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Ashton Sperry's Paper Minis: A Witch's Choice (PFRPG) PDF

Feats 101 (PFRPG) PDF

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Feats 101 (PFRPG) PDF
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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 Reviews

Average product rating: FullStarFullStarFullStarFullStarFullStar (3.0) based on 1 review

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FullStarFullStarFullStarFullStarFullStar Its not a bad product to take a look at.
Reviewer: KnightErrantJR

If you aren't like me and tend to allow or disallow things on a pass/fail basis, but are willing to pick and choose what you want to put into your campaign, you will most likely be able to find a lot of use to you in this book. For me, I tend to like to say that a source is all in (perhaps with a few minor caveats) or just avoid the complication of adding a new source to the campaign.


Product Discussion

Feats 101 (PFRPG) PDF
Osirion yoda8myhead (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game Subscriber),

R 1-Rakshasa-Opener Redo 1 avatar

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

KnightErrantJR,

New-05-Hermit avatar

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.

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