Feats from APG / UM / UC / ARG that make you go oooooh!


Advice

Silver Crusade

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Pathfinder Adventure Path Subscriber

OK folks, here's the deal. Between the "English as second language" problem and overall low level of system mastery, I often have to advise my players on feat/spell choices.

I am curious as to what Feats from APG/UM/UC/ARG make you go "ooooh shiny" or "mmmmm worth considering". I am looking for Furious Focuses and Unsanctioned Knowledges. Feats that are solid, good options to offer my players when they stop browsing the CRB (that we can handle) and ask me "Hey G-man, is there anything cool in those big books you got there?")

So fill me in on hidden gems, overlooked pretties and stuff you think that is worth remembering about next to Power Attack, Improved Initiative, Quicken Spell and Weapon Finesse.

And no, no need to discuss Prone Shooter or Antagonize. Fire away!


Spell Perfection is an excellent feat, even if it comes around pretty late. A great way to add some extra oomph to your favourite trick, and has built-in synergy with a ton of other feats.

Preferred Spell or Greater Spell Specialization can be solid choices for prepared casters, to add some useful flexibility. Even having just one preferred spell can end up making a huge difference, because it allows you to prepare many more situational spells than you otherwise would - since they can always just become your preferred spell modified with appropriate metamagic on demand.

Persistent Spell is one of the best metamagic feats in the game, makes save or die spells so much more potent.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

For full-BAB classes that are already using Combat Expertise, I really like Second Chance. It feels suspiciously like a +5 to hit. ;)

Not so much a feat, but the alternate racial traits from the APG (and now the ARG) are fantastic. For instance, half-elves can swap out that free Skill Focus for either Exotic (or Martial) Weapon Proficiency or a +2 to Will saves that stacks with Iron Will.


The Eldrich heritage feats are fun

Silver Crusade

Pathfinder Adventure Path Subscriber

Gee, that's the first time I see Second Chance. That's the kind of stuff I want from this thread. Thanks and keep it comin'!


One I like are reach spell from the apg, The starlight moonlight sunlight summons from ultimate magic.


Pathfinder Adventure Path Subscriber

Advanced Player's Guide:

Keen Scent can give orcs or half orcs the scent ability, getting an ability for a feat (you only need a Wis 13 to qualify) is pretty good.

Shadow strike allows a rogue to get past one of his greatest banes: concealment (allowing him to sneak attack foes with concealment).

As a dm I frequently like using Aspect of the Beast (claws) for lycanthropes or ranger/barbarians with the natural weapon combat style so that I can make feral/wild child types who rip people to shreds with their own bear hands (works really nasty at low levels!)

Sundering Strike/tripping strike/etc lets you peform maneuvers on a critical hit.

Ultimate Combat:

Horse master: allows your mount class feature to count your character level instead of your class level for mount advancement.

Pin down: great fighter exclusive feat that allows you to keep a person from making a withdraw or 5 ft step if you hit on the AoO the feat gives you vs. these actions

Quick (maneuver) feats- lets you mix up various maneuvers into your normal full attack routine

Sap adept/master: basically the uber damage feat for rogues if they're willing to do nonlethal damage (also great for capture scenarios). Also really works well for the bludgeoner feat.

Whip mastery feat chain: Learn quite a few fun tricks with whip feats, been wanting to try this set out.

Ultimate Magic:
Quick channel: Lets you channel energy as a swift action by expending two uses of it.

Rime spell: causes cold spells to entangle creatures (+1 level slot)

Skeletal summoner: lets you summon skeletal versions of creatures like the old summon undead spells

Spellsong (bards) Lets bards disguise their casting of spells under simple performance (finally a feat for subtle casting of bards spells!)


Secret Signs is a nice way to hide casting too, especially for a deaf Oracle!


My favorites:

Ultimate Magic:

Bards - Spellsong

Paladins - Greater Mercy and then Ultimate Mercy are both amazing. Radiant Charge for Paladins who like damage.

Eldritch Heritage is fun.

Piercing Spell is good higher level to land that ONE SPELL you need to land.

Ultimate Combat:

Betrayer - very cool

Channeled Revival - Breath of life substitute = yes pls

Clustered shots - ranged strikers rejoice! Finally a way to beat DR with arrows

Double Bane - pretty much singlehandedly allowed TWF inquisitors to exist

Net Adept (and further feats) - Net fighters!

APG:

Focused Shot - you can have interesting skill monkey builds

Bodyguard - Hilarious to give yo your animal companion

Bards - Lingering Performance is always good

Saving Shield - also great for melee heavy parties

Persistent Spell - for debuff-heavy casters. Worthwhile to get at least in rod form.

Reach Spell - as above. Need a cure X wounds spell, but I cant get to you to touch you, no problem!

Lantern Lodge RPG Superstar 2015 Top 16

Intensified Spell is a great choice to metamagic some low level spells for higher level play. Works nicely with a level 1 spell combined with the Magical Lineage trait.

A level 1 human wizard can get Spell Specialization and can do some great damage early on; just swap out the spell at higher levels when more good stuff comes around and pairs well with Intensified Spell.

Well-Prepared for a halfling rogue (or optionally ranger)is pretty fun. Had a player in my group with only daggers fight some skeletons, but he 'happened' to have a mace on him to bash the bad guys instead :P

Breadth of Experience is great for those what to be a bit bard-like in knowledge.

I like the Sap Adept/Sap Master line, especially in urban areas where knocking a guy out is usually better than killing.

Vicious Stomp is great for trip monkey monks.


Ultimate combat:

Snap shot- threaten 5' with ranged weapon, AWESOME!
Imp. Snap shot- now threaten out to 15', that's better than most reach weapon warriors!
Clustered shots- ranged characters love this, DR now only applies once!

Sovereign Court

Ferocious Summons, from the ARG, gives Half-Orcs' summons the Ferocity ability, effectively giving all their summoned creatures 14+ more hit points.

Liberty's Edge

I'm playing a rogue with another rogue in my Ustalav campain ..
and we took Outflank in APG .. i guess ..

It give +4 to flanking instead of the usual +2 And if you Critically hit you give an attack of opportunity to your teamwork.. and while we using Light weapon with the weapon finess feat they have a good Threath range


my favorite feat is tenacious survivor from the ARG. so awesome for an unbreakable fighter.

Tenacious Survivor

The Exchange Contributor, RPG Superstar 2010 Top 16

Orc Boyz wrote:

my favorite feat is tenacious survivor from the ARG. so awesome for an unbreakable fighter.

Tenacious Survivor

Tenacious Survivor works really well with the shaman's apprentice racial trait. You get Endurance as a bonus feat in exchange for intimidating...

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