Feats to Add


Pathfinder Online


What feats from the books do you think PFO needs to adapt?

Personally, I think Spring Attack and Quick Draw are some really good options. Spring Attack could be a "charge" taught by Skirmishers, while Quick Draw could be taught by the Rogues. Switching weapons is tricky—buying a high Quick Draw could be a handy niche feat for synergy specialists.

Goblin Squad Member

I think they should add a very weak channel energy for the Cleric. Then have all of those feats available for not healing the enemy, and attacking undead/evil.

They also need to add spell failure, Heavy Armor + Spell casting works fine.

I would like to see some kind of disarm ability in the game.

Feinting for Rogues should be a thing, either to give a debuff or allow for extra damage. Also, we need sneak attack for rogues, they need to be able to do medium to high dps!

We need to be able to attack with our fists, just a basic attack. On that note, I would like to see a very basic attack line for everything.

Acrobatics - Gives a tumble like ability.
Alertness - Bonus versus Stealth and Disguise.
Arcane Strike - Would be fun if a wizard had a melee attack.
Blind Fight - Allows you to overcome oblivious.
Combat Casting - So you don't take AoOs if you have to get close.
Combat Expertise - You can lower your attack by 4 points and gain a bonus to your defense.
Stand Still - Would like to see a full on few second immobilize for melee characters.
Command Undead - While I want to be a good guy, I wouldn't mind seeing PC necromancers if they were limited.
Critical - Once criticals make it into the game, all the Critical feats.
Deadly Aim - Trading Ranged Attack Bonus and/or Range for extra damage would be nice.
Disruptive - A debuff to hit casters with making it longer/harder to cast spells, or maybe eat more stamina.
Dodge - Increase your defense against AoOs.
Mobility - Probably wrapped up into the Dodge tree.
Spring Attack - Would be cool if you could move say 10 meters to your target, attack, and jump back 10 meters. Cooldown of course.
Wind Stance/Lighting Stance - 20-50% less damage for 2-3 seconds, very long cool down.
Endurance - Allows you to go longer when running, reduce fatigue.
Diehard - Exactly in the book, you target yourself, it only uses power, stabilizing yourself so someone can come revive you.
Fleet - Slight boost in base speed.
Deflect Arrows - Just like the book, every 6 seconds you deflect 1 ranged arrow/attack.
Snatch Arrows - Same as above, but you pocket the arrow.
Lunge - Penalty to hit/dmg for Melee weapons to reach.
Mounted Combat Line - Once they add mounted combat.
Point-Blank Shot - YES, we already have distant shot, we need a big bonus for getting close.
Rapid Shot/Many Shot - Would be nice to be able to do something like shooting faster/more arrows at once.
Power Attack - Sacrifice for more damage.
Quick Draw - Just anything that allows you to take your weapon out when your not in combat or when moving to combat.
Run - same as Fleet.
More Shield feats - more shield attacks, shield focus, tower shields!
Step Up - Follows someone as they move and attacks them.
More Two Weapon Fighting Feats!
Vital strike - Double/Triple damage, massive cooldown.

Almost everything I didn't mention, I saw it or variations of it in the Alpha already.

Goblin Squad Member

In TT, one of my favorite Chars is a LE human Vivisectionist 7/ CE Master Chymist 6 atm. One of my Alchemist discoveries is "Tentacle(Ex)" with the grab ability, and i took every grapple feat i could get.

Combine this with "Enlarge Person" and "Animal Aspect(Gorilla)", and everyone not specialiced on grappling is fun to get toe-to-toe to, especially casters.

Of course, the TT rules would mean perma-cc in PFO, which isn't fun.

Although, i hope GW will try and make a fun grapple-mechanic. I don't think this will happen anytime soon, though. Grappling is just OP. ;)


Vital Strike could be iffy. There's already a lot of skepticism about one-shotting potential.

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