[Purple Duck Games] 80 Awesome Feats ... and 2 Crappy Ones


Product Discussion


80 Awesome Feats ... and 2 Crappy Ones is a new collection of feat for the Pathfinder Roleplaying Game. Within the electronic pages of this tome you will find a host of general, combat and metamagic feats with a couple of teamwork and psionic feats. Additionally, there is a dozen totem feats for characters with a more mutualistic relationship with the environment.

80 Awesome Feats ... and 2 Crappy Ones builds upon concepts and ideas put forward in the Pathfinder Roleplaying Game Core Rulebook, The Advanced Player's Guide and Ultimate Magic.

Authors: Tom Baumbach, Mark Gedak and Stefen Styrsky

Get it now at Rpgnow: Buy Me for $2.75

Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.

Dark Archive

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Pathfinder Roleplaying Game Superscriber

That's... a really odd name for a book. :)


So...as a preview, how's one awesome one and one crappy one? :)


Cheapy wrote:
So...as a preview, how's one awesome one and one crappy one? :)

Well I always thought this was one of the awesome feats but for the crappy one I think its a matter of personal preference.

The title is completely Thomas Baumbach's fault. He mentioned it in jest, foolishly believing I wouldn't use it.

I think all collections will have great feats and some stinkers but how an individual determines which are awesome and which are crappy will really dependent on the individual and what they are looking for.

If you never, ever play a monk then the awesome feat I listed above is crappy for you.

I think its a great and honest name for a collection of feats.

- Mark

Scarab Sages

Yeah, I find it hilarious he went with that name, but the more I think about it Mark has the right of it: there are even some stinkers in the core rulebook.

The genesis of the name came from the fact that Mark had 82 feats and asked us to find two to nix. Nothing popped out at me as ridicubroke or lamesauce, so there you go.

Spoiler:
Oh how my writing teachers would loathe my use of made up words!

And by way of additional preview, the feat mentioned in this post appears in the book. (Or a version thereof, I'm not sure if it was edited or not.) (Oh, and there are really aren't too many monk-oriented feats, it's just coincidence that I happened to mention another one.)

Scarab Sages RPG Superstar 2009 Top 32

Purple Duck Games wrote:
Well I always thought this was one of the awesome feats.

I totally agree, it's one of my favourites purely for the flavour alone (although the ability itself is brilliant as well).

Loving just about all of the Feats in this book (and even those that aren't for me are still pretty damn good in their own right).

As with all of Purple Duck's material, this one gets a big thumbs up from me. Couldn't be happier with the way it tuned out. :)


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I may have to pick this up just *because* of the name. :)


Dungeon Grrrl wrote:
I may have to pick this up just *because* of the name. :)

Please do.


Errata Point : page 5, under Metamagic Feats. Copy/Paste error, Water Dragon is listed as Fire Dragon. :)


Errata Point : Page 11, under Mine! Not Yours!. This is triggered by
anyone attempting to use the item with your permission. Should be ...use the item without your permission.


Errata Point : Page 14, Whirling Axe. ...you gain a circumstance bonus to AC equal to one-third. It cuts off there. Equal to 1/3 what? The Enhancement bonus of the weapon, your strength bonus, your dex bonus, your character level, your BAB?


mdt wrote:
Errata Point : page 5, under Metamagic Feats. Copy/Paste error, Water Dragon is listed as Fire Dragon. :)

Thanks I will update my files and republish this before Monday.

Shadow Lodge

mdt wrote:
Errata Point : Page 14, Whirling Axe. ...you gain a circumstance bonus to AC equal to one-third. It cuts off there. Equal to 1/3 what? The Enhancement bonus of the weapon, your strength bonus, your dex bonus, your character level, your BAB?

Maybe that's why it's a crappy feat. :P


Kthulhu wrote:
Maybe that's why it's a crappy feat. :P

Checking my document it is 1/3 of your BAB (minimum 1).


Purple Duck Games wrote:
Kthulhu wrote:
Maybe that's why it's a crappy feat. :P

Checking my document it is 1/3 of your BAB (minimum 1).

If I remember correctly, if you update the PDF, I don't get a new version with RPG now, is that correct?


mdt wrote:
If I remember correctly, if you update the PDF, I don't get a new version with RPG now, is that correct?

You can always redownload purchases at Rpgnow. I'll also send out an email to let you know that I've updated it. So there should be no problem.

- Mark


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
mdt wrote:
Purple Duck Games wrote:
Kthulhu wrote:
Maybe that's why it's a crappy feat. :P

Checking my document it is 1/3 of your BAB (minimum 1).

If I remember correctly, if you update the PDF, I don't get a new version with RPG now, is that correct?

You always get the new version via RPGNow, so long as the publisher uploads it there. You'll also get an email if the publisher chooses to send one, and under your account there's a listing for all products updated since your last download.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Purple Duck Games wrote:
Well I always thought this was one of the awesome feats but for the crappy one I think its a matter of personal preference.

As mdt would say:

Errata Point: This feat should end with a parenthetical note (minimum 1).


Alzrius wrote:

As mdt would say:

Errata Point: This feat should end with a parenthetical note (minimum 1).

You are correct as well. It is nice to have feedback even if its a list of corrections.

:)


Purple Duck Games wrote:
Alzrius wrote:

As mdt would say:

Errata Point: This feat should end with a parenthetical note (minimum 1).

You are correct as well. It is nice to have feedback even if its a list of corrections.

:)

Hey, it means people actually bought it. :)

Errata Point : Page 7, Catch them With A Backswing. The feat doesn't state how much damage the haft of the spear does. it shouldn't be the same as the spear itself, nor should it gain the weapon enhancement bonuses. I would suggest adding 'This attack is treated as if made with a quarterstaff (or MW quarterstaff if the spear is MW or Magical).' to the end of the feat. That allows GMs to allow them to enchant the wooden end too if they want to.

If you want real feedback though, here's mine :

Feats I like and think are balanced :
Abundant Magic, Aligned Lay on Hands, Animal Reflexes, Badger Style*, Beast Senses, Breach, Burst the Bonds, Catch Them With A Backswing*, Chakra Strike, Channel Bolt, Channelled Defense, Channelled Insight, Channelled Offense, Comrade in Arms*, Construct Critical*, Crane Strike, Cunning Maneuver*, Dilettante, Divert Damage*, Divine Strike, Duck and Cover*, Dwarven Resilience, Favored Combat Maneuver, Focused Rage Base, Greater Expertise*, Improved Orc Ferocity, Improved Ray Shield*, Improved Weapon Finesse*, Kick-up Weapon*, I Remember This One!, Mine! Not Yours!, Quick Cover*, Push Forward, Righteous Stare,
Savvy Resolve*, Sculpt Spell (Which appears to have been recycled from UM, where it was called Mystic Motif), Spell Trigger Combat* Improved spell combat, Spotter*, Strength in Steel*, Sweeping Strike*, Swift Shift, Tearing Bite, Technical Prodigy, The Only Tool You Need*, There. All Fixed, To the Hilt*, Watch Your Back, Weapon Kata* (especially this one), When In Doubt, Give It A Whack (OH! Earth Technology!)

Feats I think are overpowered :
The ones that give coup-de-gras on crits.

Feats I think are less than useful :
All the dragon feats, since they require dragon subtype. Which is hard to get in most games.

Feats I think are a mix of overpowered and underpowered, and whose premise rubs me the wrong way :
All the Totem Feats

The ones not listed, I'm still mulling over. I do sort of like the teamwork feat, it's basically a way for everyone to use the best initiative in the group to determine flat-footedness in a surprise round. Just not sure if that's worth everyone giving up a feat for it.

Paizo Employee Chief Technical Officer

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Purple Duck Games wrote:
The title is completely Thomas Baumbach's fault. He mentioned it in jest, foolishly believing I wouldn't use it.

Some folks may know it's a play on the slogan used by Deja Vu adult clubs: "1000's of Beautiful Girls and 3 Ugly Ones" (which they have trademarked, complete with that incorrect apostrophe).

My own person favorite take on that was a sign for a bar not far from a Deja Vu in Seattle, which said something like "Dozens of Imported Beers and Three Domestic Ones."

Scarab Sages

mdt wrote:
Feats I like and think are balanced : ... Divert Damage*...

I'm particularly interested in opinions of this one. It's something new (to me at least), and I wonder how people like the mechanic.

Scarab Sages

Vic Wertz wrote:
"Dozens of Imported Beers and Three Domestic Ones."

I saw that same sign when I was there for PaizoCon!


mdt wrote:
Errata Point : Page 7, Catch them With A Backswing. The feat doesn't state how much damage the haft of the spear does. it shouldn't be the same as the spear itself, nor should it gain the weapon enhancement bonuses. I would suggest adding 'This attack is treated as if made with a quarterstaff (or MW quarterstaff if the spear is MW or Magical).' to the end of the feat. That allows GMs to allow them to enchant the wooden end too if they want to.

I assumed that. I should be careful about assuming.

mdt wrote:

Feats I think are overpowered :

The ones that give coup-de-gras on crits.

Brutal Slash is only available at level 15? Is that too early for death attacks for a fighter class? A wizard can instant-kill with [i]phantasmal killer[/] at 7th level. Death From Afar I may agree with but is linked to one type of build which further restricts it.

mdt wrote:

Feats I think are less than useful :

All the dragon feats, since they require...

These are not for players, they are for DMs who want dragons to be awesome spellcasters as well as fierce combatants.

mdt wrote:

Feats I think are a mix of overpowered and underpowered, and whose premise rubs me the wrong way :

All the Totem Feats

You know Tom was exactly the same way on totem feat but he grew to like them over time.

Re: The teamwork
- It does need to be a little more powerful. I'll need to think on it for a bit.


Not available via Paizo?

Scarab Sages

Purple Duck Games wrote:
mdt wrote:

Feats I think are a mix of overpowered and underpowered, and whose premise rubs me the wrong way :

All the Totem Feats
You know Tom was exactly the same way on totem feat but he grew to like them over time.

It's true! Early on I was at best ambivalent about them, but after reading through them half a dozen times, I came to realize that they aren't right for every game, but for what they are they're quite good. That they are presented alongside "generic" feats sort of put me in the generic feat mindset, but once I saw them as in the same category as Teamwork, or Psionic, or whathaveyou, I started evaluating them differently and came to like them.

Dark Archive

Pathfinder Roleplaying Game Superscriber
Brian E. Harris wrote:
Not available via Paizo?

Purple Duck signed a exclusive deal with RPGNow when they first started. The deal is up I believe in August so as soon as it is up, it has been said Purple Duck Games products will be up for sale on Paizo as well.


Dark_Mistress wrote:
Purple Duck signed a exclusive deal with RPGNow when they first started. The deal is up I believe in August so as soon as it is up, it has been said Purple Duck Games products will be up for sale on Paizo as well.

Middle of August. ;)


Purple Duck Games wrote:
mdt wrote:
Errata Point : Page 7, Catch them With A Backswing. The feat doesn't state how much damage the haft of the spear does. it shouldn't be the same as the spear itself, nor should it gain the weapon enhancement bonuses. I would suggest adding 'This attack is treated as if made with a quarterstaff (or MW quarterstaff if the spear is MW or Magical).' to the end of the feat. That allows GMs to allow them to enchant the wooden end too if they want to.

I assumed that. I should be careful about assuming.

You know what they say about when you assume. :)

Purple Duck Games wrote:


mdt wrote:

Feats I think are overpowered :

The ones that give coup-de-gras on crits.

Brutal Slash is only available at level 15? Is that too early for death attacks for a fighter class? A wizard can instant-kill with phantasmal killer at 7th level. Death From Afar I may agree with but is linked to one type of build which further restricts it.

Elven Curve Blade, Improved Crit, Crit Focus. Or aldurian dueling sword, or rapier. Anything that get's you 17-20 crit range and bonuses to confirm the crit. That's basically a 20% chance of killing any creature per hit, even an elder dragon, and there's no save other than the 'you die' to avoid it. And it works anytime you can flat-foot an opponent. I'm imagining at 15th level a fighter with greater invisibility running up to a creature and getting a 20% chance to kill it, regadless of what it is, on each hit, regardless of how much damage he does. Yeah, a bit overpowered.

Purple Duck Games wrote:


Re: The teamwork
- It does need to be a little more powerful. I'll need to think on it for a bit.

Just a tad. Maybe a nontyped bonus to initiative if at least one other person in the group has the feat (or if you happen to be an inquisitor).


Actually, on reflection, Brutal Slash may not be overpowered. But if it's not, it's because it can never be used. Strictly reading the text of the benefit, you can only use it before the combat starts. Which means you have to start the surprise round immediately adjacent to your opponent. Since you can only do that if you are invisible and they don't have greater invisibility (or be in the deeper darkeness with a way to see), the feat would never actually come into play.

*shrug*


mdt wrote:
*shrug*

Yeah, there is something off there.

Let's try:

Benefit In the first round of combat, if you strike a flat-footed opponent with a melee weapon the attack is considered a coup de grace. It may only be used against one opponent in an encounter.
----

I did not write the feat originally but I believe the intention was to allow the intent was to allow a fighter to make a first strike kill if they won initiative.

Too good, worse?


Purple Duck Games wrote:
mdt wrote:
*shrug*

Yeah, there is something off there.

Let's try:

Benefit In the first round of combat, if you strike a flat-footed opponent with a melee weapon the attack is considered a coup de grace. It may only be used against one opponent in an encounter.
----

I did not write the feat originally but I believe the intention was to allow the intent was to allow a fighter to make a first strike kill if they won initiative.

Too good, worse?

Still makes it very easy to get (charge whatever enemy you beat on initiative). How about :

Benefit In the first round of combat, as a standard action (or as part of a charge), you may make a single attempt to coup-de-gras a flat footed opponent you can make a melee attack against. Treat this as a combat maneuver which does no damage if it fails.

This gives them the ability to still coup-de-gras an opponent, if they can get into melee range against him the first round of combat, but it also means it's not an automatic thing, they have to make a normal CMB/CMD check to get it off. It's still very useful, but only usable once per fight (since you wont' get surprise round on more than one person). And since you can make a charge in the surprise round, you don't have to be adjacent to them.


mdt wrote:

How about :

Benefit In the first round of combat, as a standard action (or as part of a charge), you may make a single attempt to coup-de-gras a flat footed opponent you can make a melee attack against. Treat this as a combat maneuver which does no damage if it fails.

Just playing with wording here.

Benefit In the first round of combat, as a standard action (or as part of a charge), you may make a combat maneuver check against a flat-footed opponent. If the maneuver succeeds, it is treated as a coup de grace and if the maneuver fails the attack is lost.


Dark_Mistress wrote:
Brian E. Harris wrote:
Not available via Paizo?
Purple Duck signed a exclusive deal with RPGNow when they first started. The deal is up I believe in August so as soon as it is up, it has been said Purple Duck Games products will be up for sale on Paizo as well.

So that's why I've never really heard of them. I happen to have an exclusive deal with buying from Paizo.


Purple Duck Games wrote:
mdt wrote:

How about :

Benefit In the first round of combat, as a standard action (or as part of a charge), you may make a single attempt to coup-de-gras a flat footed opponent you can make a melee attack against. Treat this as a combat maneuver which does no damage if it fails.

Just playing with wording here.

Benefit In the first round of combat, as a standard action (or as part of a charge), you may make a combat maneuver check against a flat-footed opponent. If the maneuver succeeds, it is treated as a coup de grace and if the maneuver fails the attack is lost.

Yep, like that much better. It's not an auto-success, but it's still useful. Some creatures more than others will be susceptible to it.


mdt wrote:
Yep, like that much better. It's not an auto-success, but it's still useful. Some creatures more than others will be susceptible to it.

I'd like to provide a mention like:

Feedback mdt (at the paizo boards)

If that is alright?


Purple Duck Games wrote:
mdt wrote:
Yep, like that much better. It's not an auto-success, but it's still useful. Some creatures more than others will be susceptible to it.

I'd like to provide a mention like:

Feedback mdt (at the paizo boards)

If that is alright?

LOL, sure, but no need to. I figure anything I post on the internet I'm sort of tossing on the wind. :)


Hey, now hold on, there. Coup-de-grace allows a save, so I dunno what the complaint is. I like it. Feels more "Bushido Blade" and less "Soul Calibur." I get that the mechanics of the game make OHKOs seem OP, but martial characters want nice things...

In fairness, I like it as a combat maneuver instead of a critical effect, because I don't like how much better high-threat range weapons are than high-crit multiplier, and don't think that gap should widen.


Irulesmost wrote:
Hey, now hold on, there. Coup-de-grace allows a save, so I dunno what the complaint is.

I think the complaint is that the coup de grace save is impossible to make. Which is a fair complaint.

A 15th level Fighter with only 10 Strength for some reason wielding only a +1 club for some reason with Weapon Training 3 in it and Greater Weapon Specialization will still be requiring a DC 33 Fort save. More realistically (but still conservatively), the Fighter has 24 Strength Power Attacking one-handed with a +3 Longsword with Weapon Training and Greater Spec, requiring a DC 69 Fort save--two-handing the Longsword puts that up to DC 79).

Scarab Sages

Sounds like we need a playtest!


Rogue Eidolon wrote:
Irulesmost wrote:
Hey, now hold on, there. Coup-de-grace allows a save, so I dunno what the complaint is.

I think the complaint is that the coup de grace save is impossible to make. Which is a fair complaint.

A 15th level Fighter with only 10 Strength for some reason wielding only a +1 club for some reason with Weapon Training 3 in it and Greater Weapon Specialization will still be requiring a DC 33 Fort save. More realistically (but still conservatively), the Fighter has 24 Strength Power Attacking one-handed with a +3 Longsword with Weapon Training and Greater Spec, requiring a DC 69 Fort save--two-handing the Longsword puts that up to DC 79).

I get that, but Rogues (who are widely considered underpowered) can take Dastardly Finish as early as 11th level, allowing them to coup-de-grace enemies who are stunned or cowering. Intimidate rules working as they do, a properly archetype'd rogue (or member of his party) should have an easy time applying "cowering" or "stunned" to most foes, save, of course, immune ones. They also apply Sneak Attack to their Coup damage, don't need a crit or Combat Maneuver to Dastardly Finish, and have no limit, daily or otherwise, on how often they can use Dastardly finish. Compared to that, I don't see this feat (or any of the permutations suggested herein) as overpowered.

With that in mind, let me amend that I am not a game designer, merely a GM, like most people on these boards are (or seem to be), and as such, am no more qualified to make end-all, be-all judgment calls about game balance etc. than most of the other people here.

Anyway. The most recently agreed upon feat seems reasonable. I threw my 2c in after a slight misunderstanding of the discussion, but w/e. I'd argue for a bit of change to make it possible to use as your first attack in a combat, rather than just vs. flatfooted enemies during round one, but I will save my argument, because any such change would make things far more complicated, and needless complexity is needless.


Irulesmost wrote:
Anyway. The most recently agreed upon feat seems reasonable. I threw my 2c in after a slight misunderstanding of the discussion, but w/e.

Thanks for your and rogue eilodon's input on this.


Irulesmost wrote:
Rogue Eidolon wrote:
Irulesmost wrote:
Hey, now hold on, there. Coup-de-grace allows a save, so I dunno what the complaint is.

I think the complaint is that the coup de grace save is impossible to make. Which is a fair complaint.

A 15th level Fighter with only 10 Strength for some reason wielding only a +1 club for some reason with Weapon Training 3 in it and Greater Weapon Specialization will still be requiring a DC 33 Fort save. More realistically (but still conservatively), the Fighter has 24 Strength Power Attacking one-handed with a +3 Longsword with Weapon Training and Greater Spec, requiring a DC 69 Fort save--two-handing the Longsword puts that up to DC 79).

I get that, but Rogues (who are widely considered underpowered) can take Dastardly Finish as early as 11th level, allowing them to coup-de-grace enemies who are stunned or cowering. Intimidate rules working as they do, a properly archetype'd rogue (or member of his party) should have an easy time applying "cowering" or "stunned" to most foes, save, of course, immune ones. They also apply Sneak Attack to their Coup damage, don't need a crit or Combat Maneuver to Dastardly Finish, and have no limit, daily or otherwise, on how often they can use Dastardly finish. Compared to that, I don't see this feat (or any of the permutations suggested herein) as overpowered.

FYI, this is pretty hidden in the FAQ, but is worth noting:

Quote:

Q: (10/8/09) Can you demoralize the same being more than once, and have the effects stack?

A: (Joshua J. Frost) The shaken condition gained in this matter cannot be stacked to create a stronger condition. If you succeed at another demoralize attempt, you just extend the shaken condition's duration. There was a sentence left out of the skill description that will be noted in a future errata update. [Source]

A: (Jason Bulmahn) This is indeed the case.

Purple Duck Games wrote:
Thanks for your and rogue eidolon's input on this.

My pleasure--I'll admit to reading this thread because of the strange name of the product, so I guess your marketing campaign has worked ^_~


Purple Duck Games wrote:
Re: The teamwork - It does need to be a little more powerful. I'll need to think on it for a bit.

How about:

Coordinated Reaction (Combat, Teamwork)
You are able give your allies early warning of danger.
Prerequisite: Improved Initiative
Benefit: All allies within 30 ft. can use your initiative roll to determine if they are flat-footed in the first round of combat; they still act on their own initiative. Additionally, you gain an insight bonus to your initiative checks equal to 1/2 the number of allies within 30 ft.

(So at the start of combat flat-footed might be negated and you gain a +1/+2/+3 bonus to initiative on top of Improved Initiative) as long as allies are bunched up. Or should it just be a flat value like +2 insight?

The Exchange

Purple Duck Games wrote:
Purple Duck Games wrote:
Re: The teamwork - It does need to be a little more powerful. I'll need to think on it for a bit.

How about:

Coordinated Reaction (Combat, Teamwork)
You are able give your allies early warning of danger.
Prerequisite: Improved Initiative
Benefit: All allies within 30 ft. can use your initiative roll to determine if they are flat-footed in the first round of combat; they still act on their own initiative. Additionally, you gain an insight bonus to your initiative checks equal to 1/2 the number of allies within 30 ft.

(So at the start of combat flat-footed might be negated and you gain a +1/+2/+3 bonus to initiative on top of Improved Initiative) as long as allies are bunched up. Or should it just be a flat value like +2 insight?

30 feet radius or diameter? Plus, from what you've written it seems that there's not specifically an upper limit of how many allies can provide, you can have a higher initiative bonus depending on the number of 'allies' that are within range, I do see you wrote in parenthese about +1/+2/+3, but that's not clear to me in the rules. Do summoned creatures count as an ally? How about mounts? Plus, the limit may not just be limited to the number of allies on the ground, you could have some flying allies so the upper limit can really shoot up, or in three dimensional space such as underwater combat... Summing it up, it may need an upper limit to the bonus... I think I like the flat value better.


Whited Sepulcher wrote:
30 feet radius or diameter? Plus, from what you've written it seems that there's not specifically an upper limit of how many allies can provide, you can have a higher initiative bonus depending on the number of 'allies' that are within range, I do see you wrote in parenthese about +1/+2/+3, but that's not clear to me in the rules. Do summoned creatures count as an ally? How about mounts? Plus, the limit may not just be limited to the number of allies on the ground, you could have some flying allies so the upper limit can really shoot up, or in three dimensional space such as underwater combat... Summing it up, it may need an upper limit to the bonus... I think I like the flat value better.

I went with a flat bonus of +2 insight when you have a teamwork ally within 30 ft.

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