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


Advanced Player's Guide Playtest General Discussion

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In the spirit of Christmas, what feats would you like to see in the Advanced Player's Guide?

I'd like to see something like this:

Dual Strike
Prerequisites: Dex 17, Two Weapon Fighting, Improved Two Weapon Fighting, Base Attack Bonus +6

Benefit: You get an attack with your off-hand weapon when making an attack as a standard action, as a part of a charge or when making attacks of opportunity.

I realize that this is a bit much for a single feat, but it's something I think should have been a base part of dual wielding to begin with for it to compare with two-handed weapons.

I'd also like to see feats that require you to have a high constitution. Currently, there are no feats that require any constitution at all, and even though it's a very valuable attribute, I'd like it to be have a few more options. Something like:

Tough Hide
Prerequisites: Con 15, Toughness

Benefit: You gain a +1 natural armor bonus to your AC.

And improved and greater variants requiring 17 Con and +6 base attack and 19 Con and +11 base attack each. These feats would be very powerful, but it's a pretty hefty investment, and AC for tank types is lacking at higher levels.

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

I'd love a way to feint as a free or swift action, or as part of a move action.

Also, something that builds on Two-Weapon Defense so that it can become something more that just +1 forever. Maybe something that allows the magic weapons to add their bonus to the AC too (though I think this ought to be standard).


Kind of boring, but I'd really really really love to see an energy substitution feat.


Anything that builds on two-weapon defense would make me very happy, as would some type of con based feat tree. Those are both great ideas.


Ellington wrote:

I

Dual Strike
Prerequisites: Dex 17, Two Weapon Fighting, Improved Two Weapon Fighting, Base Attack Bonus +6

Benefit: You get an attack with your off-hand weapon when making an attack as a standard action, as a part of a charge or when making attacks of opportunity.

I second this, and I also wouldn't mind seeing a feat that allows wielding a one handed melee weappon in the off hand as if it were a light weapon (for all the Drizzt wannabes).


Step Down
Prerequisites:
Dex 15

Benefit: Whenever a an adjacent foe makes a melee attack against you and does not hit, you may make a 5-foot step as an immediate action. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

This is another feat I'd like to see which could greatly improve the survival rate of my rogues.

Liberty's Edge

Extended Weapon Training

Prerequisites: Monk Level 4

Benefit: Choose a one handed weapon you are proficient with. That weapon now becomes a monk weapon and you may flurry with it.

(sighs dreamily)


Speaking of monks, I'd really like to see a feat that allows them to use their flurry of blows after making a charge.


Ellington wrote:
In the spirit of Christmas, what feats would you like to see in the Advanced Player's Guide?

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.

2) Improved Rapid Shot. No penalties.

3) Improved Many Shot. Standard Action (maybe add additional arrows)

4) Improved Favorite Enemy. +3 to all Fav Enemy bonuses.

-Swiftbrook


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.


I'd like to see feats which expand the Monk's Ki abilities. Feats that allow monks to spend ki points to crack DR, empower their fists with an energy type, or run up walls and the like.

Dark Archive

I'd like to see a feat that lets you cast in light armor with no spell failure chance. It's a pipe dream I know, but I would like to see it.


I'd love to see feats (and/or equipment) that:

a) provides for the creation of higher level alchemical items; as it stands right now, after a few levels the stuff in the core book doesn't hold up, and with a class that highlights alchemical items, this could be problematic.

b) increase the range of alchemical items; the 10 ft range increment, while it is a touch attack, is still going to be very limiting to a class built around alchemical items

The Exchange

Well, far shot doubles the range of thrown weapons (unless for some stupid reason it doesn't extend to alchemical items), and they could always make some sort of a sling specifically designed to launch flasks at the same range increment as the normal sling.

I would love to see some sort of rules for masterwork alchemy items, or even just a more comprehensive list of alchemical items. The list from the core books is just disheartening when one thinks of making an Alchemist.

I would personally like to see some new and interesting Metamagic feats, and some more feats to use channel energy in fun new ways (something like the Domain feats from Complete Champion)


Kjob wrote:

Kind of boring, but I'd really really really love to see an energy substitution feat.

I second this motion.


Some more unique spellcaster feats might be cool. Am I the only one who thinks 90% of the feats revolve around melee combat?


Dual Class feats. Take some of those odd multiclass combinations and give them a bit of synergy.


I'd like to see a lot of the feats that are in the SRD that weren't part of the Core rules make it into an official Pathfinder book, for example, the non-psionic feats in the psionic section of the SRD and the feats from the Divine section of the SRD.

Dark Archive

wraithstrike wrote:
Kjob wrote:

Kind of boring, but I'd really really really love to see an energy substitution feat.

I second this motion.

Motion Carried.


Hunterofthedusk wrote:

Well, far shot doubles the range of thrown weapons (unless for some stupid reason it doesn't extend to alchemical items), and they could always make some sort of a sling specifically designed to launch flasks at the same range increment as the normal sling.

Actually, for whatever reason, Far Shot only halves the range penalty, rather than doubling range increments in Pathfinder. I can't say I understand this change, or that I'll actually be following it for my games, but it's even worse for thrown weapon characters than it used to be.

Scarab Sages

I agree with adding more spellcasting feats. Personally I'd like a few more interesting and unique metamagic feats, like 3.5's Energy Admixture, which doubled the damage dice of an energy-based spell, or shape spell, which allowed you to turn burning hands into a mini-fireball or other AOE shapes.

Pathfinder has already shown that it can give a new twist to old feats (read: Deadly Aim and the like), so if it can do the same with classic spellcasting feats, it would round out the feat-choice as a whole quite nicely.


gruevy wrote:
Dual Class feats. Take some of those odd multiclass combinations and give them a bit of synergy.

Yeah. I loved these in Complete Adventurer and Complete Scoundrel.

Dark Archive

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

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

On skill feats, one avenue that I've never seen explored would be a feat that allows you to exceed the normal level cap. I.e., normally you can't have more ranks in a skill than your level, but what if there were a feat that allowed you to buy level+3 ranks in a certain skill? Skill Focus and all the +2/+2 feats give you bonuses but not ranks. With this feat, you would get actual ranks, but you'd have to buy them with your existing skill point pool. You'd end up pretty limited in the variety of your skills, but REALLY good at one. (I first imagined this as a class feature for Experts, so they could actually be better than non-Experts in their chosen crafts and professions.)

The Exchange

that's a bad avenue, the skill point feat, because then you could qualify for certain prestige classes much earlier than you should be able to. There's a good reason why that was never considered for a feat


Spear combat feats, maybe spear and shield, or spear and net. Crossbow combat feats. Maybe a combat style for spears.

I think a feat that would let a paladin prepare abjuration spells from the sor/wiz list in his paladin feat slots would be sweet. Especially if it required a spellbook, or special prayerbook.

Id also like to see some alternative class features to make a couple classes spell-less.

Maybe a feat to let, say a rogue take hexes as rogue special abilities. That would be AWESOME.


Skill Supremacy
You have become supremely adept at a given skill.

Prerequisite: Skill Mastery

Benefit: You may take 10 with the selected skill even when immediate danger or distractions would normally prevent it.

Normal: You may take 10 only when your character is not in immediate danger or distracted.

Special: You may take this feat multiple times. Its effects do not stack. Each time you take this feat, it must apply to a new skill with which you already have Skill Mastery.


Dessic wrote:

Skill Supremacy

You have become supremely adept at a given skill.

Prerequisite: Skill Mastery

Benefit: You may take 10 with the selected skill even when immediate danger or distractions would normally prevent it.

Normal: You may take 10 only when your character is not in immediate danger or distracted.

Special: You may take this feat multiple times. Its effects do not stack. Each time you take this feat, it must apply to a new skill with which you already have Skill Mastery.

Isn't that what skill mastery already does?

RPG Superstar 2012 Top 16

The importance of skill ranks has always been that there is a cap on them, and it's natural to want to push that cap.

But really, between skill focus at +2, Skill affinity at 2/2, Skill learning at class skill/+2, Skill devotion at multiple class skills, and skill talent at +4/level 1, exactly how many more skill boosting feats do you need?

I've attached a lot of importance to the very nature of skill ranks. Ranks represent learned knowledge, and because of that, can form hard limits on what you can and cannot do. For instance, if you put a 7 rank limit on any form of metal crafting to learn use of Mithral, then it doesn't matter how many bonuses you get...you have to spend the skill points to be able to do x feat. Sure, you can do the lesser stuff really really well with your +30 of (purchased) bonuses, but you don't KNOW what those higher ranks entail.

This keeps mithral and adamantine forging in the hands of higher level characters, and makes it a mite harder for mages with fabricate to just whip up armor at a moment's notice with their int bonus.

Of course, I changed Fabricate to just be an 'instant' skill check for a day's labor, but that's neither here nor there.

===Aelryinth


Disciple of Sakura wrote:
Dessic wrote:

Skill Supremacy

You have become supremely adept at a given skill.

Prerequisite: Skill Mastery

Benefit: You may take 10 with the selected skill even when immediate danger or distractions would normally prevent it.

Normal: You may take 10 only when your character is not in immediate danger or distracted.

Special: You may take this feat multiple times. Its effects do not stack. Each time you take this feat, it must apply to a new skill with which you already have Skill Mastery.

Isn't that what skill mastery already does?

Yes, but this feat would allow characters with Skill Mastery to apply it to more, different skills. A good idea, I like it a lot.


Tim4488 wrote:
Disciple of Sakura wrote:
Dessic wrote:

Skill Supremacy

You have become supremely adept at a given skill.

Prerequisite: Skill Mastery

Benefit: You may take 10 with the selected skill even when immediate danger or distractions would normally prevent it.

Normal: You may take 10 only when your character is not in immediate danger or distracted.

Special: You may take this feat multiple times. Its effects do not stack. Each time you take this feat, it must apply to a new skill with which you already have Skill Mastery.

Isn't that what skill mastery already does?
Yes, but this feat would allow characters with Skill Mastery to apply it to more, different skills. A good idea, I like it a lot.

Read the proposed feat's "Special" entry again. It only applies to skills that you already have Skill Mastery with. As the feat only gives you the benefit of skill mastery to a skill you already have skill mastery with, it doesn't actually do anything as written.


Rapid Maneuvers
You find more opportunities to apply non-standard combat techniques.

Prerequisite: Flurry of Blows Class Feature, Dex 17

Benefit: When using a flurry of blows as part of a full attack action, you may make use a combat maneuver attempt in place of normal attack. When doing this your CMB uses the flurry of blows bonus for the subsitituted attack instead of your base attack bonus (or monk level).

Normal: You can only peform combat maneuvers as a standard action.

Basically, more attempts to grapple/trip/etc. than normal at the cost of a lower chance of each one working. It seems a bit strong as currently written, but I think this would be a good option for allowing maneuver-based monks to be more viable. As has been noted in Treantmonk's wonderful guide, strength is really the important monk stat. By creating a strong monk-based feat with a high dex requirement, I think you could make a dex focused monk more viable.

Liberty's Edge

Spell Template Feats would be a BIG draw for me. They may be the coolest idea Monte Cook ever came up with, and that's saying something, considering the sheer excellence of his stuff. Pathfinderize them, come up with some new ones, and just basically go to town on that concept. Your arcane spellcasters will thank you!

Otherwise? I'd like to see some feats that'll let you dabble in the base classes pool... something that allows the lowest tier of a class feature of another class. That'd make customization easier...


Disciple of Sakura wrote:
Tim4488 wrote:
Disciple of Sakura wrote:
Dessic wrote:

Skill Supremacy

You have become supremely adept at a given skill.

Prerequisite: Skill Mastery

Benefit: You may take 10 with the selected skill even when immediate danger or distractions would normally prevent it.

Normal: You may take 10 only when your character is not in immediate danger or distracted.

Special: You may take this feat multiple times. Its effects do not stack. Each time you take this feat, it must apply to a new skill with which you already have Skill Mastery.

Isn't that what skill mastery already does?
Yes, but this feat would allow characters with Skill Mastery to apply it to more, different skills. A good idea, I like it a lot.
Read the proposed feat's "Special" entry again. It only applies to skills that you already have Skill Mastery with. As the feat only gives you the benefit of skill mastery to a skill you already have skill mastery with, it doesn't actually do anything as written.

Oops, replace all instances of "Skill Mastery" with "Skill Focus." This would allow any character to essentially gain Skill Mastery with a single skill for which they also took Skill Focus.


Geugon wrote:

Rapid Maneuvers

You find more opportunities to apply non-standard combat techniques.

Prerequisite: Flurry of Blows Class Feature, Dex 17

Benefit: When using a flurry of blows as part of a full attack action, you may make use a combat maneuver attempt in place of normal attack. When doing this your CMB uses the flurry of blows bonus for the subsitituted attack instead of your base attack bonus (or monk level).

Normal: You can only peform combat maneuvers as a standard action.

Basically, more attempts to grapple/trip/etc. than normal at the cost of a lower chance of each one working. It seems a bit strong as currently written, but I think this would be a good option for allowing maneuver-based monks to be more viable. As has been noted in Treantmonk's wonderful guide, strength is really the important monk stat. By creating a strong monk-based feat with a high dex requirement, I think you could make a dex focused monk more viable.

Some combat maneuvers are already "attack" actions, and thus perfectly viable to substitute for an attack in a flurry of blows.

Liberty's Edge

I'd like to see some feats that support the alchemist in his capacity as grenadier. It seems to me that quite a few of those "ranged weapon" type feats can't help him throw bombs; they seem to make everything about arrows or just don't help with bomb slinging.
For example, off the top of my head, "vital strike" feat (though not exactly a missile feat) wouldn't help with an alchemy bomb at all; I think it needs an adjunct because double damage on a bomb is kinda bogus, but I think a skilled grenadier ought to be able to "aim reeeeeeeel good so I hit the guy in the jibleys and take him out."


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
KnightErrantJR wrote:
Geugon wrote:

Rapid Maneuvers

You find more opportunities to apply non-standard combat techniques.

Prerequisite: Flurry of Blows Class Feature, Dex 17

Benefit: When using a flurry of blows as part of a full attack action, you may make use a combat maneuver attempt in place of normal attack. When doing this your CMB uses the flurry of blows bonus for the subsitituted attack instead of your base attack bonus (or monk level).

Normal: You can only peform combat maneuvers as a standard action.

Basically, more attempts to grapple/trip/etc. than normal at the cost of a lower chance of each one working. It seems a bit strong as currently written, but I think this would be a good option for allowing maneuver-based monks to be more viable. As has been noted in Treantmonk's wonderful guide, strength is really the important monk stat. By creating a strong monk-based feat with a high dex requirement, I think you could make a dex focused monk more viable.

Some combat maneuvers are already "attack" actions, and thus perfectly viable to substitute for an attack in a flurry of blows.

Also, only when Rapid Maneuvers applied to those "attack action" maneuvers would I ever call it balanced. If it applied to the standard action attacks as well, it's broken (it just steps on too many toes of other feats and classes).

Dark Archive

i'd like to see feats for survival (like a feat that would allow you never to need to roll for gathering food or the like) and feats for crafting (like one that would reduce the time need to build thing or or one that will reduce the amout of money needed to build anything), or feats for diplomacy/bluff/ect

show some love to practically featless skills


Ravingdork wrote:
Also, only when Rapid Maneuvers applied to those "attack action" maneuvers would I ever call it balanced. If it applied to the standard action attacks as well, it's broken (it just steps on too many toes of other feats and classes).

Granted it is too strong as written, but I would like to see a balanced version (additional penalties, maybe only grants one extra attempt, etc) of something like this. I like the visual of a monk trying to furiously close into an opponent's personal space and interfere with them more aggresively than other classes would.

KnightErrantJR wrote:
Some combat maneuvers are already "attack" actions, and thus perfectly viable to substitute for an attack in a flurry of blows.

My mistake. I was only really thinking of grapple when I wrote this, but I wrote it to work more broadly. In retrospect, applying this to the other standard-action-combat-maneauvers (overrun or bullrush) would be thematically weird. I should have just written it as "Rapid Grapple"


Feats that are not already in my old 3.5 books.

RPG Superstar 2012 Top 32

I'd like to see some racial-specific feats.

I'd like to see some feats that combine class features of interesting multi-class options, like sneak-attacking spells, adding sneak attack dice to CMBs, stuff like that.

I'd also like to see feats that enhance mobility in combat.

I'd also like to see feats that allow PCs to have more actions in combat, like adding neat Swift Actions or Move Actions.

I'd like to see feats that combine feats from different feat trees for high level fighter-types, like combining Bull Rush and Trip, or Disarm and Cleave.

I'd also like to see Reserve Feats (like in Complete Mage) and feats that allow you to add carrier effects to special attacks, actions, or spells, like the critical feats in PFRPG, or the Cloudy Conjuration feat from Complete Mage, or the Ambush Feats in Complete Scoundrel.

I also hope they introduce skill tricks or something like those, especially if PCs could get them at even levels (feats on odd levels).


Dessic wrote:
Disciple of Sakura wrote:
Tim4488 wrote:
Disciple of Sakura wrote:
Dessic wrote:

Skill Supremacy

You have become supremely adept at a given skill.

Prerequisite: Skill Mastery

Benefit: You may take 10 with the selected skill even when immediate danger or distractions would normally prevent it.

Normal: You may take 10 only when your character is not in immediate danger or distracted.

Special: You may take this feat multiple times. Its effects do not stack. Each time you take this feat, it must apply to a new skill with which you already have Skill Mastery.

Isn't that what skill mastery already does?
Yes, but this feat would allow characters with Skill Mastery to apply it to more, different skills. A good idea, I like it a lot.
Read the proposed feat's "Special" entry again. It only applies to skills that you already have Skill Mastery with. As the feat only gives you the benefit of skill mastery to a skill you already have skill mastery with, it doesn't actually do anything as written.
Oops, replace all instances of "Skill Mastery" with "Skill Focus." This would allow any character to essentially gain Skill Mastery with a single skill for which they also took Skill Focus.

Ahh. Even better then.


I would also like to see Reserve Feats (like in Complete Mage). Even if they have to call it something else, I love the concept. I currently play a wizard with two of them and have a great time with the character.


I'd like to see feats that allow the use of certain combat maneuvers with ranged weapons, like disarming with a bow or tripping with a throwing dagger. I'd also like to see Manyshot changed from only arrows to arrows or thrown weapons (no reason you cant have two darts in your hand). Also...

Pinning Strike
You are skilled at using ranged weapons to pin enemies where they stand.
- Prerequisites: Dex 17, Weapon Focus: ranged piercing weapon, Precise Shot, Base Attack Bonus +4.
- Benefit: Make a CMB check against your opponent. If this check succeeds, the opponent cannot move from his current square (though he can still attack or make other actions that do not require movement). The opponent is also considered flat-footed until he spends an action to remove the object pinning him. This attack is a standard action and does no damage.

Ranged (Trip/Disarm) (this is two separate feats)
You trip/disarm an opponent with a ranged weapon.
- Prerequisites: Int 13, Dex 15, Combat Expertise, Improved (Trip/Disarm), Precise Shot, Base Attack Bonus +4
- Benefits: You may attempt these maneuvers with ranged weapons within the first range increment.
- Normal: These Combat Maneuvers can only be attempted with melee weapons.

Ranged (Bull Rush/Sunder) (this is two separate feats)
You push an opponent back/damage an opponents weapon with a ranged attack.
- Prerequisites: Str 13, Dex 15, Power Attack, Improved (Bull Rush/Sunder), Precise Shot, Base Attack Bonus +4
- Benefits: You may attempt these maneuvers with ranged weapons within the first range increment.
- Normal: These Combat Maneuvers can only be attempted with melee weapons.

Knockdown
You knock an opponent off his feet. (Power Attack version of Improved Trip)
- Prerequisites: Power Attack, Improved Bull Rush

I'd like to see stuff like this.


stonechild wrote:
Feats that are not already in my old 3.5 books.

For the record, some of us want reprints of those for two reasons: A) its easier to convince our DMs to allow them, and B) (assuming) legal in PFS! :P


stonechild wrote:
Feats that are not already in my old 3.5 books.

i agree one thing im looking for is new material, i dont want just the same old stuff, some reprints would be nice but i really want to see a lot on new things.

oh and not to contradict my self but i would like to see monkey grip

Liberty's Edge

Haven't checked the Bestiary but if it's not in there I would really also like to see Improved Natural Attack put back in as a feat. Monks really benefitted from that feat. Medium unnarmed damage turning into large? Yes please.

Dark Archive

Misery wrote:
Haven't checked the Bestiary but if it's not in there I would really also like to see Improved Natural Attack

It is.

Does the monk's unarmed attack count as a natural attack?


Goblins Eighty-Five wrote:
Misery wrote:
Haven't checked the Bestiary but if it's not in there I would really also like to see Improved Natural Attack

It is.

Does the monk's unarmed attack count as a natural attack?

No, it does not.

http://sites.google.com/site/pathfinderogc/extras/pathfinder-faq

Second one from the bottom.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Goblins Eighty-Five wrote:
Does the monk's unarmed attack count as a natural attack?

It does in v3.5 (for the purposes of Improved Natural Attack anyways), but it does NOT in the Pathfinder RPG (according to the game's designer). Houseruling it to work like D&D certainly won't break anything though.

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