
Wiggz |
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We have altered, added and done away with a number of combat feats in our game, and these are the ones that have been play-tested out to the point that we are comfortable with the beneficial nature of these changes. Here is the updated list - any feats that are done away with are (obviously) no longer required as pre-requisites for other feats.
If something seems particularly over or under-powered individually, try to take it in context of the other changes that have been made and I think you'll be surprised at how well the syenergy works. The changes were made with the intent to make combat more realistic, to streamline combat, to ease some of the 'feat taxes' associated with martial characters and to balance out the various fighting styles.
Any comments, questions or suggestions from your own games are always welcome. This is a living document, so to speak, and we're always looking for practical ways to improve upon it.
Power Attack
Free to anyone with STR 13 or higher.
Furious Focus
Done away with.
Deadly Aim
Free to anyone with DEX 13 or higher.
Combat Expertise
Free to anyone with INT 13 or higher.
Piranha Strike
Done away with.
Weapon Finesse
Changed into a weapon trait rather than a combat feat, applicable to most light weapons, ranged weapons and some others such as whips and rapiers. The trait replaces STR with DEX for attack and damage bonus automatically regardless of wielder.
Point Blank Shot
Done away with.
Improved Rapid Shot (new feat)
As Improved Two-Weapon Fighting with ranged attacks.
Greater Rapid Shot (new feat)
As Greater Two-Weapon Fighting with ranged attacks.
Multishot
Done away with.
Double Shot (new feat)
As Multishot, but usable only when making a standard attack action.
Improved [Combat Maneuver]
Rewritten as Greater [Combat Maneuver], Combat Maneuvers doesn't provoke attacks of opportunity.
Greater [Combat Maneuver]
Done away with.
Critical Focus
No longer a pre-requisite for Critical feats.
Deadly Strike
Pre-req: Critical Focus. Once per day you may make a standard action attack using a weapon with which you are proficient. If the attack is successful, it is automatically a critical hit.
Stunning Critical
Done away with.
Dazing Assault
Done away with.
Stunning Assault
Done away with.
Improved Unarmed Strike
Done away with (Unarmed attacks are considered martial weapons to all classes) .
Unarmed Expertise
Grants a +2 bonus to CMD and a +2 bonus to CMB when unarmed. This bonus increases to +4 at +11 BAB and to +6 at +16 BAB.
Vital Strike
+1 BAB pre-requisite. Usable whenever you take a standard action. Doubles the damage dice dealt by your weapon on a successful attack. Damage dice are tripled at +11 BAB and quadrupled at +16 BAB.
Improved Vital Strike
Done away with.
Greater Vital Strike
Done away with.
Split Focus (new feat)
When making a full attack action, you can attack more than one target. Each attack still only has one target. Normal: When making a full attack action, all attacks must be made against the same target.
Dodge
+1 BAB pre-requisite. Grants +1 Dodge bonus to AC. This bonus increases to +2 at +11 BAB and +3 at +16 BAB. Usable only when wearing light or no armor.
Medium Armor Expertise (new feat)
+1 BAB and medium armor proficiency pre-requisite. Grants +1 armor bonus when wearing medium armor. This bonus increases to +2 at +11 BAB and +3 at +16 BAB.
Heavy Armor Expertise (new feat)
+1 BAB and heavy armor proficiency pre-requisite. Grants +1 armor bonus when wearing heavy armor. This bonus increases to +2 at +11 BAB and +3 at +16 BAB.
Two-Weapon Defense
+1 BAB pre-requisite. Grants +1 Shield bonus to AC. This bonus increases to +2 at +11 BAB and +3 at +16 BAB.
Shield Expertise
+1 BAB pre-requisite. Grants +1 Shield bonus to AC. This bonus increases to +2 at +11 BAB and +3 at +16 BAB. Usable only with light and heavy shields.
Shield Focus
Done away with.
Greater Shield Focus
Done away with.
Double Slice
Done away with. Always apply STR bonuses to damage as normal for both hands automatically.
Born Lucky (new feat)
Gain +1 feat bonus to all saves.
Shorthand (new feat)
May use a reach weapon against an adjacent foe, but damage is halved.
Daring Gambit (new feat)
Once per day, as an immediate action, you can sacrifice your next turn to take a standard action.
Quick-witted (new feat)
You may use your Intelligence modifier for Initiative rolls rather than your Dexterity modifier.