Feat Archtype to simplify character progression


Homebrew and House Rules


There's quite a few feats out there now and it got me thinking about ways to offer an alternative to sifting through every feat looking for the right combinations.

So what about a Feat Archtype.

These would be generic ability packages that replace ALL you character feats and could open up some opporunites for some interesting sets of abilities knowing that they can't be combined with general feats.

This would also mean for GM's who want to generate higher level NPC's it would take less time if they just need to pick a Feat Package/Archtype for thier NPC give them the listed abilities and its done.

The packages themselves may include similar or even the same effects as feats but since they don't interact with feats are safer from unexpected combo abuse.

You could even use this as a form of multiclassing by offering packages which mimic other classes to a lesser extent.

These could even be applied to monsters replacing thier standard set of feats to give them flavor without giving them class levels.

Keep in mind like any archetype its optional so people who still want to custom build their feat tree are more than able to.

Thoughts ?


anyone ?


Not sure what you're going for here.

The point of feats, in my opinion, is to allow you to cherry pick abilities not associated with your class. Having to consolidate all of your feats into one "track" makes it basically a requirement that those feats will be associated with your class (you'll end up with either all class-relevant feats or none), i.e. all your feats will be combat feats, as opposed to taking weapon focus here, skill focus there, iron will later, etc.


I can see that working, actually.

Probably they ought to be designed so they all have mechanical variety but also a unifying theme. If they're done that way, they should be more powerful than feats, but designed so they don't align perfectly with the needs of any class.

You could have feat archetypes like:

Weapon Specialist (makes you better at using, fixing, breaking and making weapons from a particular fighter group, as well as fighting foes who wield them more effectively. Allows you to make magic weapons without casting spells), or Racial Paragon (improves race features, gives you your racial feats, bonuses to social interaction with your own race).


I actually REALLY like this idea... like as an optional alternative to feats. I'd go 1 farther and include skill assignment as well for some of these... like the Master Smith's build package:

  • Skills (1-3 per level) - Craft (Armor, Bows and/or Weapons): 1 rank/HD each
  • Feats (4-7) - Skill Focus in Craft skill(s), Cooperative Crafting, Prodigy, Master Craftsman (at 5+ ranks)


  • Am I the only one that has no problem picking feats as I level up? It's not like you have to choose a new feat every 30 seconds.


    I suppose I wouldn't have a problem with others taking this, but my biggest problem still with Pathfinder are the Bloodlines/Mysteries/Domains where you have to pick something at 1st level, and get all these preselected abilities, many of which are just not something people would pick otherwise and are just there for the 'feel'.

    I'd much rather cherry pick to get better options and make things more organic, less destined.


    Big Lemon wrote:
    Am I the only one that has no problem picking feats as I level up? It's not like you have to choose a new feat every 30 seconds.

    Oh as a player I'd never use them. But for quick NPC generation it's an awesome idea. As GM it's good to simplify the build choices by goal, then just pick the remaining feats & skill ranks after. Saves alot of time, even letting me make up NPCs on the fly.


    Big Lemon wrote:
    Am I the only one that has no problem picking feats as I level up? It's not like you have to choose a new feat every 30 seconds.

    As I said this would be a complimentary system meaning you could have PC's using a feat archetype package along side PC/NPC's using a tradition feat pick approach.

    Was your concern that you could no longer pick feats or is there something wrong with being able to trade your feats for a unique ability package.


    Malignor wrote:

    I actually REALLY like this idea... like as an optional alternative to feats. I'd go 1 farther and include skill assignment as well for some of these... like the Master Smith's build package:

  • Skills (1-3 per level) - Craft (Armor, Bows and/or Weapons): 1 rank/HD each
  • Feats (4-7) - Skill Focus in Craft skill(s), Cooperative Crafting, Prodigy, Master Craftsman (at 5+ ranks)
  • Hadn't considered skill assignments but yes that could work quite nicely.

    If you create a package that can't be spliced with the entire feat list then you can get a bit more adventurous with the abilities your offering.

    You could even extend this further to Racial Feat replacement packages that give you significant racial powers instead.

    There are many half races that you could do some very cool stuff with to reinforce and empower the non human portion.


    Phasics wrote:
    Big Lemon wrote:
    Am I the only one that has no problem picking feats as I level up? It's not like you have to choose a new feat every 30 seconds.

    As I said this would be a complimentary system meaning you could have PC's using a feat archetype package along side PC/NPC's using a tradition feat pick approach.

    Was your concern that you could no longer pick feats or is there something wrong with being able to trade your feats for a unique ability package.

    I guess I glossed over the last part of the post about it being purely optional in this scenario, but regardless, I'm wondering how much time it would actually save? Unless we're talking about using an automated system that upgrades as you level them without you inputting anything. I rarely feel the need to shift through a bunch of books to build an NPC, but I guess for a new player feat choices can be overwhelming.


    I'm pretty much for this idea, though there are some niches that are pretty well defined. The Creating NPCs chapter in the CRB has feats grouped by battle role, which I think is about halfway to getting done what you're suggesting. Also, the ranger combat technique lists. If these were expanded with a few of the options from later books, we'd be nearly done.

    I think the ones that are lacking are the more exotic types of character concepts, which you'll probably want to cherry pick anyway.


    Big Lemon wrote:
    Phasics wrote:
    Big Lemon wrote:
    Am I the only one that has no problem picking feats as I level up? It's not like you have to choose a new feat every 30 seconds.

    As I said this would be a complimentary system meaning you could have PC's using a feat archetype package along side PC/NPC's using a tradition feat pick approach.

    Was your concern that you could no longer pick feats or is there something wrong with being able to trade your feats for a unique ability package.

    I guess I glossed over the last part of the post about it being purely optional in this scenario, but regardless, I'm wondering how much time it would actually save? Unless we're talking about using an automated system that upgrades as you level them without you inputting anything. I rarely feel the need to shift through a bunch of books to build an NPC, but I guess for a new player feat choices can be overwhelming.

    It not just about time saving although in particular for a GM would be a noticeable amount. Plus as a GM it makes it easier to offer more diverse NPC's if he had a bunch of packages to slap over an NPC to give them a certain flavor.

    In theory it also gives the ability to create ability packages that offer potentially powerful abilities that would be broken if the PC could also take certain complimentary general feats.


    dreamingdragon wrote:

    I'm pretty much for this idea, though there are some niches that are pretty well defined. The Creating NPCs chapter in the CRB has feats grouped by battle role, which I think is about halfway to getting done what you're suggesting. Also, the ranger combat technique lists. If these were expanded with a few of the options from later books, we'd be nearly done.

    I think the ones that are lacking are the more exotic types of character concepts, which you'll probably want to cherry pick anyway.

    Well I guess that's the thing if you've got the scope to create a 1-20 progression of abilities you can get pretty creative with the concepts

    of course you start running the risk of creating a new type of bloat with feat archtypes for every concept out there.

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