The Wishlist - What feats would you like to see in the APG?


Advanced Player's Guide Playtest General Discussion

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RPG Superstar 2012 Top 32

Stepping away from the more obvious arguments for favorite Feats, expanded skill uses and new spells, I'd like to see more Talents, and Pathfinder treatments of Paragon Classes and Bloodline rules (ala Unearthed Arcana). More than any of that though, what I'd love to see are guidelines or rules for expanding the NPC classes for player use. While I've never felt much for the Adept (I don't think I've ever used it as a DM), the Aristocrat and Expert have always been useful for players to fill out certain iconic character concepts, and with a little work I could see Commoner and Warrior PCs as well - all they need are guidelines or options for filling up the effective breadth of dead levels that separates them from their PC-preferred cousins.


More Style feats. Preferably ones that can be incorporated into a full attack or for weapons.

Also a feat that allows for vital strike and two attacks with two-weapon fighting. But that's a bit much.


With all the talk of class combining feats (Ranger/Rogue) what about ones with the new classes? Monk/Inquisitor, Witch/Druid, Summoner...bard? Okay, not perfect...

Extra feats for the new classes. Especially Extra Hexes. Extra Judgement. I'd love to see a feat that lets a Witch use a hex through their familiar or through spectral hand, and maybe a feat to send the hand out as a ranged touch attack.

Something like improved weapon finesse to add dex to damage with light melee weapons instead of strength.


I'd like to see something that sorta does this:

Beast Rider (Combat)
You can climb atop creatures much larger than yourself and continue fighting.
Prerequisites: Climb 5 ranks, Ride 5 ranks, base attack bonus +8.
Benefit: You can attempt to climb on top of a creature two or more size categories larger than you as a move action. Make a Climb skill check with a DC equal to 10 + the target’s base attack bonus. If you succeed, you clamber onto the creature and move into the closest square it occupies (your choice in case of a tie). On subsequent rounds, you must make a Ride skill check as a swift action, to remain on the creature (DC equal to 10 + the target’s base attack bonus). If the creature moves during its action, you move along with it. The creature can try to shake you off as a standard action by making a combat maneuver check or Escape Artist check (DC equal to your 10 + your Ride bonus). If the creature succeeds on this check, you land in the closest available adjacent square to the creature (creature’s choice in case of a tie). If you fail a DC 10 Acrobatics check, you are also prone.
While atop a creature, you may act normally. The creature may only attack you as a standard action and takes a -4 penalty to attack rolls and a -10 penalty to combat maneuver checks against you. It also suffers a -4 penalty to its AC against your attacks.


Feats for Weapons. Please, please pleaseeeeeeee!

For instance;

Reactive Brace

Prerequisite - Weapon Focus (weapon with brace ability)

Benefit - You may brace a weapon as a free action, taking your attack immediately upon being charged. You lose your standard action in the next round of combat.


Goblins Eighty-Five wrote:
Tesailion wrote:
Swiftbrook wrote:


1) Improved Animal Companion. Gives access to better/exotic animal companions. Rangers can get the full Druid list. Paladins can get Lion/Hipogriff/Young Dragon.
Yes Paladins arent strong enough, rofl.

While I may or may not agree with you sir, I think such a feat should have some wording making it clear that sidekick creatures that are in a similar vein to the paladin's mount (I.E., magical creatures, so also familiars) could not benefit from such a feat.

I would like some more skill-based feats, beyond +# to skill(s) checks


I would love to see specific feats for normal casters and spontaneous casters. They help a lot with flavor and distinguishing the two class types from eachother.

In 3.5, this was done for the sorcerors with the Draconic feats, but I think you could do something simmilar without making them dragon bloodline specific. There was one that would heal the caster an amount equal to the level of the spell he just cast, and another that would give him DR when he cast a spell. For wizards and simmilar classes, you could give them feats which demonstrate their mastery of magic, like energy substitution.

Another thing that would be cool would be something like those sneak attack feats in 'The complete scoundrel', but more usable like the critcal feats. It would be a good alternative to say, the two weapon fighting chain.


Rewrite the fighter's weapon specialization feats, that are simply horrible as they are now: they are all four worst than a single weapon training class feature, so, apart as prerequisites, they are not worth taking for a fighter, especially the higher level ones (an 8th level feat with 2 prerequisites that gives the same benefit as a non-fighter first level feat, for example)...

In 2nd Edition weapon specialization and mastery was really worth, but in 3rd Edition it's a pale shadow of what it should be...


A feat that allowed for a character fighting with a weapon and shield to mainhand the shield and offhand the weapon. The way it standx now you have to offhand the shield and in doing so, if you want to use a large shield and fight with two weapons you take a -2 penalty on all attacks due to its size.
This would allow a character to use a large shield for bashing in their main hand and as long as they offhand a light weapon, not take the extra -2 to all attacks while two-weapon fighting with both large shield and light weapon.


Mad Master wrote:

Rewrite the fighter's weapon specialization feats, that are simply horrible as they are now: they are all four worst than a single weapon training class feature, so, apart as prerequisites, they are not worth taking for a fighter, especially the higher level ones (an 8th level feat with 2 prerequisites that gives the same benefit as a non-fighter first level feat, for example)...

In 2nd Edition weapon specialization and mastery was really worth, but in 3rd Edition it's a pale shadow of what it should be...

Actually if you allow Melee weapon mastery from PHBII (or if it gets rewritten) then GWF gets better as in a fighter who takes WF, Wpn Spl, GWF, Gtr Wpn Spl, Melee weapon mastery along with his weapon training class feature gets a total of

+8 to his attack roll through feats/class abilities and
+10 to damage through feats/class abilities.

Meaning a fighter who chooses Power Attack can accept the -5 to attack and still have an effective BAB of +23 with a feat/class bonus of +20 damage (+25 if fighting 2handed). Effectively keeping up with the smite/sneak attack abilities other classes posess.

Now.. back to your regularly schedualed thread.

Dark Archive

Barber wrote:

A feat that allowed for a character fighting with a weapon and shield to mainhand the shield and offhand the weapon. The way it standx now you have to offhand the shield and in doing so, if you want to use a large shield and fight with two weapons you take a -2 penalty on all attacks due to its size.

This would allow a character to use a large shield for bashing in their main hand and as long as they offhand a light weapon, not take the extra -2 to all attacks while two-weapon fighting with both large shield and light weapon.

As far as I can tell there's no rule saying your shield has to be an offhand attack. You can take two shields if you want...


YuenglingDragon wrote:
Barber wrote:

A feat that allowed for a character fighting with a weapon and shield to mainhand the shield and offhand the weapon. The way it standx now you have to offhand the shield and in doing so, if you want to use a large shield and fight with two weapons you take a -2 penalty on all attacks due to its size.

This would allow a character to use a large shield for bashing in their main hand and as long as they offhand a light weapon, not take the extra -2 to all attacks while two-weapon fighting with both large shield and light weapon.
As far as I can tell there's no rule saying your shield has to be an offhand attack. You can take two shields if you want...

If you look at the description for shield bash, it specifically states that you make it as an off-hand attack.


I hope more Feats for Monks!

ex...

Irimi Step
Prerequisites : Base Attack +6, Improved Grapple.
Benefit : When you enter into a square next to your opponent,you can make a CMB check.If successful,you can occupy a position where your opponent can attack you less effectively. You gain the benefit of Soft Cover (+4 bonus to AC and CMD) against attacks and combat maneuvers of the opponent and +4 bonus on the combat maneuver roll to the opponent.
If you or your opponent move,the effects lose.


Ardenup wrote:

Actually if you allow Melee weapon mastery from PHBII (or if it gets rewritten) then GWF gets better as in a fighter who takes WF, Wpn Spl, GWF, Gtr Wpn Spl, Melee weapon mastery along with his weapon training class feature gets a total of

+8 to his attack roll through feats/class abilities and
+10 to damage through feats/class abilities.

Meaning a fighter who chooses Power Attack can accept the -5 to attack and still have an effective BAB of +23 with a feat/class bonus of +20 damage (+25 if fighting 2handed). Effectively keeping up with the smite/sneak attack abilities other classes posess.

Out of those +8 to hit and +10 to damage, the 4 basic specialization feats only give +2 and +4 respectively... FOUR FEATS spent and TWELVE LEVELS in a single class to get one third of the total benefit, which is still only about the same attack and damage bonus received from ONE class feature (+2 attack and damage to A GROUP of similar weapons and half that to ANOTHER GROUP of weapons instead of a single weapon in THREE LESS LEVELS, too)...

And Weapon Mastery from PHB2 is not even tied to the type of weapon, but only to its generic type of damage... If you get a weapon of choice that does two different types of damage, you have to get Weapon Mastery TWICE to fully get the bonus with your chosen weapon...

By the way, Power Attack is useless if you are a specialist ranged attacker... You'll need something different to compensate...

In 2E, a specialist fighter, apart from some attack and damage bonuses, got lots of other benefits from his weapon of choice: more attacks, more initiative, bonuses while performing maneuvers, better critical hits and knockdowns... And there where different benefits for melee and ranged specialization (and for unarmed specialization too)...
Also, the benefits got better with the increasing level of proficiency and did not remain the same as those of the first slot put in weapon specialization...

I don't expect to have the same benefits of the old weapon specialization rules, but at least some feats that give something really worth the restrictions they impose and the prerequisites they require...

For example, Weapon Focus should give its bonuses to a group of related weapons, as the fighter training does, but have BAB +2 as a requisite (for the enhanced utility), so that a fighter can get it at 2nd level, while all others at 3rd level...
Follow-up feats could then be placed at level 6, 10, 14 and 18, with increasingly powerful benefits...


Another feat I'd like to see is something like the Serenity feat that appeared in Dragon Magazine.
Prerequisite: Divine Grace, Worship a patron of reason/wisdom
Benefit: Use wisdom score instead of Charisma bonus for purpose of divine grace, lay on hands, smite evil and channel positive energy.
-Swiftbrook


Mad Master wrote:
Out of those +8 to hit and +10 to damage, the 4 basic specialization feats only give +2 and +4 respectively...

Weapon Specialization is OK. Weapon Focus is actually pretty good. +1 to hit is very big, mathematically. It's not the "best. feat. ever.", but it's not at all a bad way to spend a feat. Especially for Fighters, who get 21 feats over 20 levels (22 if they're human or half-elf).


Barber wrote:

A feat that allowed for a character fighting with a weapon and shield to mainhand the shield and offhand the weapon. The way it standx now you have to offhand the shield and in doing so, if you want to use a large shield and fight with two weapons you take a -2 penalty on all attacks due to its size.

This would allow a character to use a large shield for bashing in their main hand and as long as they offhand a light weapon, not take the extra -2 to all attacks while two-weapon fighting with both large shield and light weapon.

It's not possible to wield two weapons AND a shield. Well, so long as you aren't counting the spiked shield as a weapon.


Technically if the summoner stays similar to the playtest and you take the extra limbs evolution for yourself at 10th. it will be very possible to wield 2 weapons a shield and still have a free hand.

What I was referring to is that as it stands now, you have to offhand a shield if you want to shield bash with it. Thus, if you want to two-weapon fight with it and only suffer the -2 penalty you have to use the light shield.

With a feat that allows for mainhand use of a shield for bashing, you would be able to use a larger shield for slightly more damage and increased AC and not take the -4 only the -2 if you're using a light offhand weapon.

It would definitely need a prerequisite of "Improved Shield Bash"


Barber wrote:

What I was referring to is that as it stands now, you have to offhand a shield if you want to shield bash with it. Thus, if you want to two-weapon fight with it and only suffer the -2 penalty you have to use the light shield or a buckler.

I'm slightly confused as to what you are exactly wanting to do. If you want to use two weapons AND a shield, you can't.

[/QUOTE="Pathfinder SRD"]Shield, Light; Wooden or Steel: You strap a shield to your forearm and grip it with your hand. A light shield's weight lets you carry other items in that hand, although you cannot use weapons with it.

If you want to use a weapon and a shield, and use the shield for shield bashing, why would you ever want it in your main hand? Even if you get a feet that let's you use a shield in your main hand, you still need a light weapon in your off hand, which will suffer the same -2 penelty. A medium heavy spiked shield does 1d6 damage. The best light weapon does 1d6 damage, most do 1d4. Why not just use a light spiked shield for 1d4 damage, take the -2 penelty, and use something in your main hand that does more then a d6.


A medium light shield of bashing does 1d6, a medium heavy shield of bashing does 1d8

the average damage difference on an attack with a 1d10 damage one hander and a 1d8 shield bash is 1 point. With the shield slam feat available, I would rather have the free bull rush attempt then the 1 point of damage per attack.

With a main-handed shield and an off-handed light weapon you could up your shield bash damage by one small step (d6 to d8) and your shield bonus by one (from 1 to 2).

A light shield counts as a light weapon, a heavy shield counts as a one-handed weapon. So as it stands now, if you have a heavy shield on your offhand for bashing and any other mainhand weapon, you will take -4 on all attack rolls while two-weapon fighting.

With the feat I am proposing you could mainhand a shield and offhand a light weapon. This would allow use of a larger shield for increased shield bash damage and more shield slam attempts with a substantially higher to hit on your attempts due to the attacks being mainhand BAB based.

Besides, If i choose the "sun blade" as my light weapon it will still do d10 anyway.


Barber wrote:

A medium light shield of bashing does 1d6, a medium heavy shield of bashing does 1d8

the average damage difference on an attack with a 1d10 damage one hander and a 1d8 shield bash is 1 point. With the shield slam feat available, I would rather have the free bull rush attempt then the 1 point of damage per attack.

Ok, sorry I never thought of that. I design my characters around aesthetics and not rules point of view generally, so I had never thought of that combination. To me just the idea of wielding a primarily defensive tool in my main hand and a primarily offensive tool in my off hand seems completely absurd.

Liberty's Edge

Ok now I want a feat like Dervish Dance but that it applies to other one handed finesse weapons besides just the scimitar. Why they restricted it to the scimitar alone to allow dex damage when they could have wrote in that ANY one handed finesse weapon could be used this way is beyond me

... actually I think I understand why it did happen but I won't go into that.

So yes, a feat like Dervish Dance that functions with rapiers, short swords, etc etc.

The Exchange

-Improved animal companion; stackable. Adds +2 to Rangers animal companion effective level.

-Spell trigger. Wizard/Sorceror may have a prepared spell that goes off on a specified trigger. (Fat chance).

-Spell stack: (Stackable feat)
Wizards may stack one spell per occurrence of feat. These represent spells that are cast but not completed that the wizard keeps ready by force of will.

Casting a spell from the stack is a swift action. For each spell in the stack the wizard receives -1 to attacks, skills, and saves, due to the mental strain of keeping the spells active.

Each time a wizard fails a save he must make a concentration roll(s) as each spell in the stack may be cast on *him*. Check until he passes the concentration roll.

A wizard must safely discharge the spells before sleeping. Any condition that interferes may cause one or more of the spells to discharge.
(slept, shaken, feared, nauseated, ...)

- Advanced spell mastery....

-Spell specialist. Casting of this spell does not cast against daily uses.


Feats I’d like to see:

SRD Psionics

Cloak Dance

Deadly Precision

Greater Manyshot

Mind over Body

Open Minded

Rapid Metabolism

Sidestep Charge

Stand Still

Metamagic versions of Burrowing power, Chain power, Delay power, Opportunity power, Split Psionic ray, Twin power and Unconditional power

SRD Unearthed Arcana

Spelltouched feats

Craft Points system and associated feats

SRD Divine Feats

Disguise Spell

Divine Might

Divine Vengeance

Energy Substitution (this one is better than the not available Miniatures Handbook/Complete Arcane version: this one allows sonic as a possible energy choice)

Extra Music

Eyes in the Back of Your Head

Fleet of Foot

Hold the Line

Jack of All Trades

Knock-Down

Persistent Spell

Power Critical

Reach Spell

Repeat Spell

Sacred Spell

Sharp Shooting

Subdual Substitution

Superior Expertise


I don't want to see tons of new feats - there's already too many out there to fill in the too few feat slots you get anyways. Likewise i don't need any new prestige classes - there's thousands of them in my 3.5 books, i can convert if need be.

I want to see 3 basic additions to the APG:
1)New alternate class features to help customize the core classes(similar to the way kits worked in 2e without the whole prestige class crap).
2)New rules for social interaction, ways to handle roleplaying experiance, and complex skill checks.
3)New variant racial traits and powers to help customize the core races without adding a hundred different subraces to the game(my dwarf doesn't want stonecunning, but dwarven focus(darksun referance)instead).


Mad Master wrote:
Ardenup wrote:

Actually if you allow Melee weapon mastery from PHBII (or if it gets rewritten) then GWF gets better as in a fighter who takes WF, Wpn Spl, GWF, Gtr Wpn Spl, Melee weapon mastery along with his weapon training class feature gets a total of

+8 to his attack roll through feats/class abilities and
+10 to damage through feats/class abilities.

Meaning a fighter who chooses Power Attack can accept the -5 to attack and still have an effective BAB of +23 with a feat/class bonus of +20 damage (+25 if fighting 2handed). Effectively keeping up with the smite/sneak attack abilities other classes posess.

Out of those +8 to hit and +10 to damage, the 4 basic specialization feats only give +2 and +4 respectively... FOUR FEATS spent and TWELVE LEVELS in a single class to get one third of the total benefit, which is still only about the same attack and damage bonus received from ONE class feature (+2 attack and damage to A GROUP of similar weapons and half that to ANOTHER GROUP of weapons instead of a single weapon in THREE LESS LEVELS, too)...

And Weapon Mastery from PHB2 is not even tied to the type of weapon, but only to its generic type of damage... If you get a weapon of choice that does two different types of damage, you have to get Weapon Mastery TWICE to fully get the bonus with your chosen weapon...

By the way, Power Attack is useless if you are a specialist ranged attacker... You'll need something different to compensate...

In 2E, a specialist fighter, apart from some attack and damage bonuses, got lots of other benefits from his weapon of choice: more attacks, more initiative, bonuses while performing maneuvers, better critical hits and knockdowns... And there where different benefits for melee and ranged specialization (and for unarmed specialization too)...
Also, the benefits got better with the increasing level of proficiency and did not remain the same as those of the first slot put in weapon specialization...

I don't expect to have the same benefits of the old...

1. Agree that other classes get 'damage bonus' as class ability. Weapon Spl, Gtr Fcs, Melee weapon mastery etc are Fighter ONLY, so effectively a class option since no other class can take it. Not sure what you means by 1/3 benefit. While ranger's/paladin/rogue may only have 1 class ability that adds damage the rate they SCALE is similar to how often you can take the feats/weapon training. You'll either be in front/same/just a fraction behind depending on who you compare with.

2. Also, while 10d6SA (average 30) or smite (20 or 40) are more damaging than your +10, your plus 10 is always on and effects every body.

3. Weapon Mastery being tied to a damage type is a good thing- you get it for any weapon of that type. The only example I see with your problem is if you NEED to switch from say slashing to bludgeon because of DR? that hurts everyone not just the fighter. Or maybe if your using a exotic weapon like a Gnome Hooked Hammer- not gonna happen alot.

4. Yes PA is useless if your a ranged specialist- that's what deadly aim and ranged weapon mastery is for.

5. As for not expecting the same benefits of old.. well I agree certain feats should be better for fights eg power attack could maybe give +3 for every negative 1 (one handed) and +4 if you 2H. They won't rewrite the class but getting some good fighter only bonus feats can fix any percieved problems. I hope they update/come up with some nice ones.

Cheers.

RPG Superstar 2012 Top 32

It might be neat to see some Fighter Only feats that attack or defend against other classes' special abilities. Just like Disruptive and Spellbreaker are good against casters, it might be nice if there was a Fighter Only feat that gave DR 10/- against sneak attacks and/or critical hits. Maybe another that gives Negative Energy Resistance 10 (Extra Healthy Super Positive Energized Blood?) Maybe Evasion if you use a Shield (with big requirements, like Shield Focus and Lightning Reflexes, etc.). Spiked Armor mastery that caused spike damage to opponents with natural attacks and/or unarmed strikes. Helmed Deafness to protect against sonic attacks. Etc. Etc. Maybe an uber-Iron Will (Adamantine Will???) that works well against charms and compulsions? Improved Bravery and Greater Bravery and Superior Bravery (providing immunities to being Shaken, Frightened, and Panicked/Cowering)?


SmiloDan wrote:
Just like Disruptive and Spellbreaker are good against casters, it might be nice if there was a Fighter Only feat that gave DR 10/- against sneak attacks and/or critical hits.

Eyes In The Back Of Your Head makes it so you can't be flanked (which denies a lot of opportunities for sneak attack).

*looks at the description* Well, crap, it explicitly says that you can still be flanked with this feat. I guess you could house-rule it by increasing the minimum BAB requirement and then say it does grant immunity.


Feat Specialization: Chose one feat that takes up a swift or immediate action. It is now a free action that can only be performed once per turn. You can not use it as a swift action during your turn if you have used it as a free action already.

RPG Superstar 2012 Top 32

A metamagic feat that affects caster levels, maybe +2 per increase in spell slot.

Some kind of rule system for combining spell effects, like a fireball that also glitterdusts, a lightning bolt that slows, a vampiric touch that also animates dead, an arcane eye that also uses message, etc. etc.


Highly Trained Assassin
Prerequisite: Don't really know yet, but something like BAB +7, True Death Class Feature, maybe something else
Benefit: The DC for your Assassin's Death Attack is now 10+ your Character Level+ Int modifier


Goblich wrote:

Highly Trained Assassin

Prerequisite: Don't really know yet, but something like BAB +7, True Death Class Feature, maybe something else
Benefit: The DC for your Assassin's Death Attack is now 10+ your Character Level+ Int modifier

unfortunately this feat SHOULDN'T BE NEEDED the current DC as written means you have to stick compeletly to assasin in my the DC any good...


Ardenup wrote:
Goblich wrote:

Highly Trained Assassin

Prerequisite: Don't really know yet, but something like BAB +7, True Death Class Feature, maybe something else
Benefit: The DC for your Assassin's Death Attack is now 10+ your Character Level+ Int modifier
unfortunately this feat SHOULDN'T BE NEEDED the current DC as written means you have to stick compeletly to assasin in my the DC any good...

Except that your hopefully going to play to 20, and the class is only 10 levels, should probably be 15 levels...

Add Angle of Death to the prerequisite.


The feats which I would be most interested in seeing are those which support the new base classes. Such as a feat which grants additional evolution points for the summoner.

Cheers
Vol

RPG Superstar 2012 Top 32

Volvogg wrote:

The feats which I would be most interested in seeing are those which support the new base classes. Such as a feat which grants additional evolution points for the summoner.

Cheers
Vol

Yeah, it would be great if there were feats that granted the alchemist an extra discovery, extra daily uses of bombs, etc. A cavalier might get an improvement on their Challenge bonus. An inquisitor might get to improve their justices from a max of +3 to +4 with a feat. An oracle might be able to spend a feat to gain a domain related to her mystery. The summoner could get more evolution points, or access to special eidolon abilities with feats. The witch might get extra hexes with feats, or a way to improve their save DCs or something.

Grand Lodge

Not sure what I would call it..."Hard to Pin" or something like that, that would allow the grappled opponent to deny the grappler the +5 in subsequent rounds.

Grand Lodge

Ardenup wrote:
Goblich wrote:

Highly Trained Assassin

Prerequisite: Don't really know yet, but something like BAB +7, True Death Class Feature, maybe something else
Benefit: The DC for your Assassin's Death Attack is now 10+ your Character Level+ Int modifier
unfortunately this feat SHOULDN'T BE NEEDED the current DC as written means you have to stick compeletly to assasin in my the DC any good...

I agree if you stick with assassin all the way they should increase that DC for you a little. This was one of the many great things they changed in the game. An assassin when he sticks you, you go down for good.

RPG Superstar 2012 Top 32

More feats for ranged attacks would be nice, especially ranged combat manuvers.

Grand Lodge

I'd love to see a poison-craft feat, to fix the poison crafting rules for a poison-focused Alchemist.

Poisonous Alchemy
Prereqs: Craft(Alchemy) 1 rank, Alchemy class feature
Benefit: You craft poisons as if you were creating a potion using the "Create Magic Item" rules, and each attempt creates 4 doses.
Normal: You craft poisons using the crafting rules.

RPG Superstar 2012 Top 32

Itsgottabeodin wrote:

I'd love to see a poison-craft feat, to fix the poison crafting rules for a poison-focused Alchemist.

Poisonous Alchemy
Prereqs: Craft(Alchemy) 1 rank, Alchemy class feature
Benefit: You craft poisons as if you were creating a potion using the "Create Magic Item" rules, and each attempt creates 4 doses.
Normal: You craft poisons using the crafting rules.

I think the alchemist should have a standardized poison creation system, kind of like their bombs. It would cause scaling ability damage, with discoveries used to add carrier effects like unconsciousness, sicken, nauseated, sleep, etc., and maybe even more magic effects like dispel magic, shrinkage, and zombification.

Of course, if we do this, alchemists might need a discovery EVERY level....


Not reading through all that, so I don't know if this was already in:

All the high magic abilities archmages and hierophants used to have need to become feats. Or at least most of them. Spellpower is right out, of course.


a feat that will increase your casting stat for purpose of gaining extra bonus spells/day. Like the old spellcasting prodigy.


Shapeshifter eiodolon, a feat that lets you change your eiodolon shape somehow during the day

RPG Superstar 2015 Top 8

For witches there should be a feat called extra familiar, that lets you have two familiars. Then your extra familiar could teach your new familiar the non-familiar specific spells that it knows. Or you could just use your current single familiar until you acquired the requisite amount of gold to bring your second familiar back from the nether world.


I would love to see more feats for melee/ranged characters (nonspellcasters that is). Ones with high BAB prerequisites and multiple feats, like how Rapid Blitz was in Player's Handbook 2 or the Weapon Mastery feats.

I would also love to see Reserve feats. I highly doubt the mechanics presented in Complete Mage is untouchable, Paizo can call it something different and get away with it, or tweak their own version. But I'd like to see something like that for Spellcasters.

I'd also like to see them integrate Skill Tricks system similar to Complete Scoundrel.

Metamagic feats are always fun so more of those would be sweet.

Feats enhancing the abilities of both the new and the original 11 classes are always welcome.


Here's one possible feat:
Extra Class Features
Prereqs:Key ability 13+,character has one or more class features.
Benefit:Each time this feat is taken,you gain another class feature,up to the stat modifier for the feature's key ability,or twice the normal number of class features for the level,whichever is less:e.g. a witch could have a number of additional hexes equal to her Int modifier.
This ability only provides additional class abilities that the character could have normally;e.g additional major hexes require the witch to be 10th level or higher,and a cavalier can only belong to one order at a time,regardless.
Normal:The character has the usual number of class features for his level.

Liberty's Edge

Maybe a feat to bring back single weapon, one handed weapon style from 2nd edition

RPG Superstar 2012 Top 32

Misery wrote:
Maybe a feat to bring back single weapon, one handed weapon style from 2nd edition

I think they call that the Duelist. ;-)

I think one of the later splatbooks had an Einhander feat or something for that.


And here is another feat:
Tough Muscles
Prereqs: Str 13+
Benefit:A character with this feat uses Str instead of Con (or Charisma,for Pathfinder undead) to determine bonus hit points.
Normal:Characters uses their Con modifier (or Charisma in the case of pathfinder undead) to determine bonus hit points).


Morgan Champion wrote:

And here is another feat:

Tough Muscles
Prereqs: Str 13+
Benefit:A character with this feat uses Str instead of Con (or Charisma,for Pathfinder undead) to determine bonus hit points.
Normal:Characters uses their Con modifier (or Charisma in the case of pathfinder undead) to determine bonus hit points).

Way beyond broken.

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