| Blackstorm |
I was reading the Totem Spirit feat, and I wonder why it's a feat. I mean, almost all the bonuses are roughly equivalent to a trait bonus, so, it would make sense change it to a regional trait?
Consider I'm the GM of this game, so the decision is mine.
Any advice and argument are welcome :)
| Umbranus |
The benefits given are typically the rough equivalent of either two traits or twice one trait. That's a feat.
This.
And some options are even stronger than a feat.
Tamiir-Quah (Wind Clan): Your base land speed increases by 5 feet. You also gain a +2 bonus on Acrobatics checks.
While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.
You not only retain the speed bonus while wearing heavy armor you get a bonus to acrobatics on top of that.
Jadeite
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blahpers wrote:The benefits given are typically the rough equivalent of either two traits or twice one trait. That's a feat.This.
And some options are even stronger than a feat.
totem spirit wrote:Tamiir-Quah (Wind Clan): Your base land speed increases by 5 feet. You also gain a +2 bonus on Acrobatics checks.fleet wrote:While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.You not only retain the speed bonus while wearing heavy armor you get a bonus to acrobatics on top of that.
Why would anyone take that when there's this:
Tribal Scars
You endured the grueling coming-of-age rituals of your tribe or following, and proudly bear the scars that grant you the blessings of your tribe’s ancestors or totem.
Prerequisite: Member of a tribe of the north
Benefit: You gain 6 hit points. In addition, you gain another benefit, depending on which Mammoth Lords following you belong to.
Bear belt: You gain a +1 bonus on Fortitude saves and a +2 bonus on Intimidate checks.
Great tusk: You gain a +2 bonus on combat maneuver checks to make bull rush or overrun maneuvers and a +2 bonus on Ride checks.
Ice chasm: You gain a +1 bonus on Reflex saves and a +2 bonus on Climb checks.
Night hunt: You gain a +2 bonus on Perception and Survival checks.
Raptor scale: Your base land speed increases by 5 feet, and you gain a +2 bonus on Acrobatics checks.
Sloth jaw: You gain a +1 bonus on Will saves and a +2 bonus on Handle Animal checks
And there are also traits like this:
Adaptable Flatterer
Category Race
Requirement(s) Fetchling
A life spent avoiding racial mistrust has taught you to humor others effectively when it is useful to do so. You gain a +1 trait bonus on Bluff checks and on attack rolls against opponents who are denied their Dexterity bonus to AC against you.
(Although, to be honest, rogues need any help they can get).
| deuxhero |
And there are also traits like this:
Bastards of Golarion wrote:...Adaptable Flatterer
Category Race
Requirement(s) Fetchling
A life spent avoiding racial mistrust has taught you to humor others effectively when it is useful to do so. You gain a +1 trait bonus on Bluff checks and on attack rolls against opponents who are denied their Dexterity bonus
Hey, at least that DOES something.
Unnatural Presence
Benefit: You can use your Intimidate skill to demoralize animals and vermin; Intimidate is a class skill for you.[/quoteThere is no restrictions to targets for demoralize in the first place, and most vermin are immune to fear because they are mindless.
| blahpers |
Why would anyone take that when there's this:
If you're asking whether there exist two feats such that one feat is strictly better than the other (disregarding prerequisites), well, that's a different question.
There is no restrictions to targets for demoralize in the first place, and most vermin are immune to fear because they are mindless.
I think the intent was for it to work on vermin regardless of their mindless quality. You're correct re: RAW, though.