
Luthorne |
Just bought this, going through it now. Noticed a few minor errors:
For Combat Reflexes, you have the added benefits after the 'Normal' section instead of before it.
For Disruptive, it says spellcasters have a +6 penalty to cast defensively at 20th; +6 isn't a penalty, so I'm pretty sure what you mean is that the DC to cast spells defensively increases from +4 to +6 for all enemies within your threatned area?
For Flyby Attack, you have the added benefits after the 'Normal' section instead of before it.
For Multiweapon Fighting, you have the added benefits after the 'Normal' section instead of before it.
For Power Attack, this might be less an error than chosen wording, but to me, an 'additional' bonus seems to imply a pre-existing bonus that is already granted by the feat, which isn't. Might consider nixing for the 7th?
For Quicken Spell, you have the added benefits after the 'Special' section instead of before it.
For Skill Focus, you left in the original text about it increasing to +6 at 10th level, and then have it increasing to +6 at 14th as well.
For Snatch Arrows, the version in the pdf seems to be identical to the core version, with no added benefits.
For Spell Focus, I believe at 7th level, it should say 'to saves' instead of 'to save'. Very minor, the intent is still obvious.
For Throw Anything, it should probably say 'an additional +1 circumstance bonus to attack rolls with improvised weapons'. Again, very minor, the intent is still obvious.
For Tiring Critical, you left out how much extra damage is done at 20th level.
A few concerns:
For Deafening Critical, it's probably obvious, but I would add 'after a successful save' just to be clear.
For Diehard, 'the total of negative hit points you can still be alive to increases by 5' is...confusingly worded at best. Looking at the human alternate racial trait 'Heart of the Wilderness' and the 'Lingering Spirit' alchemist discovery, I would suggest 'you treat your Constitution score as 5 points higher for the purpose of determining when hit point damage kills you', or something similar?
For Extra Channel, you might want to consider expanding on the 'Special' section to note that presumably paladins also get some more lay on hands for the purpose of channeling energy at level 7 and 14.
For Improved Counterspell, the 14th level ability is just...confusingly worded. It makes it sound like you somehow expend schools. After reading it a few time, the intent seems to be that you expend one or more spells who spell level total equals that of the spell to be counterspelled so long as they are of the same school as the spell to be counterspelled...though that also has issues, since you're supposed to cast the spell you're counterspelling with...maybe I'm just reading it wrong?
For Improved Feint, feinting is not a combat maneuver, it's a skill check, so increasing the CMB and CMD technically doesn't do anything. Instead it should increase the DC to perform a Bluff check against you by 1, and give you a +1 bonus on Bluff checks to feint in combat.
For Mounted Combat, it lets you attempt to negate multiple attacks per round, but negating an attack requires an immediate action, which you still only get one of per round. Perhaps making it a free action that nevertheless has a hard limit as to how many times it can be used? The intent seems fairly clear, but it feels a bit messy in implementation.
For Shield Slam, you refer to 'shield slams'...given that every shield bash attack that hits becomes a shield slam, is this supposed to be a competence bonus on shield bash attacks in general, or only for the purposes of determining the outcome of the bull rush attempt? Either way, I feel like the language could use a little clarification.
For Stunning Fist, at 15th level it says that the target remains stunned until they make a successful saving throw, but doesn't specify when the target gets to make these saves. I would presume once per round?
I hope I don't come off as overly critical, I really do like the concept and the implementation for the most part, despite this, and view it as pretty solid-looking, at least at first glance. If I've offended, I apologize ahead of time.

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I suppose I should mention that some of the boosts that don't seem to match the others, i.e., 10% instead of a 10/20% boost have to do with power level. A feat that you don't get until post 10th won't have as much of a boost later, because it's already at a certain power level. A low level feat should get two boosts generally because it is scaling to mid and high level ability. I hope that clarifies some of those quandries.

Luthorne |
Oh, yes, I thought that was the case for many of them, after all, if you already get them at high level, there isn't as much time for you to 'improve' them as there is with the lower level ones over the course of your adventuring career. I was just a bit baffled as to why getting better at making wondrous items let you make wands faster, and getting better at making wands let you make staves faster, and getting better at making constructs let you make enchanted armor and weapons faster...seemed like a mix-up (though I guess wands and staves are kind of similar and you do need craft arms and armor to get craft construct, but still).
Looking forward to the revised version...and any others in this line you might come out with!

Neo2151 |

Not too sound overly critical here, but I think you missed a major opportunity to address the single biggest issue I think feats have to deal with: Feat trees that are too long.
For example, making "Regular, Improved, and Greater" feats into a single feat that extends as your level advances.
Adding minor bonuses once or twice over your career is nice and all, but it feels like just a baby-step on the road to "fixing feats."

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Oh, I know what you mean. But as I mentioned above, I didn't want to change the rules entirely here. This is a pretty simple overlay to the existing feats, rather than being a modular swap out.
I think they give more feats in Pathfinder to deal with that issue specifically. The length of the feat tree is designed like that to create balance and a level of power commensurate with your willingness to committ to it.
Feats Reforged simply makes the tree bear more fruit. :D

Cheapy |

Necroblivion, we talked today at the con about the Vital Strike feat, so here's a reminder if you wanted to errata that! I don't know if you knew it was me though :)
I do think as-written, it's a bit of an expansion past what you had intended, in that you would double the enhancement bonuses, and non-Str based ones.