Feats Reforged, Vol. I: Core Feats (PFRPG) PDF

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Character growth is an important aspect of any fantasy roleplaying game, and with the advent of feats in 3rd edition D&D™, players have always had a lot of growth potential and new abilities.

One of the problems people discussed is that many feats are static and have a diminished amount of return as you advance. We decided to change that. In Feats Reforged, feats scale in ability as you do, so that their level of ability matches your own.

Many of the so-called “worthless” feats have now been reforged, so that their abilities are on par with other feats, and each feat now scales in ability with their users.
You will find that most feats now also have an additional bonus effect at around 7th, 14th and sometimes even 20th level. This represents your increase in skill with these feats and talents.
In addition, these feats are an excellent resource if you play in a low magic setting. You can focus on allowing the players to be the heroes, relying on their own abilities, rather than focusing on the magic items they carry.

Every feat should remain viable, at every level.

Inside Feats Reforged, Volume I, you will find an amazing 180 reforged feats from the Core Rules and Bestiary. With these new variations of the classic feats you will find much more utility and benefit, even after leveling past their initial value. Hammer these into your game and reforge your feats!

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4.00/5 (based on 4 ratings)

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Could be better.

3/5

This product claims "In Feats Reforged, feats scale in ability as you do, so that their level of ability matches your own." They don't. Not all of them anyways. A lot of the bonuses are too insignificant, and come too late in the character's career to even be negligible. Probably the biggest gap are combat vs. spellcasters. The latter unquestionably have the best feats. If you're a caster, you get bonuses and re-rolls to damage dice or against SR. Also, the metamagic feats and item crafting feats are near perfect. But if you're a melee or ranged combatant, you get +1 damage to your attacks. What? That said, if you're a two-weapon user, and do finessing, you get the better end of the deal.
Exotic Weapon Proficiency is one of the more confusing. It gives you +1 and +2 to special features of the exotic weapon. And if they don't have one?
About the only feats that I really liked for consistency was the "Extra" feats, and the +2/+2 skill feats. Those were kind of nice.
I'd rate it higher if the standard build fighter and archer types got some more loving. That said, if it wasn't for the spellcasters getting the love that they did, this would be a far lower rating. Hopefully Vol 2 will scale a little better, and be more equal to ALL classes, not just the spellcasters.


4/5

This book presents expanded or increased bonuses for feats, making them scale in effect (usually at 7th and 14th level).
Now, I really didn't like this book when I bought it (partly because of expecting something else rather than scaling), but I have to admit that some of the feats are really good and could be used instead of original ones (save feats for example). But, too many feats have small circumstantial bonuses that are going to be forgotten, some feats should’ve never been upgraded (Ability Focus. Like I needed Slumber Hex to be more powerful), and some are still underwhelming (Skill Focus is in this book strictly inferior to feats like Acrobatic and Alertness). Some feats do expand what you can do with them, but are few and far between.
I think that the book would have benefited more in focusing on not-so-good and bad feats and expanding their uses or simply fixing them, rather than forcibly making every feat scaling. This way I think it’s a rare GM that will allow whole book since it’s a clear power up that wasn’t necessary in many cases. Still some of the reworks are good, and there are uses in some low-magic campaigns.


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Shadow Lodge

Awww yeeeaaaaahhhh.

Grand Lodge

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

Nice.


Pathfinder Starfinder Roleplaying Game Subscriber

Just bought this, going through it now. Noticed a few minor errors:

Spoiler:
For Blind-Fight, you have the added benefits after the 'Normal' section instead of before it. Also, the added benefits don't seem to do anything; it says in the last sentence of Blind-Fight that you do not need to make Acrobatics checks to move at full speed while blinded, so reducing and then eliminating an already eliminated penalty doesn't really seem to be an added benefit.

For Combat Reflexes, you have the added benefits after the 'Normal' section instead of before it.

For Disruptive, it says spellcasters have a +6 penalty to cast defensively at 20th; +6 isn't a penalty, so I'm pretty sure what you mean is that the DC to cast spells defensively increases from +4 to +6 for all enemies within your threatned area?

For Flyby Attack, you have the added benefits after the 'Normal' section instead of before it.

For Multiweapon Fighting, you have the added benefits after the 'Normal' section instead of before it.

For Power Attack, this might be less an error than chosen wording, but to me, an 'additional' bonus seems to imply a pre-existing bonus that is already granted by the feat, which isn't. Might consider nixing for the 7th?

For Quicken Spell, you have the added benefits after the 'Special' section instead of before it.

For Skill Focus, you left in the original text about it increasing to +6 at 10th level, and then have it increasing to +6 at 14th as well.

For Snatch Arrows, the version in the pdf seems to be identical to the core version, with no added benefits.

For Spell Focus, I believe at 7th level, it should say 'to saves' instead of 'to save'. Very minor, the intent is still obvious.

For Throw Anything, it should probably say 'an additional +1 circumstance bonus to attack rolls with improvised weapons'. Again, very minor, the intent is still obvious.

For Tiring Critical, you left out how much extra damage is done at 20th level.

A few concerns:

Spoiler:
For Craft Construct, Craft Wand, and Craft Wondrous Item, not entirely certain whether or not this is supposed to be an error, but unlike other Craft feats listed, Craft Construct lets you decrease the amount of time needed to craft Arms and Armor by 10%/20%, Craft Wand lets you decrease the amount of time needed to craft staves by 10%, and Craft Wondrous Item lets you decrease the amount of time needed to craft wands by 10%/20%. This seems like an error, or is there some logic behind these choices that escapes me?

For Deafening Critical, it's probably obvious, but I would add 'after a successful save' just to be clear.

For Diehard, 'the total of negative hit points you can still be alive to increases by 5' is...confusingly worded at best. Looking at the human alternate racial trait 'Heart of the Wilderness' and the 'Lingering Spirit' alchemist discovery, I would suggest 'you treat your Constitution score as 5 points higher for the purpose of determining when hit point damage kills you', or something similar?

For Extra Channel, you might want to consider expanding on the 'Special' section to note that presumably paladins also get some more lay on hands for the purpose of channeling energy at level 7 and 14.

For Improved Counterspell, the 14th level ability is just...confusingly worded. It makes it sound like you somehow expend schools. After reading it a few time, the intent seems to be that you expend one or more spells who spell level total equals that of the spell to be counterspelled so long as they are of the same school as the spell to be counterspelled...though that also has issues, since you're supposed to cast the spell you're counterspelling with...maybe I'm just reading it wrong?

For Improved Feint, feinting is not a combat maneuver, it's a skill check, so increasing the CMB and CMD technically doesn't do anything. Instead it should increase the DC to perform a Bluff check against you by 1, and give you a +1 bonus on Bluff checks to feint in combat.

For Mounted Combat, it lets you attempt to negate multiple attacks per round, but negating an attack requires an immediate action, which you still only get one of per round. Perhaps making it a free action that nevertheless has a hard limit as to how many times it can be used? The intent seems fairly clear, but it feels a bit messy in implementation.

For Shield Slam, you refer to 'shield slams'...given that every shield bash attack that hits becomes a shield slam, is this supposed to be a competence bonus on shield bash attacks in general, or only for the purposes of determining the outcome of the bull rush attempt? Either way, I feel like the language could use a little clarification.

For Stunning Fist, at 15th level it says that the target remains stunned until they make a successful saving throw, but doesn't specify when the target gets to make these saves. I would presume once per round?

I hope I don't come off as overly critical, I really do like the concept and the implementation for the most part, despite this, and view it as pretty solid-looking, at least at first glance. If I've offended, I apologize ahead of time.


Very nice! I'll have to get this...


Pathfinder Starfinder Roleplaying Game Subscriber

Another minor typo:

Spoiler:
For Improved Lightning Reflexes, under 'Special', says it stacks with the Improved Reflexes feat...which presumably means the Lightning Reflexes feat, based on Improved Great Fortitude and Improved Iron Will?

Shadow Lodge

No offense taken at all. We are putting a revision together and we'll have it out in the next day or so.

Shadow Lodge

I suppose I should mention that some of the boosts that don't seem to match the others, i.e., 10% instead of a 10/20% boost have to do with power level. A feat that you don't get until post 10th won't have as much of a boost later, because it's already at a certain power level. A low level feat should get two boosts generally because it is scaling to mid and high level ability. I hope that clarifies some of those quandries.


Pathfinder Starfinder Roleplaying Game Subscriber

Oh, yes, I thought that was the case for many of them, after all, if you already get them at high level, there isn't as much time for you to 'improve' them as there is with the lower level ones over the course of your adventuring career. I was just a bit baffled as to why getting better at making wondrous items let you make wands faster, and getting better at making wands let you make staves faster, and getting better at making constructs let you make enchanted armor and weapons faster...seemed like a mix-up (though I guess wands and staves are kind of similar and you do need craft arms and armor to get craft construct, but still).

Looking forward to the revised version...and any others in this line you might come out with!

Shadow Lodge

You bet. We'll have a few more of these in the works for sure. Feats Reforged for Ultimate Combat, Ultimate Magic and the Player's Guide are all in the works.


Not too sound overly critical here, but I think you missed a major opportunity to address the single biggest issue I think feats have to deal with: Feat trees that are too long.

For example, making "Regular, Improved, and Greater" feats into a single feat that extends as your level advances.

Adding minor bonuses once or twice over your career is nice and all, but it feels like just a baby-step on the road to "fixing feats."

Shadow Lodge

Oh, I know what you mean. But as I mentioned above, I didn't want to change the rules entirely here. This is a pretty simple overlay to the existing feats, rather than being a modular swap out.

I think they give more feats in Pathfinder to deal with that issue specifically. The length of the feat tree is designed like that to create balance and a level of power commensurate with your willingness to committ to it.

Feats Reforged simply makes the tree bear more fruit. :D


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Like what I see and can't wait for future volumes. You should probably provide guidelines for reforging feats yourself, that way feats from other third party sources can get fixed too.

Shadow Lodge

That's a great idea TheDisgaean!


Seconded and carted. May be closer to Xmas before I can actually purchase, but it's there in the cart once the money is here. =)

Shadow Lodge

Awesome Orthos! Also, it's been updated so anyone downloading it now will be getting the new version (there were a couple minor mechanical tweaks to a couple feats).


Looks absolutely great !!! Can't wait to read it now that I have it in my downloads ^^


Necroblivion wrote:
That's a great idea TheDisgaean!

Thank you. Check out my blog "Disgaean Games" sometime. I could use the critique.


Necroblivion, we talked today at the con about the Vital Strike feat, so here's a reminder if you wanted to errata that! I don't know if you knew it was me though :)

I do think as-written, it's a bit of an expansion past what you had intended, in that you would double the enhancement bonuses, and non-Str based ones.


Reviewed first on Endzeitgeist.com, then submitted to Nerdtrek, GMS magazine and posted here, on OBS and d20pfsrd.com's shop. Cheers!

Shadow Lodge

Now a silver best-seller over at DTRPG!


Pathfinder Adventure Path, Rulebook Subscriber

How is dodge improved?


Competence bonus to ref-saves and a further increase in Ac granted by the feat.


Pathfinder Adventure Path, Rulebook Subscriber

This will be bought.

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