Starting # of feats for level 1?


Rules Questions


Hi everyone, I'm new to Pathfinder so please bear with me.

I can't find anywhere in the core rulebook about how many feats a PC starts with. The "Getting Started" section tells me to refer to the class description, but it doesn't tell me there.

I see the level progression chart and from that I conclude that a level 1 character has only 1 feat. This doesn't seem to make sense because many guides say to pick two feats at level 1 (specifically, Treantmonk's ranger guide advises to pick Power Attack and Cleave at level 1 for his Switch Hitter Ranger). I'm just wondering where in the rulebook I would find this information.


The chart on page 30 tells how many.

Remember that humans get an extra feat at 1st level, as do fighters. (So a 1st level human fighter starts with 3 feats.)


narcosis219 wrote:

Hi everyone, I'm new to Pathfinder so please bear with me.

I can't find anywhere in the core rulebook about how many feats a PC starts with. The "Getting Started" section tells me to refer to the class description, but it doesn't tell me there.

I see the level progression chart and from that I conclude that a level 1 character has only 1 feat. This doesn't seem to make sense because many guides say to pick two feats at level 1 (specifically, Treantmonk's ranger guide advises to pick Power Attack and Cleave at level 1 for his Switch Hitter Ranger). I'm just wondering where in the rulebook I would find this information.

You are right, you get 1 feat at level 1. However there is an exception to this rule and it is a very common exception. Humans. Humans get an extra feat at level 1 (along with some other stuff). They are thus a very attractive choice, and given their prevalence in many game worlds (such as pathfinders default golarion) there are ALOT of human characters out there. Thus many guides and character builds will include 2 feats at level 1.

Liberty's Edge

narcosis219 wrote:

Hi everyone, I'm new to Pathfinder so please bear with me.

I can't find anywhere in the core rulebook about how many feats a PC starts with. The "Getting Started" section tells me to refer to the class description, but it doesn't tell me there.

I see the level progression chart and from that I conclude that a level 1 character has only 1 feat. This doesn't seem to make sense because many guides say to pick two feats at level 1 (specifically, Treantmonk's ranger guide advises to pick Power Attack and Cleave at level 1 for his Switch Hitter Ranger). I'm just wondering where in the rulebook I would find this information.

A character gets a feat at every odd hit die; classes give a hit die per level, so most characters get feats at levels 1,3,5,etc. Humans get an additional bonus feat at level 1. Some classes give additional feats at certain levels. A human ranger would start with two feats at level 1.


Ah, Humans. This makes a lot more sense now.

Thanks everyone.


And the Switch Hitter example build character mentioned in that guide is indeed a human, so he gets 2 feats at first.


1st level = 1 feat.
Human = +1 feat.

1st level of Fighter or Monk = +1 feat from a specific list.

Quite a few classes grant a specific feat at 1st level as well.

Grand Lodge

If the character is a half-elf, does she get the human feat bonus? Or is the Skill Focus racial bonus the other feat?

Sczarni

Pixel7777 wrote:
If the character is a half-elf, does she get the human feat bonus? Or is the Skill Focus racial bonus the other feat?

Half Elves are Half Elves so they do not get the bonus feat. Only what is written in their passage is what you get.

The Skill Focus is what you get but its not directly a result of being half human. =b


In the sorcerer section inside the bloodlines there are 'bonus feats' what do these do? There are also 'bonus spells' how do these work?


The bonus spells are given at the level indicated in the bloodline, in addition to those indicated in the Spells Known table. As indicated in the Sorcerer table, they get bloodline bonus feats every few levels from level 7 on.


Thanks


Do you get the spells and feats in addition to your current spells and feats


If, as a sorcerer, you cast a spell with a meta magic feat that normally would take a round to complete how would the feat effect the casting time?

Liberty's Edge

Bunny_Spikes wrote:
If, as a sorcerer, you cast a spell with a meta magic feat that normally would take a round to complete how would the feat effect the casting time?

2 full rounds.

PRD wrote:

If the spell's normal casting time is a standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn't the same as a 1-round casting time.) The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat.

For a spell with a longer casting time, it takes an extra full-round action to cast the spell.


So it's twice as long as normal?


Bunny_Spikes wrote:
So it's twice as long as normal?

No, it is one extra full round action. If the spell has a normal casting time of 1 minute, with metamagic it would be one minute + one additional full round action, not 2 minutes.

Quote:

Sorcerers and Bards: Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. Because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell's normal casting time is a standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn't the same as a 1-round casting time.) The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat.

For a spell with a longer casting time, it takes an extra full-round action to cast the spell.


oh I understand thank you


Do you get the bonus feats and spells in addition to your current ones?

Sovereign Court RPG Superstar 2011 Top 32

Bunny_Spikes wrote:
Do you get the bonus feats and spells in addition to your current ones?

Yes.


Cool thanx


Honestly you can get 5 feats at 1st level if you really wanted to push it with some DM approval.. Granted it primarily going for archery, but this concept can be used with melee on some aspects.

Pick 1st level human. (1 feat) or Half elf (skill focus bonus feat-or Ancestral Arms "Exotic Weapon Proficiency or Martial Weapon Proficiency") Elf (Fleet foot: Run feat or Forlorn: Skill focus or Overwhelming Magic: Spell Focus) (Starchild: Psychic Sensitivity) Halfling (Catch Off-Guard or Throw Anything) Elf (Fleet-Footed: Run bonus feat) Gnome (Dirty Trickster: Combat Expertise, Improved Dirty Trick, and any feat with Improved Dirty Trick or Shadowhunter: Iron Will) Dwarf (Siege Survivor: Endurance or Unstoppable: Toughness)

Ok those are the core classes not going through all the other races

1st level feat (1 feats)

Choice of:

Fighter Unbreakable Arch (2 more feats) Die hard and Endurance
Dragoon (2 selected feats) Mounted Combat and Skill Focus (Ride)
Gladiator (2 feats) Performance Weapon Mastery + Bonus fighter Feat
Tactician (2 feats) Skill Focus or any teamwork feat + Bonus Fighter Feat

3rd party item (Major Drawback) (1 feat)

Total 5 feats at first level.

Now second level is a little bit of a switch up depending on Melee or Archery.

RangeFar Strike Arch Monk (2 feats) Quick Draw and Far Shot, Point-Blank Shot, Precise Shot, and any targeting feat.(which also means Bullseye strike would be included.)

RangeMonk Zen Archer (2 feats) Perfect strike and another bonus feat from the list Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. "With this set you also get flurry of blows with range attacks with Rapid Shot at first level is almost like having haste and two handed weapon attack"

MeleeMonk Hungry Ghost Monk (2 feats) Gains Punishing Kick and 1st level bonus feat

MeleeMonk Master of Many Styles (2/3 feats) You get Elemental fist, and you can activate 2 style feats at the same time. Would need the extra feats to get it.

Melee[ooc] Rogue makeshift scrapper (2 feats)gains Catch Off-Guard and Throw Anything as bonus feats

[ooc]Melee/rangeMagus (2 feats) Beastblade, Familiar and Magus Arcana (which can be used to gain a bonus feat)

MeleeMagus Spire Defender (2 feats) Combat Expertise and Dodge

MeleeSwashbuckler Inspired Blade (2 feats)Weapon Finesse with the rapier and Weapon focus (rapier)

Melee/range Swashbuckler Musketeer (2 feats) Gunsmithing + Weapon Finesse feature with the rapier

I also did not check to see if any of the Archetypes overlap and can be used together so you will have to check that yourself. Depending on your build you could go several levels at the start with multiple feats. 5 at first, 2 at second, a third class for 3 feats at 3rd and a forth class for 2 at 4th and Knock out 5th level with 3 more feats.I did this for me as well as others, I hope you enjoy.

If done right you can have 15 feats by 5th level, not saying they all stack however its interesting.


Also Looking over some more stuff came across the unchained monk: 1st level feats: Stunning Fist, Improved Unarmed Strike, (which also in addition to some of the other monk arch) and Choice of Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

Also Warpriest: Improved Unarmed Strike and Teamwork feat (with ability to add teamwork feat to ally for X number of rounds) Weapon focus, Empowered Metamagic feat (Healing only). (4 feats at first, WOW)


I stand amazed at such powerful necromantic powers. The post is pretty good though.


Thank you, I was having fun looking at all the classes that could give multiple feats. Found it to be very interesting.

Scarab Sages

You could push it to six by taking martial tradition human. You trade your bonus feat for two exotics weapon proficiencies.


Nice,that could help, That would mean focusing in two types of exotic weapons, but nice touch.

Scarab Sages

Rohan Scythe wrote:
Nice,that could help, That would mean focusing in two types of exotic weapons, but nice touch.

Or the whip. It's really useful for having both scorpion whip and whip proficiency.


You could also take that blind trait that makes you blond but gives you blind fight as a bonus feat. We were discussing it earlier tonight that an unarmed fighter can get the whole blinded blade tree by level 3.


Which Blind trait?


Hah. This thread has been brought back twice. The first break was over one year, and the next over four years!


Sah wrote:
You could also take that blind trait that makes you blond but gives you blind fight as a bonus feat. We were discussing it earlier tonight that an unarmed fighter can get the whole blinded blade tree by level 3.

How are you skipping skill rank requirements?


You get blindfight (and are blind) from Vildeis ' trait Blind zeal

Unarmed fighter can skip prerequisites on style feats and takes Blinded blade style, which counts as having 10 skill ranks for improved blindfight and feats that have improved blindfight as a prerequisites. Blinded competence does the same for 15 ranks for greater blindfight and feats that have it as a prerequisite.

So it goes
Human unarmed fighter
Blind zeal trait= blindfight
1 fighter: Blinded blade style (and improved unarmed strike)
1 human: improved blindfight
1: Blinded competence
2 fighter : greater blindfight
3: Blinded Mastery

I have heard some people say you have to take your human and level 1 feats before class feats, but that would just push it down to 5, without retraining.

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