New Combat Feats - Page 34 to 40


Alpha Release 1 General Discussion


I'm looking at the new Combat feats, and I feel that some of these feats don't make a lot of sense.

I like the concept of having successive uses of feats in combat get better with each step in the chain. And a couple of these chains are quite cool, others seem to need some work.

For example:

In order to use Spring Attack, you need to have used Mobility in the previous round. In order to use Mobility, you need to have used Dodge in the round before that. So in short, you only get to use Spring Attack once every three rounds, and spend the other two round setting yourself up for the spring attack.

Its quite easy for your enemy to foil your Spring attack attempt by moving adjacent to you during the intervening two rounds. Making successfully completing a spring attack a very difficult proposal.

Possible Fix: Have dodge and Moblity non-combat feats, Then Make Spring attack the bottom of the chain, and create 2 new feats, Improved Spring Attack and Greater Spring attack that depend on a successful use of Spring Attack the previous round.

Conduit Spell: You can cast a spell without suffering arcane spell failure IF you hit with Arcane Strike the previous round. Why would an Arcane Caster be wearing armor knowing that he could only cast a spell every other round, and thats assuming he hits someone with arcane strike? What would the given Arcane Caster do if he isn't in combat and would like to cast a Utility spell?

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