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Feats 101 (PFRPG) PDF

****½ (based on 4 ratings)

Our Price: $4.99

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Think you have enough feats to choose from? Think again! Feats 101 gives you—yes, you guessed it—101 feats that will help you realize the vision you've had for your character.

From new metamagic feats to feats that make use of your bond to your Animal Companion, Familiar, or Mount along with Combat Maneuvers, and Sorcerous Bloodlines, Feats 101 brings a host of new abilities to your character.

Wholly compatible with the Pathfinder Roleplaying Game, Feats 101 adds new agonizing choices to character creation and advancement without breaking the game.

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Product Discussion (10)
Paizo Employee Developer

How are people liking this one? I'd love to hear some feedback of how the feats are impacting people's character concepts.


I don't regret the purchase, and I got of lot of interesting ideas from it, but I do have to admit, it wasn't quite there for me.

To explain further, I'm probably a pain, because I like to make things as simple as possible, so I tend to be all or nothing with what I allow into my games. There are a lot of feats that I like in here, but not enough to pick and choose and complicate the process of explaining to my players what is and isn't allowed.

Some specific nit picks of mine . . . a lot of the utility abilities, such as the feats that allow a character to follow up with an auto threaten critical, seem kind of cool, but I also can't help but feel that feats like this might be similar to things that will come up in future products, and therefore will cross over with "official" material.

The meta-magic feats that allow for extra fire/acid/cold, etc. damage to spells are interesting, but I can't help but feel that making these meta-magic feats that don't bump spell level makes these potentially problematic, and something that I'd rather have seen as a feat that, for example, sets things on fire only if you use a spell with the [fire] descriptor, which, to me, feels a bit more streamlined.

I do like that the feat that allows for an automatic critical on an opponent if you allow the opponent to crit you allows the opponent to make a Sense Motive check to keep him from being compelled to do this. When there was a similar feat in the Book of Experimental Might II, my biggest concern was that it could be used as a "trap" for opponents that have no way to avoid the auto attack (such as spellcasters getting an attack with their whopping quarterstaff or dagger attack).

One feat that I really, really liked, however, was the Allied Cohort feat, which allows for what most people really want out of the Leadership feat without the "extras." In fact, if there is something I would be willing to "piecemeal" into my game, it will be this feat.

Overall, as I said, its a solid item, but for my own personal taste, I really tend to be all or nothing, and it wasn't quite hitting on all the right notes to make me want to allow it wholesale or with minor caveats.

I'll rate this too, as I tend to be bad about not posting such things.


I wanted to thank KnightErrantJR for taking the time to do a review.

Steve Russell
Author Feats 101


I wanted to personally thank Taig for taking the time to do a review of Feats 101. 5 out of 5 stars! Does the Snoopy Happy Dance of Joy!

Quote:
not enough to bring the rating down--for example, there were a couple of feats for negative energy channelers but not for positive energy channelers, and Wisdom is not an attribute I would have imagined for a fire-born sorcerer.

I will make sure to add a few of those to the sequel.

The design choice behind wisdom was based on the dangerous nature of fire, it can be used to create or destroy. You can use fire to heat a home or burn it down. Use it to cook your food, or burn an opponent alive. etc. etc.

RPG Superstar 2012

Qwilion wrote:

I wanted to personally thank Taig for taking the time to do a review of Feats 101. 5 out of 5 stars! Does the Snoopy Happy Dance of Joy!

Quote:
not enough to bring the rating down--for example, there were a couple of feats for negative energy channelers but not for positive energy channelers, and Wisdom is not an attribute I would have imagined for a fire-born sorcerer.

I will make sure to add a few of those to the sequel.

The design choice behind wisdom was based on the dangerous nature of fire, it can be used to create or destroy. You can use fire to heat a home or burn it down. Use it to cook your food, or burn an opponent alive. etc. etc.

I certainly wasn't going to ding you (score-wise) for a difference in opinion. :)

I do see what you're saying about using Wisdom. Thanks for the clarification.

Also, since you didn't advertise anything about feats for positive energy channelers, I felt like the product delivered on what it promised. I just thought they needed some love.


Reviews are opinions ;)

What I appreciate is being given the chance to explain the method behind my madness.

Cheliax

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I added a review.


I wanted to thank Dark Mistress for taking the time to do yet another through review of one of our products.

On the hyperlink note, I have had some requests for hyperlinks and others state they are glad I did not hyperlink it as they don't like reading through a PDF clicking accidentally while moving the page around and ending up some place else.

If you try to please all the people it ends badly, So I just went with the bookmarks.

Steve Russell
Rite Publishing


I wanted to thank Stark for posting his review alot of credit goes to mark moreland for editing this long before he went to work for paizo :)

Otherwise you would have alot of overpowered feats without him :)


Pathfinder Roleplaying Game Subscriber

the air elemental talent feat is the only one i really wouldn't allow in my games, just because it can make the right build sorcerer so SAD its scary

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