Why tactical feats?


Round 3: Alchemist and Inquisitor


Pathfinder Rulebook Subscriber

What is the point of defining these as feats, since no one will take them but Inquisitors, who remove the basic drawback? It's not likely two characters in a group are going to take matching feats, and what happens if one of them dies?


Well, they make very thematic feats for NPCs when building encounters. I know new feats are usually something you want to entice players with, but when I first saw those feats the DM part of my mind went into overdrive thinking about all the new options I can give the soldiers in the AP I'm running.

Overall, as a player I dislike feats that only give a bonus when others have the same feat as you. It means you have to make this a party concept, and no longer a single character concept.

What would be nice is if you could get a minor bonus for a semi-rare situation, and then inflate that bonus when someone else has that feat as well, or when certain actions are done (such as someone doing aid another with you, or succeeding a skill check like perform (oratory) to communicate with others, etc).


The summoner in my group looked at the feats and said ooh, those look awesome, and starting working them into his and Big E's builds. He died at lvl 1 though, so he didn't get a chance to use them.

RPG Superstar 2011 Top 4

Well they work really well with the inquisitor especially since they can change their last tactical feat they learned on the fly.

You could give them to a cohort or even an animal companion if you wanted.


I could definately see 2 PC's selecting some of these feats, since you are working together so often.

I could see a fighter and rogue (or fighter and barb, or barb and rogue, or really anyone nearly) taking the Precise Strike feat.
An extra 1d6 per attack when you are flanking isn't really a bad deal.

The same with Outflank and the other "flank for fun and profit" type feats, really. I mean lets face it- melee generally try to flank anyway.. why not add extra biscuits ontop of it?

The ones that require you to be adjacent to an ally, I found to be less useful.

PC's
"hey buddy lets group up for our feats"

BBEG with an IQ
"hey, look, they are grouped up nicely.. where did that fireball spell go?"

-S


I'm going to be making a rogue soon, a friend is making a ranger, i'm going to get him to grab all the flanking feats with me... we'll kill everything.


Pathfinder Rulebook Subscriber

Does anyone eles find it a bit weird that you can gain the benefits of these feats, even if your partner is paralyzed, flat-footed, maybe even petrified or dead?

RPG Superstar 2011 Top 4

They are pretty sweet.

If you make your rogue with 2 levels of fighter and human you get three feats at first level, another feat at second level +2 BAB, full weapon proficiency, and access to the +1 BAB req feats. You can use 1 of those 4 feats for Precise Strike and keep your exact same sneak attack damage progression as a normal rogue when you fight with your ranger. Very tasty if you want to be a heavy combat rogue and not a skill monkey.

Paizo Employee Creative Director

RJGrady wrote:

Does anyone eles find it a bit weird that you can gain the benefits of these feats, even if your partner is paralyzed, flat-footed, maybe even petrified or dead?

I do. In the same way that in 3.5, you couldn't actually ever die from starvation.

RPG Superstar 2011 Top 4

Or make a reflex save unconscious?


RJGrady wrote:

What is the point of defining these as feats, since no one will take them but Inquisitors, who remove the basic drawback? It's not likely two characters in a group are going to take matching feats, and what happens if one of them dies?

Me and a guy in my party are currently taking plenty, we think they rock. I guess it all depends on your play style.


RJGrady wrote:

Does anyone eles find it a bit weird that you can gain the benefits of these feats, even if your partner is paralyzed, flat-footed, maybe even petrified or dead?

I'd say that the other feat user has to be able to participate or it's a no go. It's explicit in the one feat where you switch places and, imo, intended in the others. Dead, paralyzed, unconscious people are not able to participate. I'm fairly certain that the final wording of these feats will reflect that. And, if not, that's why you have a DM. To rule out stupidity... even RAW.

Sovereign Court

Imagine a diviner huddling in the middle of the party and everyone in the group with the Lookout feat - never miss a surprise round ever again.


The benefits of the tactical Feats are nice. However the req for another player to have them really bites.

My hand is up for removing that restriction.
Also
Two weapon Pounce
Roliars Gambit
and
all the Weapon Style Feats from CW need up dating as fighter only feats. This would boost fighters a bit, which they are already needing.

My group all agree with the creation of the CAVALIER there is almost no reason to go fighter.

For only giving up 5 less feats, armour training, bravery you get a far better damage bonus on at least one opponent per combat (use on the High HP ones- for mooks weapon training isn't needed) a free mount (re: trainable, psudeo animal companion) and some great order abilities (eg: order of the cokatrice is better than weapon training as all adjacent allies get it)

Cheers.

RPG Superstar 2010 Top 32

Ardenup wrote:

Two weapon Pounce

Roliars Gambit
and
all the Weapon Style Feats from CW need up dating as fighter only feats. This would boost fighters a bit, which they are already needing.

Those are not OGL. They are not getting updated. If you want to use them, then just use them. Stop bringing them up in every thread, sheesh.


Was unaware they weren't OGL. Last time mentioned- Promise.

Point was mainly that alot of the cavaliers abilities are superceeding a fighter's. The class is not going to change so some more fighter only feats would be nice.

Cheers.

RPG Superstar 2010 Top 32

Ardenup wrote:
Point was mainly that alot of the cavaliers abilities are superceeding a fighter's. The class is not going to change so some more fighter only feats would be nice.

No, not really. Cavaliers have two separate combat abilities with little synergy, a salad of random nonsense, and lack the feats or stat support to really abuse their one cool combat ability.

A cavalier, as currently written, is going to be playing second-fiddle to a paladin at pretty much everything other than hitting people who aren't evil, and even then it's not significantly better than a fighter except against low-AC targets and X/day times. (Bear in mind, paladins don't do more damage than fighters except when smiting, and even then it's less damage than you might think.)

It's Just Not That Uber.


We've been play testing a cavalier in a party with the same fighter20 (TWF) and fighter/rogue you helped me build (was awhile ago but from memory it was you) and a sword/board TWF paladin.

Right now the fighter is an uber tripper TWF (High sword, low axe)- while he excels at this (buffed obviously)

All 3 (Paladin, Fighter/Rogue, Cavalier) do more damage per round than him.
Keep in mind this is i party play and most enemies end up on their back or nauseated in our fights so there is ALOT of full attacking.

We're at 10 right now. The Cavalier is an order or the cockatrice member so his AB is about the same as a normal fighter (keep in mind th allies also get this so thier AB is higher as you say) but the damage difference IS there.

Totally agree about the unsynergistic abilities of a Cavalier but the good ones (challenge, orders) can put him in front.
This play experience is only for TWF builds though (others may be different)

Only point is fighters DO lag a little. Still bloody effective in the hands of a good player but DPR is down a bit. Why shouldn't a guy who dedicates his life to swordplay better at it than everyone else?

A few good, high damage fighter only feats would be nice is all I'm saying. (Yes there are a couple, but the game is all about options)

Cheers.

RPG Superstar 2010 Top 32

Ardenup wrote:

Right now the fighter is an uber tripper TWF (High sword, low axe)- while he excels at this (buffed obviously)

All 3 (Paladin, Fighter/Rogue, Cavalier) do more damage per round than him.

This fighter has chosen an oddball specialty that doesn't involve maxing out damage. There's your culprit.


Fighter has in the build (not all yet btw, but soon) Doubleslice, Power Attack, Two Weapon Pounce, Combat Ref, Weapon Spec(already) Rolibar's Gambit, Two weapon Rend (next couple of levels)

DPR will probably imprvove when rend comes in. You may be right though, I did have to burn 5 feats to get High sword low axe really good. (being weapon fcs longsword, handaxe, combat exp, improved and greater trip.)

Cheers.

RPG Superstar 2010 Top 32

Ardenup wrote:
DPR will probably imprvove when rend comes in. You may be right though, I did have to burn 5 feats to get High sword low axe really good. (being weapon fcs longsword, handaxe, combat exp, improved and greater trip.)

You've burned a ton of feats on your fighting style feat, you're splitting your weapon training, you probably don't have great magic weapons (just a guess but you are TWFing), and you don't have ITWF.

Optimizing TWF isn't easy, and horning one of the CW style feats is especially sticky.


A Man In Black wrote:
Ardenup wrote:
DPR will probably imprvove when rend comes in. You may be right though, I did have to burn 5 feats to get High sword low axe really good. (being weapon fcs longsword, handaxe, combat exp, improved and greater trip.)

You've burned a ton of feats on your fighting style feat, you're splitting your weapon training, you probably don't have great magic weapons (just a guess but you are TWFing), and you don't have ITWF.

Optimizing TWF isn't easy, and horning one of the CW style feats is especially sticky.

One other thing that would help would be to get your hands on an aptitude hand axe, and take weapon specialization longsword and meelee weapon mastery slashing.

(Also, I would see if I could con the DM into letting the aptitude trait also apply to weapon training)


True but getting FREE combat manuvere's (like with the shield feats PF has etc) as part of the attack is sweet. I'm not playing the fighter- I noticed it as DM playing the fighter/rogue.

Going to bed (late here in Oz) cheers for the feedback.


I love the tactical feats, even if only inquisitors are the only one taking them.. which I do not think is true at all.

It is where they are described, outside Core, next to where the inquisitor is described.

I see plenty of room to use them with cohorts, animal companions, eidolons, familiars, other player characters.. sure why not, should one of the players withdraw from the campaign most DM's will allow you to pick another feat, maybe give him a backup feat for when the other player(s) are not there.

I have scanned them briefly, but I think they get even nastier with multiple players taking those feats, since you can have people adjacent and flanking at the same time on multiple occasions.

Sovereign Court

I like tactical feats, they really encourage players to play as a team instead of building their characters every man for himself. And even if they play them every man for themselves are we forgetting that special feat Leadership? There isn't a single class that can't benefit from having tactical feats even if no-one else in the party takes them.


Pathfinder Rulebook Subscriber

So are each of these feats worth two other feats?


RJGrady wrote:
So are each of these feats worth two other feats?

Thats the thing. They aren't really. 1 feat for 1 character and 1 feat for annother character is quite the same as 2 feats. And both people get bennefit, and the benefitt for some of them is pretty damn good, so I see no reason why these aren't good feats.


RJGrady wrote:
So are each of these feats worth two other feats?

if you create a well balanced team of characters, and are playing with plaers who use teamwork (not the.."I don't heal" cleric who only buffs himself)then these feats are well worth it.

Dark Archive

It'll also be great for DMs who wish to show an elite or specialized group of NPCs.


I agree they are mostly awesome as a DM tool, like the teamwork benefits in PHB II 3.5 and a few other sources.
Some relatively low level characters can really leave an impression on the PC's, ofcourse they will find ways to disturb these tactics if they have half a brain, but it does add an element to combat.


I myself like them and can so see groups taking them, I often have 2 fighters in my games so I can see this every easy


Hey, Jess, I took Lookout. Now maybe I can attack during the surprise round instead of getting attacked.

Sovereign Court

silverhair2008 wrote:
Hey, Jess, I took Lookout. Now maybe I can attack during the surprise round instead of getting attacked.

Lookout with Diviner in the party ftw!

Dark Archive

I like the flavor of the tactical feats. very handy for legionnaire type units or just for a couple players who decide they learned to fight together. It looks like it can give people awesome bonuses if they decide to go that route.


Caineach wrote:
RJGrady wrote:
So are each of these feats worth two other feats?
Thats the thing. They aren't really. 1 feat for 1 character and 1 feat for annother character is quite the same as 2 feats. And both people get bennefit, and the benefitt for some of them is pretty damn good, so I see no reason why these aren't good feats.

Hey, I agree with Caineach about something! There's hope for the world after all! :p

Yeah, some of the tactical feats are kinda meh, but there's enough good ones to prove the concept sound to me.

The Exchange

Personally, I think that they are a little underwhelming for the restrictions they impose. So you took a feat that only functions while you are really damn close to the other person in the party that also took the feat. I guess that pretty much means that you two are attached at the hip for the rest of the game, and one of you gets screwed over if the other dies; unless of course his next character has the same feat...

Some of them are neat, like Outflank and the Precise Attack one, but almost all of the other ones are lackluster. For the most part, unless you have completely twin characters, one person is going to be taking a feat that helps someone else more than it helps themselves (which isn't necessarily bad, but it's not a position I would want to be in). But I guess I'm just stuck on the "two or more characters must have this feat or it's useless" part. Break out the sovereign glue, 'cause you're not going anywhere without me if we both take one of these feats.


Where are you going without your group anyway?

I do realize that different groups do different things, but for us the first 5 rules of adventuring have always been 'Do not go off alone'. Whether or not you have these feats- why aren't you with the group?

I think they rather give bonuses for doing things you are already doing.

The fighter and rogue are /already/ setting up flanking. Why not take a feat to get extra benefits while doing it?
It'd be like wizards getting a feat that gives them extra spells per day but only when they memorize their spells. They are doing the action anyway- why not get extra benefit?

-S

The Exchange

Notice that I did say that the flanking ones are the only good ones (in my opinion). Every one of the feats (other than the flanking ones) only give you the benefit if you are glued to your team mate, and realistically (due to initiative being what it is) you and your ally will never act at the exact same time, meaning if you want to move you will only ever get this benefit half of the time (or abuse the Delay action and Ready action).

EDIT: please don't get snarky with me, Selgard. It's unbecoming.


Eh? I wasn't getting snarky, and if it came across that way I apologize as it was not my intent.

Different groups do play differently.. I've read of some who actively split up to do things. The groups I've been in just never, ever do so.
In a group that frequently split up to do things, I can see the tactical feats getting very very little use.

-S

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