Jason Bulmahn Director of Games |
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Hey there all,
Included in this post are a host of new feats that I would like you guys to take a look at and playtest. If you have any questions about these feats, you can post them to this thread, but please save your discussion of these feats until the Skills and Feats portion of the playtest opens on Wednesday. I feel the need to repeat myself here, PLEASE save your comments and feedback until the design forum for Skills and Feats opens on Wednesday.
Thank you and enjoy.
Jason Bulmahn
Lead Designer
Paizo Publishing
Acrobatic Steps
You can easily move over and through obstacles.
Prerequisites: Dex 15, Nimble Moves.
Benefit: Whenever you move, you may ignore up to 15 feet of difficult terrain each round. The effects of this feat stack with those provided by Nimble Moves (allowing you to ignore a total of 20 feet of difficult terrain each round).
Advance (Combat)
You can move up to a foe with reach without provoking an attack.
Prerequisites: Dex 15, Dodge, Mobility.
Benefit: You do not provoke attacks of opportunity by moving through a creature’s threatened area, so long as you end your movement adjacent to that creature. This benefit only applies to one creature. If your move takes you through the threatened area of two or more creatures, you still provoke an attack of opportunity from the other creatures (even if you end your turn adjacent to more than one).
Bleeding Critical (Combat, Critical)
Your critical hits cause opponents to bleed profusely.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage each round on their turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Blinding Critical (Combat, Critical)
Your critical hits blind your opponents.
Prerequisites: Critical Focus, base attack bonus +15.
Benefit: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces the blindness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, depending on GM discretion). This blindness can be cured by heal, regeneration, remove blindness, or a similar ability.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Critical Focus (Combat)
You are trained in the arts of causing pain.
Prerequisites: Base attack bonus +9.
Benefit: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
Critical Mastery (Combat)
Your critical hits cause two additional effects.
Prerequisites: Critical Focus, any two critical feats, 14th-level fighter.
Benefit: Whenever you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.
Normal: You can only apply the effects of one critical feat to a given critical hit in addition to the damage dealt.
Deafening Critical (Combat, Critical)
Your critical hits cause enemies to lose their hearing.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Disruptive (Combat)
Your training makes it difficult for enemy spellcasters to safely cast spells near you.
Prerequisites: 6th-level fighter.
Benefit: The DC to cast spells defensively increases by 4 for all enemies within your threatened area. This increase only applies if you are aware of the enemy’s location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.
Exhausting Critical (Combat, Critical)
Your critical hits cause opponents to become exhausted.
Prerequisites: Critical Focus, Tiring Critical, base attack bonus +15.
Benefit: Whenever you score a critical hit, your opponent becomes exhausted. This feat has no effect on exhausted creatures.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Fleet
You are faster than most.
Benefit: Your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.
Special: You can take this feat multiple times. Its effects stack.
Greater Bull Rush (Combat)
Your bull rush attacks throw enemies off balance.
Prerequisites: Improved Bull Rush, base attack bonus +6.
Benefit: Whenever you bull rush an opponent, their movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by bull rush do not provoke attacks of opportunity.
Greater Disarm (Combat)
You can knock weapons far from an enemy’s grasp.
Prerequisites: Improved Disarm, base attack bonus +6.
Benefit: Whenever you successfully disarm an opponent, the weapon lands 15 feet away, in a random direction.
Normal: Disarmed weapons and gear land at the feet of the disarmed creature.
Greater Feint (Combat)
You are skilled at making enemies overreact to your maneuvers.
Prerequisites: Improved Feint, base attack bonus +6.
Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack, if that attack does not come before your next turn.
Normal: Creatures you feint lose their Dexterity bonus against your next attack.
Greater Grapple (Combat)
Maintaining a grapple is second nature to you.
Prerequisites: Improved Grapple, base attack bonus +6.
Benefit: Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Normal: Maintaining a grapple is a standard action.
Greater Overrun (Combat)
Enemies must dive to avoid your dangerous move.
Prerequisites: Improved Overrun, base attack bonus +6.
Benefit: Whenever you overrun opponents, they provoke attacks of opportunity if they attempt to avoid you or are knocked prone by your overrun.
Normal: Creatures that avoid your overrun or are knocked prone do not provoke an attack of opportunity.
Greater Penetrating Strike (Combat)
Your attacks penetrate the defenses of most creatures. Choose one type of weapon that you have already selected for Penetrating Strike.
Prerequisites: Penetrating Strike, Weapon Focus, 16th-level fighter.
Benefit: Your attacks with the selected weapon ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/—).
Greater Shield Focus (Combat)
You are incredibly skilled at deflecting blows with your shield.
Prerequisites: Shield Focus, Shield Proficiency, 8th-level fighter.
Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.
Greater Shield Mastery (Combat)
You can use a shield to deflect a great deal of harm.
Prerequisites: Shield Focus, Shield Mastery, Shield Proficiency, 12th-level fighter.
Benefit: Whenever you are using a shield, you gain DR 2/—. You must be aware of the attack to gain this bonus. Any effect that causes you to lose your Dexterity or shield bonus causes you to lose this bonus. This bonus stacks with all other forms of damage reduction without a type, including that gained from Shield Mastery.
Greater Sunder (Combat)
Your devastating strikes cleave through weapons and into their wielders.
Prerequisites: Improved Sunder, base attack bonus +6.
Benefit: Whenever you sunder to destroy a weapon, any excess damage is applied to the weapon’s wielder. No damage is transferred if you decide to leave the weapon with 1 hit point.
Greater Trip (Combat)
You can make follow-up attacks on foes that you knock prone.
Prerequisites: Improved Trip, base attack bonus +6.
Benefit: Whenever you successfully trip an opponent, that opponent provokes an attack of opportunity.
Normal: Creatures that are knocked prone do not provoke attacks of opportunity.
Improved Greater Fortitude
You can draw upon an inner reserve to resist diseases, poisons, and other grievous harm.
Prerequisites: Great Fortitude.
Benefit: Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Improved Iron Will
You have a clarity of thought that allows you to fight off mental attacks.
Prerequisites: Iron Fortitude.
Benefit: Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Improved Lightning Reflexes
You have a knack for avoiding danger, even when it is all around you.
Prerequisites: Lightning Reflexes.
Benefit: Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Lunge (Combat)
You can strike foes that would normally be out of reach.
Prerequisites: Base attack bonus +6.
Benefit: You can increase the reach of your melee attacks by 5 feet by taking a –4 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.
Master Craftsman
Your superior crafting skills allow you to create simple magic items. Choose one Craft or Profession skill in which you possess at least 5 ranks.
Prerequisites: 5 ranks in any Craft or Profession skill.
Benefit: Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Chapter 15). You cannot use this feat to create any spell-trigger or spell-activation item.
Normal: Only spellcasters can qualify for the Craft Arms and Armor and Craft Wondrous Item feats.
Nimble Moves
You can move across a single obstacle without slowing down.
Prerequisites: Dex 13.
Benefit: Whenever you move, you may ignore up to 5 feet of difficult terrain each round. This feat allows you to take a 5-foot step into difficult terrain.
Penetrating Strike (Combat)
Your attacks are capable of penetrating the defenses of some creatures. Choose one type of weapon that you have already selected for Weapon Focus.
Prerequisites: Weapon Focus, 12th-level fighter.
Benefit: Your attacks with the selected weapon ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/—).
Powerful Critical (Combat, Critical)
Your critical hits cause an amazing amount of damage. Choose one type of weapon that you have already selected for Improved Critical.
Prerequisites: Critical Focus, Improved Critical, base attack bonus +13.
Benefit: Whenever you score a critical hit with the selected weapon, the damage multiplier increases by 1, to a maximum of x4.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Shall Not Pass (Combat)
You can stop foes that try to move past you.
Prerequisites: Combat Reflexes.
Benefit: Whenever an enemy provokes an attack of opportunity due to moving through your adjacent squares, a successful hit causes them to stop moving for the rest of their turn. Enemies can still take the rest of their action, but cannot move.
Shield Focus (Combat)
You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.
Shield Mastery (Combat)
You can use a shield to deflect harm.
Prerequisites: Shield Focus, Shield Proficiency, 4th-level fighter.
Benefit: Whenever you are using a shield, you gain DR 2/—. You must be aware of the attack to gain this bonus. Any effect that causes you to lose your Dexterity or shield bonus causes you to lose this bonus. This bonus stacks with all other forms of damage reduction without a type (such as the damage reduction gained by barbarians).
Sickening Critical (Combat, Critical)
Your critical hits cause opponents to become sickened.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Spellbreaker (Combat)
You can strike enemies that fail to cast defensively.
Prerequisites: Disruptive, 10th-level fighter.
Benefit: Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.
Normal: Enemies that fail to cast spells defensively do not provoke attacks of opportunity.
Staggering Critical (Combat, Critical)
Your critical hits cause opponents to slow down.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Step Up (Combat)
You can close the distance when a foe tries to move away.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn and you count as if you had take a 5-foot step on that turn (preventing any other movement).
Strike Back (Combat)
You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.
Prerequisites: Base attack bonus +11.
Benefit: You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach. If you attack a foe that is outside your reach using this ability, you take a –2 penalty on your attack roll.
Stunning Critical (Combat, Critical)
Your critical hits cause opponents to become stunned.
Prerequisites: Critical Focus, base attack bonus +17.
Benefit: Whenever you score a critical hit, your opponent becomes stunned for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Tiring Critical (Combat, Critical)
Your critical hits cause opponents to become fatigued.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes fatigued. The effects of this feat do not stack.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
JoelF847 RPG Superstar 2008 Top 32, 2011 Top 16 |
For Nimble Moves and Acrobatic Steps, when the feats state that you can ignore 5 or 15 feet of difficult terrain, does that mean that you can ignore the increased movement costs for those squares, as opposed to ignoring the cost to move through them in the first place? I.e. do these feats let you move through them as if they were not difficult terrain, but they still cost regular movement? Also, what about other effects of difficult terrain aside from movement, such as increases to skill checks to tumble, move silently, balance, etc.?
Jason Bulmahn Director of Games |
For Nimble Moves and Acrobatic Steps, when the feats state that you can ignore 5 or 15 feet of difficult terrain, does that mean that you can ignore the increased movement costs for those squares, as opposed to ignoring the cost to move through them in the first place? I.e. do these feats let you move through them as if they were not difficult terrain, but they still cost regular movement? Also, what about other effects of difficult terrain aside from movement, such as increases to skill checks to tumble, move silently, balance, etc.?
It means that you treat those squares as normal terrain, in terms of movement costs and any associated skill penalties.
Jason Bulmahn
Lead Designer
Paizo Publishing
JoelF847 RPG Superstar 2008 Top 32, 2011 Top 16 |
JoelF847 RPG Superstar 2008 Top 32, 2011 Top 16 |
Jason Bulmahn Director of Games |
For Master Craftsman, this refers to a check to create magic items. Since Beta currently doesn't have any new rules for crafting magic items, I assume that these will be released at a later time. Until then, I don't see this feat getting a lot of playtesting, but it sounds like a cool option.
This does indeed refer to some rules that are not yet released. Suffice to say... its Spoiler-tastic!
Jason Bulmahn
Lead Designer
Paizo Publishing
Jason Bulmahn Director of Games |
Jer |
Master Craftsman
Your superior crafting skills allow you to create simple magic items. Choose one Craft or Profession skill in which you possess at least 5 ranks.
Prerequisites: 5 ranks in any Craft or Profession skill.
Benefit: Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Chapter 15). You cannot use this feat to create any spell-trigger or spell-activation item.
Normal: Only spellcasters can qualify for the Craft Arms and Armor and Craft Wondrous Item feats.
I love this. Fantastic flavour fix :).
Skeld |
I'm probably missing something simple: how does Shall Not Pass work with reach weapons? It says if an opponent provokes for moving through an adjacent square, you can stop them with a successful AoO. Most reach weapons don't threaten adjacent squares, so this feat wouldn't stop them. Is this how it is intended?
-Skeld
Wrath |
Wow, nice selection. You've saved me bothering to write a couple of suggestions, particualary the defensive ones (shall not pass and step up). I'm thinking the fighters in my group are going to drool over this, especially the critical effect ones :)
Will let you know how they handle it when I use some of them against my players as well .
Cheers
thelesuit |
Awesome:
Shield Focus (Combat)
You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.Shield Mastery (Combat)
You can use a shield to deflect harm.
Prerequisites: Shield Focus, Shield Proficiency, 4th-level fighter.
Benefit: Whenever you are using a shield, you gain DR 2/—. You must be aware of the attack to gain this bonus. Any effect that causes you to lose your Dexterity or shield bonus causes you to lose this bonus. This bonus stacks with all other forms of damage reduction without a type (such as the damage reduction gained by barbarians).
Love for the sword & board fighter!
CJ
Jason Bulmahn Director of Games |
I'm probably missing something simple: how does Shall Not Pass work with reach weapons? It says if an opponent provokes for moving through an adjacent square, you can stop them with a successful AoO. Most reach weapons don't threaten adjacent squares, so this feat wouldn't stop them. Is this how it is intended?
-Skeld
If you cannot attack an adjacent square, then you could not use this feat. This feat is not designed for a character to lock down huge areas of the battlefield, just the ones right around them.
Jason Bulmahn
Lead Designer
Paizo Publishing
Jason Bulmahn Director of Games |
MegaPlex |
Strike Back (Combat)
You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.
Prerequisites: Base attack bonus +11.
Benefit: You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach. If you attack a foe that is outside your reach using this ability, you take a –2 penalty on your attack roll.
Can you use this with a Full Attack or only a single melee attack?
Sir Hexen Ineptus |
Jason Bulmahn wrote:Can you use this with a Full Attack or only a single melee attack?Strike Back (Combat)
You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.
Prerequisites: Base attack bonus +11.
Benefit: You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach. If you attack a foe that is outside your reach using this ability, you take a –2 penalty on your attack roll.
Of course not. Its a readied action which is a standard action only.
raidou RPG Superstar 2009 Top 4 |
Jason, I'm very hesitant to use critical effects that are automatic, even for a single round. I think any "rider" effects should allow a save for no effect. A keen-scimitar/kukri/falchion wielder can keep a foe stunned/blinded/etc for multiple rounds without that foe being able to do anything about it.
That's not fun if used against the players, and it's certainly not fun from the DM's side of the screen.
just my thoughts.
thanks,
-eric
Oni_NZ |
Greater Feint (Combat)
You are skilled at making enemies overreact to your maneuvers.
Prerequisites: Improved Feint, base attack bonus +6.
Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack, if that attack does not come before your next turn.
Normal: Creatures you feint lose their Dexterity bonus against your next attack.
Just to clarify as the wording is a bit odd, this lets you (with Improved Feint) in one turn Feint, then attack, and if they then provoke AoO's before your next turn you still benefit from the Feint?
JoelF847 RPG Superstar 2008 Top 32, 2011 Top 16 |
Jason Bulmahn wrote:Just to clarify as the wording is a bit odd, this lets you (with Improved Feint) in one turn Feint, then attack, and if they then provoke AoO's before your next turn you still benefit from the Feint?
Greater Feint (Combat)
You are skilled at making enemies overreact to your maneuvers.
Prerequisites: Improved Feint, base attack bonus +6.
Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack, if that attack does not come before your next turn.
Normal: Creatures you feint lose their Dexterity bonus against your next attack.
Not only that, but if you have the foe surrounded by a bunch of your rogue friends - they ALL can get their sneak attack in. What a great feat for a high level rogue to have to let his lower level allies in the guild become more effective in combat!
James Jacobs Creative Director |
Jason, I'm very hesitant to use critical effects that are automatic, even for a single round. I think any "rider" effects should allow a save for no effect. A keen-scimitar/kukri/falchion wielder can keep a foe stunned/blinded/etc for multiple rounds without that foe being able to do anything about it.
That's not fun if used against the players, and it's certainly not fun from the DM's side of the screen.
That's a good point; I'd still love to hear some feedback from playtesting of no-save versions of these abilities as well, of course...
Oni_NZ |
Oni_NZ wrote:Not only that, but if you have the foe surrounded by a bunch of your rogue friends - they ALL can get their sneak attack in. What a great feat for a high level rogue to have to let his lower level allies in the guild become more effective in combat!Jason Bulmahn wrote:Just to clarify as the wording is a bit odd, this lets you (with Improved Feint) in one turn Feint, then attack, and if they then provoke AoO's before your next turn you still benefit from the Feint?
Greater Feint (Combat)
You are skilled at making enemies overreact to your maneuvers.
Prerequisites: Improved Feint, base attack bonus +6.
Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack, if that attack does not come before your next turn.
Normal: Creatures you feint lose their Dexterity bonus against your next attack.
I wouldn't actually read it that way, Improved Feint only affects your attacks, while the wording for this is some what looser on Greater Feint, it refers to the loss of Dex from Feinting. That being said having it only let you get an AoO with out your targets Dex is possibly a bit weak.
Jason Bulmahn Director of Games |
Jason, I'm very hesitant to use critical effects that are automatic, even for a single round. I think any "rider" effects should allow a save for no effect. A keen-scimitar/kukri/falchion wielder can keep a foe stunned/blinded/etc for multiple rounds without that foe being able to do anything about it.
That's not fun if used against the players, and it's certainly not fun from the DM's side of the screen.
just my thoughts.
thanks,
-eric
Eric, I understand your concern, but please remember two things. First, crits are far from automatic. Second, the blinding feat is for 15th level fighters and stunning is for 17th level. At those levels, such feats should have truly awesome effects.
In the end, I think we are going to need playtesting on these feats.
Hey, wait a minute. You tricked me into answering a comment post. Let's save the rest of these for the design forum.
Jason Bulmahn
Lead Designer
Paizo Publishing
raidou RPG Superstar 2009 Top 4 |
raidou wrote:Jason, I'm very hesitant to use critical effects that are automatic, even for a single round. I think any "rider" effects should allow a save for no effect. A keen-scimitar/kukri/falchion wielder can keep a foe stunned/blinded/etc for multiple rounds without that foe being able to do anything about it.
That's not fun if used against the players, and it's certainly not fun from the DM's side of the screen.
just my thoughts.
thanks,
-eric
Eric, I understand your concern, but please remember two things. First, frits are far from automatic. Second, the blinding feat is for 15th level fighters and stunning is for 17th level. At those levels, such feats should have truly awesome effects.
In the end, I think we are going to need playtesting on these feats.
Hey, wait a minute. You tricked me into answering a comment post. Let's save the rest of these for the design forum.
Jason Bulmahn
Lead Designer
Paizo Publishing
I'll certainly test these out and weigh back in when the appropriate playtest period is open.
thanks,
-eric
Psychic_Robot |
Regarding "Shall Not Pass":
Clearly, this needs to be renamed, "YOU SHALL NOT PASS."
Anyway, I think that these expanded feats are a good idea, but there are too many of them. To be of any use--even to a fighter, who gets a billion feats--they need to be combined. For instance, why not give the benefits of all the "Greater [Combat Maneuver]" feats as an automatic bonus to characters with a high BAB (or for being fighters)?
Specific feats:
Fleet: This is very weak. It should be an automatic +10 foot bonus to your speed that applies at all times (no stacking). Why? +5 feet is rather useless for a feat expenditure.
Improved Greater Fortitude/Iron Will/Lightning Reflexes: Again, too spread out. This needs to be an automatic, "Three times per day, you can reroll a saving throw" thing for anyone to consider taking it.
Lunge: Why the -4 to AC? Seems too weak. Why not just make it automatic? There's no reason that characters trained in combat shouldn't be able to lunge without taking a penalty to AC. Even so, if you feel like keeping the AC penalty, drop it to -2. Less painful that way.
Master Craftsman: Awesome. However, why not allow for a Spellcraft check to replace the required spells?
As far as the rest goes, this is the kind of stuff that Pathfinder needs. It's a good start.
Jason Bulmahn Director of Games |
Jason Bulmahn Director of Games |
evilash |
Improved Iron Will
You have a clarity of thought that allows you to fight off mental attacks.
Prerequisites: Iron Fortitude.
Benefit: Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Shouldn't the italics text be "Will" instead?
Jason Bulmahn Director of Games |
Jason Bulmahn wrote:Shouldn't the italics text be "Will" instead?Improved Iron Will
You have a clarity of thought that allows you to fight off mental attacks.
Prerequisites: Iron Fortitude.
Benefit: Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Correct.
Jason Bulmahn
Lead Designer
Paizo Publishing
Psychic_Robot |
Psychic_Robot wrote:Master Craftsman: However, why not allow for a Spellcraft check to replace the required spells?While I don't know for certain, I think the intention is to allow item creation by those who are not casters. Only casters normally have Spellcraft.
Yes, Aubrey. And, normally, only spellcasters have spells. That's quite the conundrum, isn't it?
ruemere |
FORMAL NITPICKS ONLY
1. Thanks for creating new feats.
2. Please fix FEAT LISTING ORDER please. All indices in the world list terms like
<adjective> <noun>
in the following way:
<noun>, <adjective>
So the "Bestial Visage" becomes "Visage, Bestial". That way browsing becomes easier and similar items can be grouped together.
Spell section is organized properly, but feats are still poorly listed - various Improved and Greater instances of a feat should be put together.
3. Be warned: there are four instances of personal anguish getting better of me below. They are fully justified by violation of common sense (and in two cases, rules).
Onto the specifics:
Acrobatic Steps
Advance (Combat)
- Redundant with Acrobatics skill
Bleeding Critical (Combat, Critical)
"Benefit: Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage each round on their turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack. "
- specify whether damage occurs at the beginning or at the end of affected target's turn (important for target's with borderline hitpoints)
- Bleeding Critical should not stack - it's very easy to abuse this by scoring multiple negligible hits
- does use of Heal stop all instances of Bleeding Critical or just one?
Blinding Critical (Combat, Critical)
Critical Focus (Combat)
Critical Mastery (Combat)
"Prerequisites: Critical Focus, any two critical feats, 14th-level fighter. "
- please do not use class names in feat descriptions - this essentially turns a feat into a class feature and class features should be included in class entries
- use of high BAB or multiple feat prerequisites are sufficient to restrict feat usage to fighter class (BAB 15+, Improved Critical, Critical Focus)
Deafening Critical (Combat, Critical)
Disruptive (Combat)
"Prerequisites: 6th-level fighter. "
- please do not use class names in feat descriptions - this essentially turns a feat into a class feature and class features should be included in class entries
"Benefit: The DC to cast spells defensively increases by 4 for all enemies within your threatened area. This increase only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply."
- this is breaking of 4th wall - Spellcaster is not aware of increased static DC
- this increase is largely negligent - Concentration is a skill increased to the maximum
- change benefit of feat to allow to AoO as normal albeit at improved AC
Exhausting Critical (Combat, Critical)
Fleet
"Benefit: Your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load. "
- specify type of bonus
- this is very dangerous feat since it not only stacks with enhancement bonuses (boots) but also with class features (Barbarian) and itself
Greater Bull Rush (Combat)
Greater Disarm (Combat)
Greater Feint (Combat)
Greater Grapple (Combat)
Greater Overrun (Combat)
Greater Penetrating Strike (Combat)
- please do not use class names in feat descriptions - this essentially turns a feat into a class feature and class features should be included in class entries
Greater Shield Focus (Combat)
- please do not use class names in feat descriptions - this essentially turns a feat into a class feature and class features should be included in class entries
"Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus."
- bonus type should be "shield" or "shield enhancement bonus"
- danger: anyone reading this feat may break down and cry over lack of usefulness of this feat
Greater Shield Mastery (Combat)
"You can use a shield to deflect a great deal of harm. "
"Prerequisites: Shield Focus, Shield Mastery, Shield Proficiency, 12th-level fighter. "
- please do not use class names in feat descriptions - this essentially turns a feat into a class feature and class features should be included in class entries
"Benefit: Whenever you are using a shield, you gain DR 2/-. You must be aware of the attack to gain this bonus. Any effect that causes you to lose your Dexterity or shield bonus causes you to lose this bonus. This bonus stacks with all other forms of damage reduction without a type, including that gained from Shield Mastery."
- words "great" and "dr 2/-" do not go well together.
- DAMAGE REDUCTION EFFECTS FROM VARIOUS SOURCES DO NOT STACK. THIS IS A CANONICAL RULE and should not be broken for a negligible benefit. This is a major change to balance of core ruleset.
Greater Sunder (Combat)
Greater Trip (Combat)
Improved Greater Fortitude
Improved Iron Will
Improved Lightning Reflexes
Lunge (Combat)
Master Craftsman
Nimble Moves
Penetrating Strike (Combat)
"Prerequisites: Weapon Focus, 12th-level fighter. "
- please do not use class names in feat descriptions - this essentially turns a feat into a class feature and class features should be included in class entries
Powerful Critical (Combat, Critical)
Shall Not Pass (Combat)
"Benefit: Whenever an enemy provokes an attack of opportunity due to moving through your adjacent squares, a successful hit causes them to stop moving for the rest of their turn. Enemies can still take the rest of their action, but cannot move."
- what if the enemy can use multiple Move actions per turn? Suggesting change of wording to "successful hit causes them to halt and lose current Move action"
Shield Focus (Combat)
- see notes on Shield Focus, Greater above
Shield Mastery (Combat)
"Prerequisites: Shield Focus, Shield Proficiency, 4th-level fighter. "
- please do not use class names in feat descriptions - this essentially turns a feat into a class feature and class features should be included in class entries
"Benefit: Whenever you are using a shield, you gain DR 2/-. You must be aware of the attack to gain this bonus. Any effect that causes you to lose your Dexterity or shield bonus causes you to lose this bonus. This bonus stacks with all other forms of damage reduction without a type (such as the damage reduction gained by barbarians)."
- DAMAGE REDUCTION EFFECTS FROM VARIOUS SOURCES DO NOT STACK. THIS IS A CANONICAL RULE and should not be broken for a negligible benefit. This is a major change to balance of core ruleset.
Sickening Critical (Combat, Critical)
Spellbreaker (Combat)
"Prerequisites: Disruptive, 10th-level fighter. "
- please do not use class names in feat descriptions - this essentially turns a feat into a class feature and class features should be included in class entries
Staggering Critical (Combat, Critical)
Step Up (Combat)
Strike Back (Combat)
Stunning Critical (Combat, Critical)
Tiring Critical (Combat, Critical)
----
Until next time.
Regards,
Ruemere
Jason Bulmahn Director of Games |
Ruemere,
Couple of things:
First, this should wait until the design forum. This thread is only for clarifications.
Second, there is already a number of feats that refer to a minimum fighter level. See Weapon Spec.
Third, there is a precedent for some, limited form of DR stacking. I will look into this.
Please save further comments for the design forum.
Jason Bulmahn
Lead Designer
Paizo Publishing
Aubrey the Malformed |
Aubrey the Malformed wrote:Yes, Aubrey. And, normally, only spellcasters have spells. That's quite the conundrum, isn't it?Psychic_Robot wrote:Master Craftsman: However, why not allow for a Spellcraft check to replace the required spells?While I don't know for certain, I think the intention is to allow item creation by those who are not casters. Only casters normally have Spellcraft.
We haven't seen the final rules for crafting magic items, so it's not easy to see how this works. It isn't clear from reading the feat description if you need the spells either to craft the items. I would suggest this is intended to provide a rules basis for crafters who are not spell casters creating magic items, which has a basis in literature and even in D&D novels (pre-3e). The exclusion of spell completion and spell trigger items from this feat, which are more explicity caster-ish, would seem to back that up. But I don't know, and we shall both presumably see later.
Jal Dorak |
Aubrey the Malformed wrote:Yes, Aubrey. And, normally, only spellcasters have spells. That's quite the conundrum, isn't it?Psychic_Robot wrote:Master Craftsman: However, why not allow for a Spellcraft check to replace the required spells?While I don't know for certain, I think the intention is to allow item creation by those who are not casters. Only casters normally have Spellcraft.
The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Chapter 15).
Clearly there is a mechanic in place we have not fully seen. Without the spell required to craft the item, the Craft DC increases by an as yet unspecified amount.