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The NBOF guide to writing feats

Introduction
Thanks for taking the time to read this document. We have been working on feats for d20 going on 5 years now and we have learned a lot in that time. This article is here to help you write the best feats possible and represents the accumulated knowledge of the NBOF staff as well as what we have leaned from others.

What is a feat?
The first thing you need to understand is what a feat is supposed to be. Here is the basic definition.

A feat is essentially a highly developed talent or trick, generally bestowing a permanent, non-magical, fixed ability, usable at will. Feats represent a learned, trained and experienced use of a physical, mental or spiritual focus, granting an increased capability or function. Some feats do bestow a spell-like or supernatural ability, but generally only at the cost of an existing similar ability.

The primary purpose of a feat is to customize your character by granting them abilities and traits that are different from other characters of the same class. Fighters are especially defined by their numerous bonus feats, but every character can benefit from them.

Feat’s are a unique mechanic, and it’s very important that a feat does not duplicate or supplant other mechanics in the game. For instance, a feat should not duplicate the effects of a standard spell. Feats should not be used to replace iconic class abilities, especially those of the base classes. Feat’s should not replace or create skills.

The most common use of a feat is to improve some action or ability a character already possesses. Rarer is a feat that grants an entirely new ability. Most feats grant a single bonus or group of closely related bonuses. Any feat that grants too many separate bonuses should probably be split into multiple feats.

Of course there are always exceptions, and feats are often used as a way to introduce new mechanics and abilities into a game. When tempted to make a feat that goes beyond the traditional definition, you should take care to ensure that a different mechanic would not be a more appropriate to represent the idea.


Coming up with an idea
Despite the limitations to what a feat should do, there is a huge world of possibilities left open to you. Most feats are simply feats that improve a particular ability already found in the game. Many others are based on a cool new ability or maneuver seen or read about. Some are simply extensions of existing feats. Some are created to simulate historical observations about melee combat.

Wherever you got the idea, the first thing you may want to do, is see if anyone else has already created a feat for it. If you are specifically writing for the NBOF you should definitely consult the current version and see if there is already something like the idea you had. Be sure to look for the idea, and not just the mechanic. Many times there are multiple ways you could simulate something using the d20 rules. You should also check to see if there is another game mechanic that accomplishes the same effect already. There may be a spell, class ability, skill or combat maneuver that already does what you want.

Once you think you have a good, original idea, its time to start working out the actual mechanics of the feat, starting with what kind of benefit it provides.


Feat Design (Twelve important rules)
Before you start in on your feat mechanics, you should be aware of the many conventions established in the System Rules Document. They are not hard and fast rules, but are more of a style guide. The NBOF follows these guidelines fairly closely and feats that deviate too far from them often receive lower scores or are rejected outright.

Rule #1: Don’t duplicate other mechanics
A feat should not duplicate another existing mechanic already found in the game. A feat granting the Sneak Attack ability or one that duplicates a spell like Detect Magic, is going to be problematic. A feat could accomplish a similar goal, but it should not simply be a replacement for those mechanics. This is especially true of class abilities that are unique to a particular class.

Rule #2: Feats are not super-natural
A feat should not grant a supernatural ability. It can allow you to use an existing supernatural ability in a new way. Divine and Psionic feats push the boundaries of this idea but they generally require a specific supernatural ability before they can be taken. So a feat that lets a winged creature fly faster is ok, but a feat that lets you grow wings is probably not.

Rule #3: Don’t create new rules
A feat should not introduce new rules that are not already in the game. So if a system has no rules for skydiving, a feat for skydiving should not be created. Feats can be created for alternate rules systems, but the rules should be defined and presented first and separately from the feat. Feats modify rules, they don’t create them.

Rule #4: Feats are not class based
They are based on abilities, not classes. Clearly there are a few feats that are designated for a particular class. They are more like optional class abilities. Fighters have a few feats based on their fighter level. That is because fighter is essentially a class that gets all of its abilities from feats and it was felt they should have a few exclusive options. If you can think of any way to make a feat open to more classes, than it’s probably a good way to go.

Rule #5: Don’t change important game limitations
The D20 rules works based on certain assumptions that are fairly important. For instance, many prestige classes require a certain skill rank or base attack bonus. This serves as an implicit level limit to acquire those classes. A feat that increases these values beyond the usual limits would be too drastic a change to the balance of those classes. Similarly feats should not change character level, statistic values, base saves, race, size or other core values determined by character class advancement.

Rule #6: Don’t reward low statistics or lack of abilities
Some are tempted to make feats that turn disadvantages into advantages. This is a good way to break game balance by rewarding min-maxing. Similar, but much less problematic are feats that let you ignore the penalties for low statistics or a lack of abilities. This often takes the form of a feat that lets you use one ability bonus in place of another. Be very careful that this doesn’t allow characters that only ever need one statistic.

Rule #7: Don’t slow down play
It’s hard to add rules without adding complexity to the game play, but it can be done. Some feats even simplify combat by letting you ignore situational penalties and rules that otherwise slow things down. This is especially important with combat feats. Anything that would slow down combat should be considered very carefully and made as simple as is possible.

Rule #8: Feats have a fixed benefit
Feats are supposed to grant you the same benefit no matter what your level, class or statistics. You especially want to avoid mechanics explicitly tied to character level, for example a +1 bonus per level to some value. A fair number of feats use statistic bonuses in some way to scale their benefit but it is avoided when possible because it is so open to abuse. If you have a mechanic in mind that only makes sense when tied to character level, it should probably be a part of a new class and not a feat.

Rule #9: Feats are only taken once
The default rule for feats is that you can only take them once. Certain feats are intended to be taken more than once, but any bonuses rarely stack. If you want feats that build upon one another you general create a series of feats that build upon one another.

Rule #10: Feats should be balanced
The general idea is that a given feat should not be much stronger than any other given feat with similar prerequisites. Feats should also be somewhat weaker than typical class abilities. At the NBOF we use the feats in the SRD as a kind of power baseline. When someone sends us a feat we compare it to a similar SRD feat. If a feat is so good that every character would prefer it over another, then it is clearly too strong. Some feats can justify greater benefits if the benefit is rarely used. So a feat that grants a bonus only to fighting dragons could have a slightly stronger benefit than one for fighting any humanoid.

Rule #11: Feats should do one thing
A feat should only have a single benefit. Some feats feature multiple bonuses to a single action, or bonuses to more than one similar action. This is generally done when the feat benefit is fairly weak or applies to a rarely used mechanic.

Rule #12: Feats should be as widely useful as possible
The best feats are ones that almost anyone can get some benefit from. If you are making a feat and you can think of a way to broaden its usefulness you should probably do so. A feat for one legged wizards wielding great swords is next to useless, and could probably be re-worked to apply to any spell caster using a weapon. Along this same line, try not to base a feat on some detail in a campaign setting if you can avoid it.

Anatomy of a Feat
This is what a properly formatted feat with all the optional information would look like. This guide will go into more detail about formatting later on in this document but you can infer a lot based on this example.

FEAT NAME [Type of feat, Type of feat]
This is where you find the general description of the feat in plain language.
Prerequisites: Statistic Requirement, Skill Requirement, Feat Requirement, etc
Benefit: What the feat enables the character to do.
Normal: Here you describe the rules for characters that don’t have the feat.
Special: Additional information about using the feat in unusual situations or describing how it interacts with other game rules.
Example: This is where the author can show you how the feat works with an example of play.
Notes: Here the author makes notes or suggestions regarding the use of the feat or the rules it is based on.


Feat Names
Much like writing the feat itself, there are some general guidelines for naming feats you should keep in mind.

Rule #1: Keep it simple
Names should be short and catchy.

Rule #2: Make it descriptive
The name of the feat should give you a good idea of what the feat does or the idea it represents. Try to avoid cute or colorful names, or names that refer to something specific to a setting or campaign.

Rule #3: Make it unique
To keep down confusion the NBOF tries to make sure each feat has a unique name. If you are going to submit your feat to the NBOF please make sure the name is not already in use.


Feat Types
Feat types are a useful tool that is not always well understood. The pattern established in the SRD and other d20 publications is not always consistent. There are two primary purposes to feat types. The first is to indicate that a feat follows certain rules set forth for feats of a given type. The second purpose is to group feats together based on the type of characters that can acquire them. Feats that break one of the general rules of feat design are often assigned a type to distinguish them from standard feats.

The NBOF uses all the feat types from the SRD but also has added a number of new feat types to help us categorize everything into useful chapters. A feat can have multiple types, although many of them are mutually exclusive.

General (SRD)
General feats are feats that do not fit into any specific category. They can usually be taken by any type of creature, often having very few limiting factors (if any at all).

Fighter (NBOF)
Fighter feats are those that pertain to skill in martial combat. Fighters may choose among these feats when gaining a bonus feat from their class. These feats are also available to any class that meets the prerequisites, unless otherwise specified.

Special (SRD)
Special feats are those that can only be taken by specific groups but do not fall into one of the other defined types. Most often, acquisition is based on a specific character class or class ability. Weapon Specialization and Extra Turning are good examples.

Item Creation (SRD)
An item creation feat lets a spellcaster create a magic item of a certain type. Regardless of the type of items they involve, the various item creation feats all have certain features in common.

XP Cost
Experience that the spellcaster would normally use to gain levels is expended when making a magic item. The XP cost equals 1/25th of the cost of the item in gold pieces. Creatures cannot spend so much XP on an item that they lose a level. However, upon gaining enough XP to attain a new level, they may decide not to take a new level but instead to save these XP for item creation.

Raw Materials Cost
The cost of creating a magic item equals one-half the sale cost of the item. Using an item creation feat also requires access to a laboratory or magical workshop, special tools, and so on. A character generally has access to what he or she needs unless unusual circumstances apply.

Time
The time to create a magic item depends on the feat and the cost of the item. The minimum time is one day.

Item Cost
Brew Potion, Craft Wand, and Scribe Scroll create items that directly reproduce spell effects, and the power of these items depends on their caster level-that is, a spell from such an item has the power it would have if cast by a spellcaster of that level. The price of these items (and thus the XP cost and the cost of the raw materials) also depends on the caster level. The caster level must be high enough that the spellcaster creating the item can cast the spell at that level. To find the final price in each case, multiply the caster level by the spell level, then multiply the result by a constant, as shown below:
Scrolls: Base price = spell level * caster level * 25 gp.
Potions: Base price = spell level * caster level * 50 gp.
Wands: Base price = spell level * caster level * 750 gp.

A 0-level spell is considered to have a spell level of ½ for the purpose of this calculation.

Extra Costs
Any potion, scroll, or wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. For potions and scrolls, the creator must expend the material component or pay the XP cost when creating the item.

For a wand, the creator must expend fifty copies of the material component or pay fifty times the XP cost.

Some magic items similarly incur extra costs in material components or XP, as noted in their descriptions.

Metamagic (SRD)
As a spellcaster's knowledge of magic grows, they can learn to cast spells in ways slightly different from the ways in which the spells were originally designed or learned. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, at least it is possible. Spells modified by a metamagic feat generally use a spell-slot higher than normal. This does not generally change the level of the spell, so the DC for saving throws against it is not altered.

Clerics, Druids and Wizards
These classes must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus the appropriate spell-slot level required).

Spontaneous spellcasters
Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell generally uses up a higher-level spell slot. But because the sorcerer or bard has not prepared the spell in a metamagic form in advance, they must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than a regular spell. If the spell's normal casting time is 1 action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn't the same as a 1-round casting time.) For a spell with a longer casting time, it takes an extra full-round action to cast the spell. This applies to any application of metamagic feats to spontaneous spellcasting, such as a cleric spontaneously casting a metamagic version of a cure or inflict spell or a druid spontaneously casting a metamagic version of summon nature's ally.

Spontaneous Casting and Metamagic Feats
A cleric spontaneously casting a cure or inflict spell can cast a metamagic version of it instead. Extra time is also required in this case. Casting a 1-action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast. Similarly with druids spontaneously casting summon nature's ally.

Effects of Metamagic Feats on a Spell
In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast as a higher-level spell. Saving throw modifications are not changed unless stated otherwise in the feat description.

The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can't use a metamagic feat to alter a spell being cast from a wand, scroll, or other device, although it is possible to imbue a magic item with a metamagic version of a normal spell.

Metamagic feats that eliminate components of a spell don't eliminate the attack of opportunity provoked by casting a spell while threatened. However, casting a spell modified by Quicken Spell does not provoke an attack of opportunity.

Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat cannot modify.

Multiple Metamagic Feats on a Spell
A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You cannot apply the same metamagic feat more than once to a single spell.

Magic Items and Metamagic Spells
With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell's higher spell level (after the application of the metamagic feat). A character does not need the metamagic feat to activate an item storing a metamagic version of a spell.

Counterspelling Metamagic Spells
Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell, unless otherwise specified.

Psionic (SRD Psionics)
Psionic feats are available only to characters and creatures with the ability to manifest powers. (In other words, they either have a power point reserve or have psi-like abilities.)
Because psionic feats are supernatural abilities-a departure from the general rule that feats do not grant supernatural abilities-they cannot be disrupted in combat (as powers can be) and generally do not provoke attacks of opportunity (except as noted in their descriptions). Supernatural abilities are not subject to power resistance and cannot be dispelled; however, they do not function in areas where psionics is suppressed, such as a null psionics field. Leaving such an area immediately allows psionic feats to be used. Many psionic feats can be used only when you are psionically focused; others require you to expend your psionic focus to gain their benefit. Expending your psionic focus does not require an action; it is part of another action (such as using a feat). When you expend your psionic focus, it applies only to the action for which you expended it.

Psionic Item Creation (SRD Psionics)
Manifesters can use their personal power to create lasting psionic items. Doing so, however, is draining. A manifester must put a little of themselves into every psionic item they create.

A psionic item creation feat lets a manifester create a psionic item of a certain type. Regardless of the type of items they involve, the various item creation feats all have certain features in common.

XP Cost
Power and energy that the manifester would normally keep is expended when making a psionic item. The experience point cost of using a psionic item creation feat equals 1/25 the cost of the item in gold pieces. A character cannot spend so much XP on an item that he or she loses a level. However, upon gaining enough XP to attain a new level, he or she can immediately expend XP on creating an item rather than keeping the XP to advance a level.

Raw Materials Cost
Creating a psionic item requires costly components, most of which are consumed in the process. The cost of these materials equals ½ the cost of the item.

Using a psionic item creation feat also requires access to a laboratory or psionic workshop, special tools and other equipment. A character generally has access to what they need unless unusual circumstances apply (such as when traveling far from home).

Time
The time to create a psionic item depends on the feat and the cost of the item. The minimum time is one day.

Item Cost
Craft Dorje, Imprint Stone, and Scribe Tattoo create items that directly reproduce the effects of powers, and the strength of these items depends on their manifester level-that is, a power from such an item has the strength it would have if manifested by a manifester of that level. Often, that is the minimum manifester level necessary to manifest the power. (Randomly discovered items usually follow this rule.) However, when making such an item, the item's strength can be set higher than the minimum. Any time a character creates an item using a power augmented by spending additional power points, the character's effective manifester level for the purpose of calculating the item's cost increases by 1 for each 1 additional power point spent. (Augmentation is a feature of many powers that allows the power to be amplified in various ways if additional power points are spent.) All other level-dependent parameters of the power forged into the item are set according to the effective manifester level.

The price of psionic items (and thus the XP cost and the cost of the raw materials) depends on the level of the power and a character's manifester level. The character's manifester level must be high enough that the item creator can manifest the power at the chosen level. To find the final price in each case, multiply the character's manifester level by the power level, then multiply the result by a constant, as shown below.

Power Stones
Base price = power level x manifester level x 25 gp
Psionic Tattoos: Base price = power level x manifester level x 50 gp
Dorjes: Base price = power level x manifester level x 750 gp

Extra Costs
Any dorje, power stone, or psionic tattoo that stores a power with an XP cost also carries a commensurate cost. For psionic tattoos and power stones, the creator must pay the XP cost when creating the item. For a dorje, the creator must pay fifty times the XP cost.

Some psionic items similarly incur extra costs in XP, as noted in their descriptions.

Metapsionic (SRD Psionics)
As a manifester's knowledge of psionics grows, they can learn to manifest powers in ways slightly slightly different to how the powers were originally designed or learned. Of course, manifesting a power while using a metapsionic feat is more expensive than manifesting the power normally.

Manifesting Time
Powers manifested using metapsionic feats take the same time as manifesting the powers normally unless the feat description specifically says otherwise.

Manifestation Cost
To use a metapsionic feat, a psionic creature must both expend their psionic focus (see the Concentration skill description) and generally pay an increased power point cost as given in the feat description.

Limits on Use
As with all powers, you cannot spend more power points on a power than your manifester level. Metapsionic feats merely let you manifest powers in different ways; they do not let you violate this rule, unless otherwise specified.

Effects of Metapsionic Feats on a Power
In all ways, a metapsionic power operates at its original power level, even though it costs additional power points. The modifications to a power made by a metapsionic feat have only their noted effect on the power. A manifester cannot use a metapsionic feat to alter a power being cast from a power stone, dorje, or other device. Manifesting a power modified by the Quicken Power feat does not provoke attacks of opportunity. Some metapsionic feats apply only to certain powers, as described in each specific feat entry.

Psionic Items and Metapsionic Powers
With the right psionic item creation feat, you can store a metapsionic power in a power stone, psionic tattoo or dorje. Level limits for psionic tattoos apply to the power's higher metapsionic level. A character does not need the appropriate metapsionic feat to activate an item in which a metapsionic power is stored, but does need the metapsionic feat to create such an item.

Divine (SRD Divine)
These feats have as a prerequisite the ability to turn (or, in most cases, rebuke) undead. Thus, they are open to clerics, paladins of 4th level or higher, and any prestige class that has that ability. (An ability to turn other creatures does not qualify a character to select one of these feats.) Second, the force that powers a divine feat is the ability to channel positive or negative energy to turn or rebuke undead. Each use of a divine feat costs the character one turn/rebuke attempt from their number of attempts per day. If a character doesn't have any turn/rebuke attempts left, they cannot use the feat. Since turning or rebuking is a standard action, activating any of these feats is also a standard action.

Rage (NBOF)
Rage feats allow you to channel your rage class ability into something other than the traditional benefit. Each time you use a Rage feat it counts as a use of your rage ability. Using a rage feat is a free action as is using the standard rage ability; it also has the same duration and leaves you fatigued afterwards as rage does. Rage feats are usually extraordinary abilities but are often stronger than ordinary feats.

Stealth (NBOF)
Stealth feats require class abilities including sneak attack or improved evasion, often associated with rogues and other stealthy classes.

Song (NBOF)
Song feats are essentially new magical effects you can create if you have the bardic music class ability. They are generally supernatural effects and using them is just like using one of the standard bardic music abilities. Each should have a prerequisite of a number of ranks in the perform skill.

Wild (NBOF)
Wild feats are those that involve a druid's ability to shape change into a wild animal; you must have the wild shape ability before acquiring these feats.

Martial Style (NBOF)
These feats are generally limited to characters that use special unarmed combat techniques like the Monk or similar prestige classes because of the class abilities listed in their prerequisites.

Magical (NBOF)
These are general feats that enhance a character's magical ability in some fashion or change the way they learn, cast or memorize spells. The Netbook of Feats team is of the belief that these feats should be selectable by wizards as bonus feats, in addition to Spell Mastery, metamagic and item creation feats (discuss with your DM if you wish to do this).

Epic (SRD Epic)
Epic feats are only available to characters of a level greater than 20. Being available to only exceptionally powerful creatures, epic feats can grant supernatural or special abilities that are beyond the realms of normal feats.

Monster (SRD)
Monster feats are generally not intended for player characters, although some DMs may allow them for characters with a 'monster' race. They have prerequisites that are generally unavailable to characters, such as a spell-like ability, Large size, or the ability to fly.

Regional (NBOF)
Regional feats are a category of special feats that relate to a specific area or environment. In order to learn these you must either come from a particular location, or spend an appropriate amount of time learning the ways of the people there. In order to qualify for a regional feat, you must either begin play as a character from the region in question, or acquire at least two ranks of Knowledge (local) for that region and spend an appropriate amount of time there.

Racial (NBOF)
These are special feats that can only be taken by those who are of a specific race, or those who have received training from that specific race. While open to anyone, many racial feats are considered secrets. Very few are shared with those outside of that race.

Role Play (NBOF)
This feat type was created by the Netbook of Feats staff to identify feats that require a certain amount of adjudication on the part of the DM and/or a certain amount of role playing on the part of the player. Their benefits are often situational and subject to some interpretation.

Trait (NBOF)
Traits are very similar to general feats, but generally reflect on personality, history, and character type. Traits are based on inborn talents or birthrights and can only be taken during initial character generation.

Weapon Group (OGC)
Weapon group feats are part of an optional rules system that replaces the normal system for weapon proficiencies. They are somewhat more powerful but perhaps more realistic than the traditional system.

In the System Reference Document weapons are divided into three categories: simple, martial, and exotic. While this system works very well for establishing the complexity of each weapon and balancing the class's abilities against one another, grouping weapons by similar type offers an exciting variant to determine what weapons a character knows how to use.

At its simplest, the Weapon Group feat variant establishes a small list of feats called Weapon Group proficiency feats. Each feat allows a character to use a small number of similar weapons without penalty. Although most characters using this system are proficient with fewer weapons than the character classes from the Player's Handbook, the weapons they know how to use will be grouped along similar theme, providing a little more flavor to each character's weapon choice at the expense of a small amount of versatility. Using Weapon Groups in place of Class Weapon Proficiencies

A number of Weapon Group proficiency feats substitute for each class's starting weapon proficiencies. These are given in the class descriptions in the Character Classes section. Weapon Group proficiency feats belong to the fighter's list of bonus feats.

Class Weapon Group Proficiencies at 1st Level
Barbarian Basic weapons, plus any other three
Bard Basic weapons, plus any other two
Cleric Basic weapons, plus any other two
Druid Basic weapons, plus either druid weapons or spears
Fighter Basic weapons, plus any other four
Monk Basic weapons, plus any other one
Paladin Basic weapons, plus any other three
Ranger Basic weapons, plus any other three
Rogue Basic weapons, plus any other two
Sorcerer Basic weapons, plus either spears or crossbows
Wizard Basic weapons or crossbows

Multiclassed Characters And Starting Weapon Proficiencies
When multiclassing, characters that do not possess enough Weapon Group proficiency feats to meet the new class's starting weapon proficiencies gain the difference in Weapon Group proficiency feats to meet those requirements. For example, a wizard proficient with Basic Weapons takes a level in Fighter. Since the Fighter class grants Basic Weapons plus any other four groups, the character gets to select four other weapon groups as bonus Weapon Group proficiency feats. In our example, the wizard/fighter selects Bows, Crossbows, Heavy Blades and Light Blades. If this same character were to take a level in Sorcerer, he would not gain any additional feats, as he would already know Basic Weapons and Crossbows, thus meeting the starting weapon proficiency requirements listed above. If this same character were to take a level in Druid instead of Sorcerer, the character would need to select either Druid Weapons or Spears, as he is already proficient in Basic Weapons, but in neither of the other two options granted by the Druid's starting weapon proficiencies.

Using Weapon Groups with Racial Favored Weapons
Some races gain free weapon proficiencies or are innately familiar with specific exotic weapons. These are described under a few of the individual races in the Character Races section.

Weapon-Specific Feats
Any feat that requires a character to choose a specific weapon to apply the feat's benefit to (such as Improved Critical, Weapon Focus, or Weapon Specialization) is instead applied to a weapon group. The character must still meet the prerequisites for the feat. Feat Descriptions

Following are the Weapon Group proficiency feats available to characters. They are presented in the normal format for feats.


Feat Description
Feat descriptions should give you a good idea of both the mechanic and the concept of the feat. Usually descriptions are a single sentence long. They are generally used in feat indexes to help quickly find a feat that does what you are looking for when building your character. Much like the feat name, you should avoid excessive “flavor.”


Feat Prerequisites
Prerequisites are conditions you must meet or exceed; both to acquire a feat and to use the feat. Their primary role is to make a feat “cost” more and thus balance feats with greater power against those with few or no prerequisites. Keep in mind that every feat has an implicit cost of one feat. Many characters will only ever have a handful of feats and so each feat slot is fairly precious.

Don’t create optional prerequisites or interchangeable prerequisites if at all possible.

Statistic Requirements
Many feats have statistic requirements. There are a few reasons why you might want to include one. The first is for the sake of balance. For instance, Combat Expertise requires Int 13, and this acts as a cost for combat characters that often have little need for intelligence. Another reason to have a stat requirement is for the sake of realism. Power Attack requires a Str of 13, a stat already useful to most combat characters, but is used because it would be unrealistic for a weak character to make a “powerful” attack.

Statistic requirements should always be odd values. This is to create some advantage for odd valued statistics since stat bonuses increase on even numbered values.

Feat Requirements
Some feats build upon one another, creating greater but similar benefits to those that are included as their prerequisites. These are often referred to as “feat chains”. In other cases feat’s use prerequisites simply as a way to increase the cost of the feat, much as how many prestige classes require certain feats. Often cost based prerequisites are some of the weaker feats available.

If a feat uses another feat as a prerequisite you should list all prerequisites needed for that feat as well. So if a feat requires Cleave, it should also list Str 13 and Power Attack as a prerequisite.

Skill Requirements
Many feats will require you to have a number of ranks in a skill. While sometimes this is done for the sake of realism it is more often a way to implicitly limit the minimum level of characters taking the feat. They can also represent a cost for a feat for classes that receive few skill points to spend. To some degree they also limit which classes can take the feat at a given level due to class and cross class skill designations.

Base Attack Bonus Requirements
Much like skill requirements these are most often used to create an implicit level limit for a feat. Also like skill requirements they tend to favor classes with stronger BAB progression and are often used in Fighter feats.

Ability Requirements
These are becoming more and more common as the number of feats grows. Requiring class abilities does not explicitly limit a feat to a specific class, but certainly excludes classes that don’t have that ability. The NBOF often groups feats with similar ability requirements into chapters so it’s easy to find feats your character can use. These kinds of requirements generally do not represent a cost but are there because the feat mechanics are dependent upon the ability.

Others
There are some feats that have unusual prerequisites including race, region, class, level, base saves, or the like. Some of these are in opposition to the guidelines for creating feats, but there are always exceptions to the rules. It is best to avoid these kinds of requirements if possible. If you want to limit character level, try using BAB or a skill rank. If you want to limit race, choose a racial ability. If you want to limit class, choose a class ability. This makes the feat much more flexible and interesting. If you want to limit feats to certain backgrounds in a campaign world; that is best done by individual DMs and not in the feat description.


Feat Benefits
This is the real meat of the feat. The benefit should describe exactly what the feat does in game terms and how it can be used. Try to be as clear and concise as possible. The key to writing the benefits section is to know the rules as thoroughly as possible. It’s a good idea to read any rules pertaining to the feat mechanics before writing them to ensure you use the proper terms and language. If another feat has a similar mechanic you can pattern your language on that feat’s benefit.

This is where most of the twelve rules of feat design come into play. Be sure to consider each of them as you create the benefits. Sometimes you must break or bend a few to get the feat to be what you envision it as, but you want to minimize any deviation as best you can.


Feat Normal
The purpose of the normal section is to describe what the rules are if you didn’t have the feat. Sometimes this is useful for clarifying what the feat actually does, as not everyone always remembers some of the more obscure rules in the game. It is best to simply quote the rules from the SRD if that is possible.


Feat Special
The special section is a kind of catch all section to further detail how the feat works. Often it is used to describe how the feat works under special circumstances, thus answering questions that may come up in play. It is also where you might put tables used for the feat not included in the benefits section. Finally this is where you make any notes about how the feat may deviate from standard rules for acquiring feats.


Feat Example
When a feat has fairly complicated mechanics or when it is open to some interpretation you may want to include an example of how it is used properly that would clear up any confusion. This is especially useful when calculations are involved.


Feat Notes
The notes section is where the author can comment on the feat, usually describing what the feat was intended to simulate or how they think a DM should use it in their game. This is especially common with feats that require some judgment calls by a DM. Try to keep your notes to information you think will be useful to the reader.


NBOF Style Guide
The NBOF has its own format and style for printing feats, and it is extremely helpful for us if our authors follow the same conventions. We patterned our style on that of a certain publisher but we have a few differences and some items based on our database import program.

Formatting
Feat names are in all capital letters and should not include comas.
Feat types are contained in brackets, separated by commas.
Both the feat name and type should be bold.
Don’t use brackets anywhere in the feat text other than to contain the feat types.
All feats should include a description.
Each section of a feat (except description) is bold and followed by a colon.
Do not include any colons “:” anywhere in the feat text except to follow a section name.
Don’t use the greater than or less than symbols in your text as separators.
Prerequisites should be separated by commas and should not include any non-separating commas in their text.
We default to Times New Roman size 12 and prefer you don’t use styles.

Spelling and Grammar
We use US standard spellings of English words, primarily because that is what the SRD is written in. We strongly encourage you to proof your feats for spelling mistakes before sending them in.

Prerequisites
Use this format for BAB bonus requirements: Base attack bonus +4
Use this format for statistic requirements: Str 13
Use this format for skill requirements: Craft (Armor) 5 ranks
Don’t use “or” or “and”, separate prerequisites with commas.
When listing prerequisites included because of a feat you are including, list them prior to listing the feat they came from.

Tables
If you have a table as a part of your feat, it is quite helpful if you can format it in HTML as well as providing it as plain formatted text.

File Format
We’ll take word, txt, rtf, or html files, as well as most e-mail formats. If you compress a file please use .zip or .rar only.

Game Terms
Capitalize the first letter of each word in the name of a feat, spell, class, race, combat maneuver, statistic, or other game term.

Copyright Concerns
Don’t include the names of any places, persons, or things that are copy written by anyone other than yourself. That includes the names of publications, companies, monsters, characters etc... Don’t reference feats or rules published in products that do not use the Open Gaming License.

Prose Style
Please write in “second person” using the pronouns, you and your, instead of his, her, or their, as if you were describing how to use the feat to the character taking it.

NBOF Elements
The netbook of feats adds some additional elements to its feats that are not technically a part of the feat. We distinguish these elements by indenting them two spaces from the left margin. If you are using a feat from the netbook we prefer that you do not include these elements, and imagine most people would not want to.

Copyright
We include a line indicating the author and copyright date for the feat. We do this to ensure that the author receives as much credit and acclaim for their feat as possible.
FEAT NAME Copyright XXXX, Author’s Name

Rating
We include a rating for the feat that represents the average score given to the feat by the members of our review board.
Balance: X.XX (Purp X.XX, Pow X.XX, Port X.XX, Comp X.XX, Rule X.XX)

Comments
Comments are a space for the NBOF staff to make comments about a feat, usually regarding rules questions and clarifications related to it.




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Site Updates by Sigfried Trent © 2005.