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What do you think about Faction feats?


Pathfinder RPG General Discussion


Like Master Performer (Faction)
When using your bardic performance abilities, you grant your allies greater bonuses.

Prerequisites: Bardic performance class feature, Extra Performance, Kitharodian Academy 15 TPA.

Benefit: When any of your bardic performance abilities grant your allies a bonus, that bonus is increased by +1.

This seems very strong.

Would you allow them without the TPA prerequisites?


Per this link, TPA (Total Prestige Award) is now equivalent to Fame.

The previous post linked to Reputation and Fame which states:
In a typical campaign, you should gain approximately 4 to 6 Prestige Points per character level.

I think it would be reasonable to say replace the # TPA with (# TPA/5) character levels. So for the feat above, replace 15 TPA with 3rd character level.

/cevah

Scarab Sages

I take it the specimen above is not the only one?

Where can they be found?


I'm Hiding In Your Closet wrote:

I take it the specimen above is not the only one?

Where can they be found?

I can't link the search results apparently but Archives of Nethys Search then type TPA and check off Feats.


Pathfinder Companion, Roleplaying Game Subscriber

The out of print Faction Guide (which is FANTASTIC, IMO) is where you will find it. Apparently, PFS thinks it is overpowered and has banned it. I don't find a +1 to be that intimidating...


From Archives of Nethys:
Advanced Defensive Combat Training

Spoiler:

You are a master at defending yourself from all manner of combat maneuvers.
Prerequisites: Defensive Combat Training, Bellflower Network 10 TPA.
Benefit: You gain a +4 bonus to your CMD.

Bloodstone Manhunter
Spoiler:

You are skilled at fighting criminal humans such as bandits.
Prerequisites: Bloodstone Swords 10 TPA.
Benefit: You gain a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against humans, and a +1 bonus on weapon attack and damage rolls against humans. If you have a favored enemy bonus against humans, this feat does not stack with that bonus.

Calm Disposition
Spoiler:

You always appear to be in control of your situation.
Prerequisites: Prophets of Kalistrade 10 TPA.
Benefit: You gain +2 bonus on saving throws against effects that affect your composure. This includes all mind-affecting spells, as well as any spell or ability that would cause you to behave in an out-of-control manner, such as fear effects and nausea. This does not include physical effects such as fatigue, and does not reduce any damage taken from concurrent effects.

Death's Suitor
Spoiler:

You have died and returned so often that even Pharasma now deems it part of your fate.
Prerequisites: Risen Guard 20 TPA.
Benefit: Once per day, you may reroll a save or skill check if failure has a chance of killing you (whether from hit point damage, ability damage, or some instant effect). You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Disassemble Magic Item
Spoiler:

You can take apart and reassemble magic items.
Prerequisites: Any item creation feat, Aspis Consortium 20 TPA.
Benefit: You can break a magic item down into component pieces. These pieces are nonmagical and may have little resemblance to the original item other than being of the same material (a magical sword may be three recognizable metal pieces or simply a collection of metal scraps). Disassembling a magic item takes 1 hour per 1,000 gp of the item’s price and requires you to concentrate as if crafting an item. You can only use this feat on items your item creation feat would let you craft (for example, if you have Craft Wondrous Item, you can disassemble wondrous items but not magic weapons or armor).
You may reassemble a dismantled item as long as all the pieces are present; this takes the same amount of time as taking it apart did. There is a 10% chance the reconstruction fails and the item is permanently destroyed.

Fearsome Barricade
Spoiler:

Your wrath is as potent a barrier as your blades.
Prerequisites: Intimidate 5 ranks, Ulfen Guard TPA 20.
Benefit: Choose an adjacent ally as a free action on your turn. Once per round, when an opponent attacks that ally, you may make an Intimidate check to demoralize the opponent as an immediate action. This action counts as an attack of opportunity.

Grand Master Performer
Spoiler:

You grant your allies even greater bonuses when using your bardic performance abilities.
Prerequisites: Bardic performance class feature, Extra Performance, Master Performer, bard level 8th, Kitharodian Academy 20 TPA.
Benefit: When any of your bardic performance abilities grant your allies a bonus, that bonus increases by +1. This bonus stacks with the bonus from the Master Performer feat.

Ki Diversity
Spoiler:

You have trained at the feet of the masters of the Kusari-Gama, a secret society of monk warriors. With their secrets you have mastered new ways to apply your ki.
Prerequisites: Ki pool class feature, Wis 13, Kusari-Gama 25 TPA.
Benefit: You learn how to channel your ki in a new ability. Choose one of the following ki powers:
Bone Crusher: When you succeed at a trip or disarm combat maneuver, you may spend 1 point from your ki pool as a swift action to deal damage to your opponent as if you had hit them with an unarmed strike.
Dim Mak: You may spend 1 point from your ki pool as a swift action to execute your next Stunning Fist attack as a melee touch attack rather than a normal melee attack.
Mind of the Kensai: You may spend 1 point from your ki pool as a swift action to imbue a single melee weapon in your hands with the ki focus weapon special ability until your next turn.
Wings of the Crane: If you have the Deflect Arrows feat, you may spend 1 point from your ki pool as an immediate action to use that feat to def lect a second missile weapon that round. If you have the Snatch Arrows feat, you may use this ability to catch a second weapon, but not throw it back.
Zen Combatant: You may spend 1 point from your ki pool as a swift action to substitute your Wisdom score for your Strength or Dexterity for all melee or ranged attacks you make that round.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, you may choose an additional ability from the list above. Monks can select this feat as a monk bonus feat.

Let Them Come
Spoiler:

You have trained to fight onrushing enemy hordes. With a carefully timed strike you ensure that their reckless charge will be their undoing.
Prerequisites: Dwarf, Ninth Battalion TPA 25.
Benefit: You treat all one- or two-handed melee weapons as if they had the brace special feature.
Normal: Only weapons with the brace special feature can be readied against charges.

Master Performer
Spoiler:

When using your bardic performance abilities, you grant your allies greater bonuses.
Prerequisites: Bardic performance class feature, Extra Performance, Kitharodian Academy 15 TPA.
Benefit: When any of your bardic performance abilities grant your allies a bonus, that bonus is increased by +1.

Nameless Servitor
Spoiler:

The fact that you have given up your real name makes you resistant to certain types of magic.
Prerequisites: Risen Guard rank, Risen Guard 10 TPA.
Benefit: Anyone who attempts to use magic in order to learn personal information about you, such as through divination, scrying, or similar magic, must make a caster level check with a DC equal to 10 plus your level to succeed. You are immune to spells that require the use of your name in order to function (such as trap the soul).
Most members of the Risen Guard with this feat are addressed by their rank.
Special: If you ever choose a real name, you lose all benefits of this feat.

Old Cults Awakener
Spoiler:

You hear the voices of the Old Ones, and believe it is your destiny to awaken others to their ancient cause using bizarre and torturous rituals. Whether your work leaves these individuals mad or truly touched by alien sentience remains unproven.
Prerequisites: Old Cults 20 TPA.
Benefit: You can attempt a DC 25 Heal check upon an unconscious but stable intelligent creature. The ritual takes 1 hour to complete. If it’s successful, the victim must make a DC 25 Will save or he gains a false memory of a vision that he has personally been chosen by the Great Old Ones to serve them (treat as an implanted memory from modify memory, except this is a nonmagical effect). If the ritual is unsuccessful, the victim takes 1d2 points of Intelligence and Wisdom drain; you may attempt the ritual again.

Ominous Mien
Spoiler:

Your walk, stance, and voice all amplify your status as a Hellknight when you cast spells or use spell-like abilities against opponents.
Prerequisites: Hellknight rank, Hellknight 10 TPA.
Benefit: Whenever you cast a spell or use a spell-like ability from the compulsion, fear, phantasm, or shadow sub-schools, add +1 to the DC of the saving throw against that spell or effect.

Silent Performer
Spoiler:

You can use any bardic performance ability without making a sound.
Prerequisites: Bardic performance class feature, Extra Performance, Master Performer, bard level 12th, Kitharodian Academy 15 TPA.
Benefit: You can use your audible-component bardic performance as visual-component bardic performances. Any bardic ability used in this manner expends 4 times as many bardic performance rounds as normal.

Touched by Sacred Fire
Spoiler:

Regular contact with an elemental guardian of the Ruby Prince (such as Khemet’s invisible fire elemental cohort Janhelia) has left you able to shrug off many sources of unnatural heat, even if the effort required sometimes makes it difficult to defend yourself from attacks.
Prerequisites: Endurance, Risen Guard rank, Risen Guard 15 TPA.
Benefit: You gain fire resistance 5 and a +2 bonus on all saving throws to resist the effects of fire or heat. As a swift action, you can increase your fire resistance to 10 and your save bonus to +4 until your next turn; this causes you to lose your Dexterity bonus to Armor Class until your next turn (which leaves you vulnerable to sneak attacks).

Verbose Performer
Spoiler:

The range of your bardic performances increases.
Prerequisites: Bardic performance class feature, Extra Performance, Master Performer, bard level 8th, Kitharodian Academy 15 TPA.
Benefit: Double the range of any bardic performance ability that possesses a range in the ability description.

Whispered Knowledge
Spoiler:

You possess secret knowledge that enhances and helps perfect your undead form.
Prerequisites: Corporeal undead, Whispering Way 15 TPA.
Benefit: Choose one of the following secrets:
Secret of Blood: After successfully dealing damage to a living creature with a melee attack, you can consume that creature’s blood from your weapon as a swift action, gaining 1d8 temporary hit points, a +2 enhancement bonus to Strength, and a +1 bonus to your caster level. This lasts 10 minutes per Hit Die of your target, and otherwise acts as a death knell spell.
Secret of Bone: Your bones harden and calcify. You gain DR 5/bludgeoning.
Secret of Brains: As secret of blood, but you gain a +2 enhancement bonus to your Intelligence instead of Strength. This ability has no effect on mindless targets.
Secret of the Grave: You can designate an unholy container for your remains, such as a coffin, canopic jar, or burial urn. When in this container and not taking any actions, you gain fast healing 5.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, you learn a new secret.

/cevah


You do the work I am so very tired to do.


I'm going to go ahead and say that most of them are fairly underwhelming, especially since you can't freely take them, you also have to jump through hoops to earn them via roleplaying and then spend a feat slot on them.


Coidzor wrote:
I'm going to go ahead and say that most of them are fairly underwhelming, especially since you can't freely take them, you also have to jump through hoops to earn them via roleplaying and then spend a feat slot on them.

The question was without the hoops. So no TPA

So a bard could take Master Performer as their 2nd feat.
So a level 1 human bard could have inspire courage +2.


Pathfinder Companion, Roleplaying Game Subscriber
Zautos' wrote:
Coidzor wrote:
I'm going to go ahead and say that most of them are fairly underwhelming, especially since you can't freely take them, you also have to jump through hoops to earn them via roleplaying and then spend a feat slot on them.

The question was without the hoops. So no TPA

So a bard could take Master Performer as their 2nd feat.
So a level 1 human bard could have inspire courage +2.

But there is still a feat tax...Extra Performance. Which isn't too bad.

Also, I tend to think Bards really would benefit from the Verbose Performer feat...suddenly, your Bardic Performance has double the range! Nice.
Sound Strikers definitely benefit with a double range WeirdWords touch attack--60' instead of 30.


Zautos' wrote:
Coidzor wrote:
I'm going to go ahead and say that most of them are fairly underwhelming, especially since you can't freely take them, you also have to jump through hoops to earn them via roleplaying and then spend a feat slot on them.

The question was without the hoops. So no TPA

So a bard could take Master Performer as their 2nd feat.
So a level 1 human bard could have inspire courage +2.

The majority aren't OP. 2-3 of them are completely garbage. 4 of them are in questionable territory in whole or in part.

Spoiler:

Advanced Defensive Combat Training: +4 is a numerical bonus on the level that a feat should generally offer, but it also has a potentially useless prerequisite feat.
Definitely not OP.

Bloodstone Manhunter: Bunch of minor situational bonuses that don't stack for Rangers.

Definitely not OP.

Calm Disposition: Decent bonus on a decent number of debilitating effects.

Not OP.

Death's Suitor: Hokey descriptive text, but a reroll is a reroll. Only problem is this is a ridiculously specific reroll, but it's still nice to have when it comes up.

Not OP.

Disassemble Magic Item: Since you can only use it on stuff you can make, the one use it might have, taking apart artifacts you don't want to deal with right now, isn't an option. Useless. If this ability should exist at all, it should be conferred by the item creation feat as an expansion of the base magic item crafting rules, not be locked behind a feat.

Not OP by virtue of being complete and utter garbage and bad game design.

Fearsome Barricade: Free action, nice. Using your attack of opportunity when it already has a once per round limitation, less nice. Uses demoralization with all of its limitations.

Not OP.

Grand Master Performer: Inspire Courage bonus becomes +4, to a maximum of +6 after 17 levels of Bard. Definitely nice. Still requires 3 feats for a total of +2, though, and by the time you can qualify for it, your Inspire Courage already covers the penalty for using Power Attack for your party's full-BAB types.

Possbly OP depending upon your balance point.

Ki Diversity: Get one of a selection of potential abilities. Most of them aren't that impressive due to the limitations on use, but Zen Combatant is nice to be able to use Wisdom for attack and damage.

Not OP, but some people may take issue with Zen Combatant.

Let Them Come: Who even uses Brace, when you really get down to it? This is hideously limited, even for a trait, let alone a feat.

Not OP. A bad feat, but in the opposite direction from being OP.

Master Performer: Noticeable bonus, especially at low levels, but still only a +1. Will eventually get lost in the shuffle as attack and damage bonuses inflate over time. Has a feat tax, but one you might actually want to take anyway, at least for the low levels when you don't have enough rounds of Bardic Performance.

Somewhere between probably not OP or only mildly OP.

Nameless Servitor: If you actually qualify for this feat thematically, then finding out the information about you would be meaningless anyway. That said, being immune to Trap the Soul is nice. On the other hand, it can be kind of awkward to actually refer to such a character regularly during play, but that's not relevant to power. The number of spells you're immune to is fairly narrow and niche.

Not OP, but likely annoying at the table.

Old Cults Awakener: Inflict up to 16 points of Int and Wis drain over the course of 8 hours while someone is sleeping? Very useful in the right set of circumstances. Potentially lets you inflict Int and Wis drain by intentionally failing a Heal check. Potentially very powerful, especially if you can manipulate them once they're awake.

Possibly OP in a narrative sense, probably not OP mechanically.

Ominous Mien: An alternative form of Spell Focus. Nice since you can get it to stack with Spell Focus if you really want to have high DCs.

Not OP.

Silent Performer: Two feats and an onerously high level required to take a feat with such a basic concept? And it quadruples the cost? Complete horse puckey. Just take Perform Dance.

Not OP.

Touched by Sacred Fire: Requires Endurance but gives minor fire resistance. Has a trade-off to increase the fire resistance.

Not OP. (But of interest to anyone who makes intelligent constructs with vulnerability to fire or puts a brain in an Ice or Wood Golem)

Verbose Performer: Double the range of bardic performances with ranges after two feats and only after you're starting to get into higher levels.

Not OP.

Whispered Knowledge: Get one out of a few differet abilities for Undead. Out of Combat Fast Healing is probably the most powerful ability, which is definitely nice.

Possibly OP for Secret of the Grave, depending upon the game, level, and how accessible out of combat healing is.

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