat useful to keep up with their attack progression if they multiclass. Fighters may select this feat as one of their bonus feats.

Great Unarmed Strike [General]
You have toughened your body to inflict greater damage in unarmed combat.
Prerequisite: Improved Unarmed Strike, Base attack bonus +3.
Benefit: Your unarmed combat damage die increases by one category over normal for your class and level. The progression is 1d2, 1d3, 1d4, 1d6, 1d8, 1d10, 2d6, 2d8, 2d10. You may take this feat more than once. Each time you take this feat, it increases your unarmed combat damage by one category. Fighters may select this feat as one of their bonus feats.

Higher Education [General]
You have received an education at an institution of higher learning and have accumulated a great deal of knowledge.
Prerequisite: Int 13+, four or more ranks in at least two Knowledge skills.
Benefit: You receive a +2 competence bonus to all Knowledge skills. You may attempt Knowledge skill checks for any field of knowledge, and not just the ones in which you have skill ranks.

Jack of All Trades [General]
You have a little bit of useful knowledge about a lot of different things.
Prerequisite: Int 13+.
Benefit: You receive a +2 competence bonus to skill checks with any skill in which you have no ranks. This can only be applied to skills that may be used untrained, and represents general handy knowledge. Actual training "corrects" much of the Jack of All Trade's common knowledge, and taking even one rank in a skill negates the bonus.

Swap Spell [Wizard]
You can spontaneously cast mastered spells. This feat is only available to wizards.
Prerequisite: Int 13+, Spell Mastery.
Benefit: You may spontaneously swap out a prepared spell of the same or lower level for any spell you have mastered with the Spell Mastery feat. This works in the same way that clerics may spontaneously swap prepared spells for cure spells.

Extra Spell [Sorcerer]
You know an additional arcane spell. This feat is only available to sorcerers.
Prerequisite: Sorcerer level 4th+.
Benefit: You may learn or discover an additional arcane spell to add to your list of spells known. You may select a spell of any level you can cast except your highest castable spell level. You may take this feat multiple times. Each time, you add one spell to your list.

Two Handed Circle [General, Fighter]
Your expert footwork and counterbalanced moves with large weapons improves your defensive ability.
Prerequisite: Dodge, Mobility, proficiency with the weapon, Base attack bonus 4+.
Benefit: You gain a +2 dodge bonus to your AC in melee combat when you use the attack or full attack action with a two-handed melee weapon of a size category equal to or greater than your own. This bonus does not apply when using a double weapon—only a weapon balanced for two-handed use. This feat is available to fighters as one of the list of allowed bonus feats.


Last updated 17-Nov-2004
Content copyright © 1998-2003 by SilverDragon.