STPG feats -- Question on them


Savage Tide Adventure Path

Silver Crusade

Hey guys

so far, goin well with the STAP & my group hasn't even met Lavinia yet, ha ha (had some time to kill before the dinner, lettin the players get familiar with Sasserine.

Anyways, just curious if the players or most of them (I have 5, 4 are from Sass, one is wood elf from up North)being from Sasserine those feats in the Player's Guide, now it says those feats can be bonus feats if the DM allows, now I'm the DM & I like them, so how are you handling the feats, are you giving a feat to a person from Shadowshore, then lettin that player choose his normal starting feats or are you just using them as regular feats that count against the normal picks.

Now if I did give them to my players, what about the wood elf? He's a ranger & his dad was a archer extraordinare do I just give him a archery feat sayin it was something his dad taught him as he was growing up? As I don't want to leave him out on this.

thanks
RM


I just gave them as bonus feats based on where the character came from in Sasserine or their background, but basically a free choice for the player.

I ended up with two nobles from the Noble District
- A warmage taking Academy Graduate because he wanted to use his high Charisma and Intelligence for faceman type skills.
- A swashbuckler taking Knack for Magic because he intends to multiclass as a wizard and it sort of explains how he could pick the class up without formal training.

A Shifter Barbarian from Sunrise district with the Student of Nature feat, and while he had no ranks in the knowledges at first level, the second level he took as a Ranger.

Two characters from Shadowshore
- A cleric who washed up on the shore of Sasserine, who doesn't know where he gets his Storm and Travel related powers from but suspects a sea god. Was then raised in a brothel. Uses a longspear (planning on going for the Storm Lord PrC).
- A fighter because "Oh my god that feat is broken"

This part of the shadowshore feat

Sassarine Guide wrote:
You are also adept at fighting in confined areas, such as narrow city alleyways or crowded taprooms. Enemies cannot gain cover from you if they are in your reach; you can thus attack someone around a corner without penalty. A creature with total cover from you still recieves all benefits of his cover.

makes it easily the best feat in the guide the others give a few skill benifits mainly. This one means the cleric can fight from the second rank with no penalty for attack through allies that provide cover, and the fighter can stand beside the Barbarian in a 5ft doorway and attack round the corner without penalty.

So you have three onto one without the players suffering any penalty. I'm tempted to tone this feat down.

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