Revising Core Feats


Homebrew and House Rules


So with all the talk of Pathfinder 2nd ed there's been a lot of calls for how Pathfinder 1st ed doesn't work and it's broken. So I thought I'd try my hand at revising some of the feats. I've got my current draft here.

Overall most of the feats have some scaling component to them. I've set my sights on feats that are either almost never taken (at least in my experience) or are taken so rarely and only when there isn't anything better to take. By giving them some scaling bonus it helps make them more viable and more enticing.

The other thing I've set my sights on is removing unnecessary prerequisites. For me a prerequisite should be there as either a balancing factor (without this non-core prerequisite the ability would be too powerful) or because it builds upon another option and doesn't make sense by itself. This change, along with the scaling feats, helps reduce the feat chains significantly.

Finally I'm looking at giving martial characters options that help them get their full attack off when they ordinarily wouldn't and also make things more interesting. Examples are Nimble Moves. Instead of ignoring difficult terrain it lets someone take a 5 ft step for free after each attack. So if you're trying to maneuver into a flank, the more attacks you get the further you can move (making the synergy with this feat and TWFing quite high). Acrobatic Steps also ties in with Nimble Moves (although it no longer has Nimble Moves as a prerequisite) in that it lets the person move 10 feet instead of 5 feet when they take a 5 foot step (for this reason I've gone with the Starfinder name for 5 foot step which is guarded step). Both of those feats are ones I've never seen anyone take in game and the new versions offer more interesting and dynamic movement options for martial characters.

Just thought I'd share for anyone interested. A lot more work to be done obviously.


I've incorporated a number of additional core rules feats, largely unchanged (Penetrating Strike now scales instead of requiring two separate feats). I've also revised Acrobatic Steps. Before taking it let you increase your guarded step to 10 feet, now it simply lets you ignore difficult terrain when you take a guarded step.

The biggest new feat change is Improved Critical. It requires you to take a -3 penalty on all attack rolls in order to double the crit threat range. Critical Focus removes this penalty altogether. This might make the improved critical feat more specialised, but I believe it brings it more in line with the other feats like Power Attack and Weapon Focus.

I made a fighter with the revised feats. It ended up giving me two spare feat slots. I used them to take Swift Charge and Versatile Combat Training which lets me full attack more often and apply my weapon training, weapon focus and weapon specialization feats to all weapons. He's slightly less powerful, but much more versatile and able to get off a full attack.


I've been pottering around with ways to make prepared casters and spontaneous casters feel more different. To lay the groundwork here is a tweak on Cantrips:
Cantrips: You can cast 0th level spells at-will. However you can only have one can trip in effect at a time that has a duration greater than instantaneous. If you cast a second Cantrips with a duration greater than instantaneous the first spell instantly ends.

Now the feats:
Scribe scroll
Prerequisites: Prepares spells.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules for more information.

Improved Cantrips
Prerequisite: Casts spells spontaneously, cantrip class feature and can cast 4th level spells.
Benefit: You treat 1st level spells that you can cast spontaneously as cantrips and can cast them without expending a spell slot. If you choose to expend a spell slot for a cantrip, it behaves as a non-cantrip with no limitations on how many spells you can have in effect at the same time. When you gain 6th level spells you treat 2nd level spells as cantrips and when you gain 8th level spells you treat 3rd level spells as cantrips.
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It removes the ability for bards, sorcerers and oracles from scribing scrolls, although to be honest I don't think I've ever seen one do that. But in return (for the price of a feat) they can cast their known spells of the right level at-will. By limiting how many spells they can have in effect you stop silly nonsense like the sorcerer charming every single NPC that they meet, or the fighter walking around permanently enlarged (well they could, but then the sorcerer can't have shield going 24/7 or a permanent false life on).

[EDIT]: Tweaked the wording. Now clerics can cast cure light wounds at 7th level at-will thanks to the fact they can swap out prepared spells for cure spells. Same thing with domains.

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