What feats do you wish existed?


Pathfinder First Edition General Discussion

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Just like the title says, describe the feats that you wished existed. Sometimes part of a chain feels missing. Sometimes a cycle seems one sided. Sometimes some kind of effect in the game seems like it should be available in feat form. Sometimes you feel like you should be able to do something but cannot. Whatever the reason describe a feat that doesn't exist (Including in the Pathfinder Campaign Setting and Player Companion lines but with the exception of mythic feats.) that you think really should exist.Combined feats or fixed versions of existing feats don't count.


I'll start.

I think that there should be a series of immunity feats after the save feats. For example; Say you took Lightning Reflexes, and then Improved Lightning Reflexes. After that I think you should be able to take another feat that makes you immune to paralysis or gain Evasion. Now immunity to paralysis is pretty powerful but I think that's fair for three feats.


Practiced Spellcaster (as it existed in 3.5)

Lesser Quicken Metamagic (reduce full round casting spells to standard action for +1)

Ad Hoc Patch for Non-Cleric Healers (divine caster only: heal, neutralize poison, and all spells on the cleric list with remove or restore in their name are added to your spell list at the same level they appear on the cleric list. If you are a spontaneous caster they are added to your spells known as soon as you gain spell slots of the level required to cast them.)

Ad Hoc Patch for Fighting Fliers (Add strength to jump checks and reduce the high jump DC to +6 per 5 feet.


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Speaking of 3.5 feats that didn't make it, the feat that I hear about the most is Monkey Grip.


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A feat that makes channeling work like it did in previous editions--heal & harm all within the radius according to their energy affinitiy.


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A feat-based spellcasting system so someone can 'dabble' in spellcasting without multiclassing, or having one or two essentially useless spellcaster levels. Something perhaps similar to the SLA-granting rogue talents.

Liberty's Edge

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Dash and Slash
You can take down a few enemies while you're on the run.

Prerequisites: Dex 13, Dodge, Mobility, Spring Attack, Run, base attack bonus +6

Benefit: You can move up to your speed and make full use of your iterative attacks. Your movement triggers opportunity attacks as usual. You must move at least 10' (2 squares) before your first attack and each attack must be made against a different opponent.

Special: The Cleaving Finish and Greater Cleaving Finish feats trigger as normal if your opponent drops as a result of this feat.

Aerial Pin
You've probably seen the wrong kind of wrestling, but let's not question results.

Prerequisites: Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +6, Str 15, Dex 13

Benefit: When you have an opponent grappled and wish to pin him, you can instead hoist him above your head with a combat maneuver check. If you do so, your opponent has the pinned condition as if you had pinned him (you still have the grappled condition, but lose your Dexterity bonus to AC.) You cannot tie up your opponent while he is held overhead, but on your subsequent turns, you can make a combat maneuver check to do one of the following:
Throw- You throw your opponent 5' (1 square) plus an extra 5' for every 5 your check exceeds his Combat Maneuver Defense. Your opponent lands prone in that square. If the target square is occupied, both your opponent and the square's occupant take 1d6 + 1.5x Str bludgeoning damage, and your opponent lands in the closest available square.
Body Slam- You may hurl your opponent to the ground with a combat maneuver check. He takes 1d6 + 1.5x Str nonlethal bludgeoning damage, and is prone at your feet.

Special: You must be able to hoist your opponent's weight above your head in order to use this feat.


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- Darkstalker (from 3.5), so Rogues can have nice things

- Luck feats from Ultimate Scoundrel. I always thought this line of feats had great potential, but ultimately wasn't powerful enough in 3.5 to be truly interesting.

Grand Lodge

A feat that advance you class feture you already have that is level dependent as if you where one more level in that class feature you already have up to your max. Ie Fighter 3/ Rouge 2 could take it to have sneak attack work as if you a Rouge 3.

Sovereign Court

Atarlost wrote:

Lesser Quicken Metamagic (reduce full round casting spells to standard action for +1)

I believe in 3.5 it was called "Rapid Spell" and it increased spell level by 1 and allowed you to cast a full round spell as a standard action, a multiple round spell as a full round action, and a multiple minute spell as a 1 minute action.

To add to this list, I'd like to see a feat or feat chain to allow divine casters to take domains that aren't part of their god's portfolio.

I'd like to see a feat or feat chain that would allow certain races to use their con modifier instead of their dex modifier to AC (I.E. if you have or can have at least a +1 natural armor bonus, you can qualify)


Atarlost wrote:
Lesser Quicken Metamagic (reduce full round casting spells to standard action for +1)

Standard action summoning is a very bad idea. Better to go the other way, ban Sacred Summoning (and Academae Graduate), and get it completely out of the game. I know there are other full round casting time spells, but summoning is what such a feat would be used for 99% of the time.


instead of gaining the mighty template of the planes - you ask heavens to assist your summoning to be quicker.

aligned animal:
require : able to cast divine summon monster with celestial or fiendish template .
benefit: when summoning an animal, that can be "boosted" with a template , the divine caster may decide to "keep" the animal without a template - using the normal statistics for it.
the animal will have the following changes:
1.the summon spell will take a full round rather than a 1 round casting (hence, the animal will attack same round as casting - but caster will have no more actions )
2. the animal will gain an alignment of the caster type - good for positive channaler, evil for negative hence - the animal will suffer the effects of protection from evil spells.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

A feat that grants you full BAB while polymorphed into a different form. Finally make transmuters the monstrous melee beings they ought to be.

Whether or not the feat would/should also work on wildshaped characters is up to debate.

Sovereign Court RPG Superstar 2011 Top 32

blahpers wrote:
A feat that makes channeling work like it did in previous editions--heal & harm all within the radius according to their energy affinitiy.

While I think this would be a fine feat, only during the Pathfinder beta did channeling work that way. Channeling was introduced for Pathfinder so in "previous editions" it did not exist. In 3.5 and earlier it was Turn Undead.

I'd like a feat to boost item crafting speed. My experience is that the real limit on item creation is the time required to make anything high level. Not many APs or campaigns give the players the months of downtime needed to craft high level items.


ryric wrote:
blahpers wrote:
A feat that makes channeling work like it did in previous editions--heal & harm all within the radius according to their energy affinitiy.

While I think this would be a fine feat, only during the Pathfinder beta did channeling work that way. Channeling was introduced for Pathfinder so in "previous editions" it did not exist. In 3.5 and earlier it was Turn Undead.

I'd like a feat to boost item crafting speed. My experience is that the real limit on item creation is the time required to make anything high level. Not many APs or campaigns give the players the months of downtime needed to craft high level items.

Damn, you're right. Where am I remembering/inventing this from?

I stand by the feat, though.

Item crafting speed boosts would be nice so you wouldn't have to hunt for some ridiculously-slow-time plane to craft in--not to mention going stir-crazy and aging "prematurely" compared to the rest of the world.


Swift Readiness
Prerequisites: BAB +6, Perception 6 ranks
You may perform an additional swift or immediate action per round in combat, but it cannot be used to cast a spell or use a spell-like ability.

Master of Knives
Prerequisites: DEX 15, Weapon Finesse
You may add your Dexterity bonus to damage in place of your Strength bonus when using a dagger of any kind, a switchblade or a starknife, as long as you are not using a shield or attacking simultaneously with an off-hand weapon.
Special: This also applies for thrown damage.

Parry Blow
Prerequisites: STR 13, BAB +2
Whenever you are attacked by a melee weapon attack while you are fighting defensively or taking a total defense action, you may choose to make a disarm combat maneuver check as an immediate action, which, if successful, negates the attack entirely. If you fail the check, the attack against you automatically hits, though the target still rolls an attack roll to determine if the hit is a critical hit.

Improved Parry Blow
Prerequisites: STR 15, BAB +2
You gain a +2 to disarm CMB and you may benefit from Parry Blow when not fighting defensively or using the total defense action as well. You may parry an additional attack as a free action once per round when fighting defensively or using the total defense action.

Greater Parry Blow
Prerequisites: STR 17, BAB +6
You may add double your Strength to your disarm CMB instead of your regular attribute bonus. Furthermore, you may parry touch attacks or rays at a -8 penalty.


blahpers wrote:
Item crafting speed boosts would be nice so you wouldn't have to hunt for some ridiculously-slow-time plane to craft in--not to mention going stir-crazy and aging "prematurely" compared to the rest of the world.

Efficient Item Creation [Epic]

Efficient Item Creation wrote:

Prerequisites:

Item creation feat to be selected, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks.
Benefit:Select an item creation feat. Creating a magic item using that feat requires one day per 10,000 gp of the item’s market price, with a minimum of one day.
Normal:Without this feat, creating a magic item requires one day for each 1,000 gp of the item’s market price.
Special:A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different item creation feat.

Wish it was not epic & had lower skill req. Have a 3.5 character that could really use this.

/cevah


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1. A feat just for Qinggong Monk: Extra Ki Abilities. Get an extra Ki ability from the Qinggong list that you qualify for. Oh how I hate how the archetype adds new powers to the list at every even level, but the levels you can actually gain one of the abilities follows no logical progression; Yay getting an ability at 7 and then not again until 11, making the whole "Must be 8th level" category completely redundant and infuriating.

2. Generic dex to damage feat.

3. More "add x in place of y" feats in general.

4. A non-racial based version of the skinwalker Bat/Dire Bat Form feats but with different animals. Essentially make lycanthropy an actual build choice instead of a GM fiat based template.

5. Similar to 4 but for other iconic templates, such as perhaps lich or vampire. Give options for good, evil, and neutral characters.

Liberty's Edge

Greater Initiative
Punctuality is your thing, even in combat.

Prerequisites: Dex 15, Wis 15, Improved Initiative, Sense Motive 4 ranks
Benefit: When you roll initiative at the beginning of a combat, you may roll 2d20 and use whichever die you think is more helpful.

Grace of the Sword
There is more to melee combat than brute strength, and you damn well know it.

Prerequisites: Dex 15, Weapon Finesse
Benefit: You may use your Dexterity modifier in place of your Strength modifier on damage rolls made with light or one-handed weapons. (Your Strength modifier still applies to damage rolls with two-handed weapons or one-handed weapons held in both hands.)
Normal: Your Strength modifier applies to all damage rolls made with melee weapons.
Special: You can use this feat while wielding an elven curveblade, even though it is a two-handed weapon.

Well-Placed Shot
Archery doesn't just require agility, it requires perceptiveness. Fortunately, you have both.

Prerequisites: Wis 13, Point Blank Shot, Precise Shot, Perception 4 ranks
Benefit: You may add your Wisdom modifier to damage rolls made with the following weapons: crossbows (double*, hand, heavy, light, and repeating), longbows (including composite longbows), shortbows (including composite shortbows), and slings (including halfling slingstaffs).

*See the Advanced Player's Guide for rules information on double crossbows.


The Well-Placed Shot feat is insanely powerful, it shouldn't be allowed to be used with bows which are already really good weapons. Xbows and slings... I'll give it to you.

Also, Grace of the Sword gives no love to the Spiked Chain :P


Feats that only work (or work better) if you have no caster level. Or a caster level lower than your char level.

For this to be easier you'd have do define "non-caster levels" as char level - highest caster level.

Mundane resistance
Benefit: You get +1 bonus to saving throws vs spells and spell-like abilities. This increases by 1 for each 5 non-caster levels you have.


Cast in the run....


Snorb wrote:

Dash and Slash

You can take down a few enemies while you're on the run.

Prerequisites: Dex 13, Dodge, Mobility, Spring Attack, Run, base attack bonus +6

Benefit: You can move up to your speed and make full use of your iterative attacks. Your movement triggers opportunity attacks as usual. You must move at least 10' (2 squares) before your first attack and each attack must be made against a different opponent.

Special: The Cleaving Finish and Greater Cleaving Finish feats trigger as normal if your opponent drops as a result of this feat.

Why all the crappy prerequisites? Spring Attack and Run as prereqs are pure Feat taxes, they are as far from synergistic as you can get since neither can be used while using this Feat. Dodge and Mobility are pretty crap but at least they work while using this.

A better set, if you're dead set on it being a Feat chain, would be the Cleave/Great Cleave/Cleaving Finish chain (especially since you mention them in the Special), since it at least A.) Makes some sort of sense as a logical progression (you go from being able to move in and slash two people, to being able to move and slash more people after another, to being able to move and slash ALL the people) and B.) Actually synergizes with the Feat, its effects don't require a set of completely unrelated Feats to be fully utilized.

It is basically "Super Cleave", having it require Spring Attack and Run is silly.

It'd be better as a pseudo-Pounce option IMO though.


Mobile combat
Prerequisites: Level 10
Benefit: You can move a number of feet equal to your non-caster levels (in increments of 5) and still make a full-attack. This does not count as 5ft step and provokes AoOs as normal.

Sovereign Court

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Subtle Spellcasting
You can cast spells without drawing attention to them.
Prerequisites: ability to cast spells
Benefit: when casting a spell you can attempt to keep it subtle. Make a Bluff check, with a -4 penalty for each spell component (V, S, M, F, DF). Anyone who does not win an opposed Sense Motive check against you doesn't notice your spellcasting. The Sense Motive check suffers penalties for distance, distraction etcetera as if trying to use Perception.
When you cast subtly, you do not provoke attacks of opportunity from people who fail their Sense Motive checks against you.
Normal: casting spells is obvious. Even if they have no spell components, it is noticeable.

Yeah, this feats benefits sorcerers more than wizards; Cha-based casting, Bluff as a class skill, and Eschew Materials as a bonus feat. That's working as intended.

What this feat also does: settle the question of how noticeable spells are, and providing workable options to Enchanters/Illusionists.


Ascalaphus wrote:

Subtle Spellcasting

You can cast spells without drawing attention to them.
Prerequisites: ability to cast spells
Benefit: when casting a spell you can attempt to keep it subtle. Make a Bluff check, with a -4 penalty for each spell component (V, S, M, F, DF). Anyone who does not win an opposed Sense Motive check against you doesn't notice your spellcasting. The Sense Motive check suffers penalties for distance, distraction etcetera as if trying to use Perception.
When you cast subtly, you do not provoke attacks of opportunity from people who fail their Sense Motive checks against you.
Normal: casting spells is obvious. Even if they have no spell components, it is noticeable.

Yeah, this feats benefits sorcerers more than wizards; Cha-based casting, Bluff as a class skill, and Eschew Materials as a bonus feat. That's working as intended.

What this feat also does: settle the question of how noticeable spells are, and providing workable options to Enchanters/Illusionists.

This should be a metamagic feat because it does what silent spell does and much more. +2 or +3 seems appropriate.


I would be happiest if they would do away with feat taxes.

Sovereign Court

@Gingerbreadman: not really. It doesn't remove the spell components; it's easier to use if you have just used metamagic to remove the spell components. You're still in trouble if you're bound, silenced etcetera.

On second though I do think the no-provoke clause might sometimes make this better than Combat Casting for Charisma casters.


Ascalaphus wrote:

@Gingerbreadman: not really. It doesn't remove the spell components; it's easier to use if you have just used metamagic to remove the spell components. You're still in trouble if you're bound, silenced etcetera.

On second though I do think the no-provoke clause might sometimes make this better than Combat Casting for Charisma casters.

I think the no-provoke clause is a bit overpowered (esp. as many monsters have low or no Sense Motive bonus) and unnecessary to the essence of what the feat is doing.

That said, I like it, and may adopt this one in my homebrew setting without the aforementioned clause.


I would definitely love to see the pole-arm master archetype's choke-up ability to be a feat available to anyone.

Sovereign Court

I've thought about turning most of the lame fighter archetypes around by taking their signature ability, making it a fighter-only feat, and writing a new archetype that gets that feat a few levels early without prerequisites instead of a bonus feat.

That would make fighter archetypes a bit less lame, and also make it a bit easier to be a diverse fighter as well, as the book tries to convince us the fighter should be.


Ascalaphus wrote:
I've thought about turning most of the lame fighter archetypes around by taking their signature ability, making it a fighter-only feat, and writing a new archetype that gets that feat a few levels early without prerequisites instead of a bonus feat.

You don't even need to lock them up behind archetypes. Just make them fighter-only feats, with prereqs, as needed.

Quote:
That would make fighter archetypes a bit less lame, and also make it a bit easier to be a diverse fighter as well, as the book tries to convince us the fighter should be.

One thing I do is give the Fighter exotic weapon proficiency in all exotic weapons in the weapon groups in which he receives Weapon Training. Then I give him one "improved" combat manuever-type feat (unarmed strike, feint, disarm, etc.) for free every 4 levels.

Oh, and I let the Fighter apply Weapon Focus to all weapons in his WT groups, and Weapon Specialization/Greater WF to all weapons in a single WT group (Greater Weapon Spec is still restricted to a single weapon). This is another thing that works...re-working some combat feats so that they benefit the Fighter more than the other martial classes by giving him broader bonuses to represent the greater breadth of his training at arms. The Fighter should be the guy who can pick up damned near any weapon and be lethal with it, but as currently designed, he really isn't.

You can also do things like leave the crappy feat-tax feats (Combat Expertise, Dodge, etc.) as they are, but gift them to the fighter for free as he advances (don't do it too early or you encourage dipping). This opens up a lot of flexibility in feat choice for the Fighter, and helps him narrow the gap to the other martials.


Make a number of rogue(pure rogue, not ninja et al) only feats that enhance several of their abilities.


RDM42 wrote:
Make a number of rogue(pure rogue, not ninja et al) only feats that enhance several of their abilities.

Better yet, make them Rogue Talents.


Malwing wrote:
Just like the title says, describe the feats that you wished existed. Sometimes part of a chain feels missing. Sometimes a cycle seems one sided. Sometimes some kind of effect in the game seems like it should be available in feat form. Sometimes you feel like you should be able to do something but cannot. Whatever the reason describe a feat that doesn't exist (Including in the Pathfinder Campaign Setting and Player Companion lines but with the exception of mythic feats.) that you think really should exist.Combined feats or fixed versions of existing feats don't count.

None of them.


Malwing wrote:
Speaking of 3.5 feats that didn't make it, the feat that I hear about the most is Monkey Grip.

There's Lighten Weapon, which is both better and worse than Monkey Grip. It's 3rd party though.


Ascalaphus wrote:

I've thought about turning most of the lame fighter archetypes around by taking their signature ability, making it a fighter-only feat, and writing a new archetype that gets that feat a few levels early without prerequisites instead of a bonus feat.

That would make fighter archetypes a bit less lame, and also make it a bit easier to be a diverse fighter as well, as the book tries to convince us the fighter should be.

This is already a third party product called The Talented Fighter.


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Pathfinder Lost Omens Subscriber

a feat to allow you, if you had the carry capacity, to pick up an enemy and use them as an improvised weapon, while alive or dead.


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Malwing wrote:
Speaking of 3.5 feats that didn't make it, the feat that I hear about the most is Monkey Grip.

If it was an official feat I'd ban it at once.

Sovereign Court

Bandw2 wrote:
a feat to allow you, if you had the carry capacity, to pick up an enemy and use them as an improvised weapon, while alive or dead.

Isn't there a monster that already has that special attack?


Bandw2 wrote:
a feat to allow you, if you had the carry capacity, to pick up an enemy and use them as an improvised weapon, while alive or dead.

That's a Rage power already, and I'm fine with it staying a part of the Barbarian's schtick.


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Umbranus wrote:
Malwing wrote:
Speaking of 3.5 feats that didn't make it, the feat that I hear about the most is Monkey Grip.
If it was an official feat I'd ban it at once.

Why? What's wrong with it?


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I really really miss the multiclassing feats from Complete Adventurer/Scoundrel. They were a really neat way of multiclassing two classes together by giving you a class feature that advanced even if you leveled the other class. It was mostly low power classes that got these so it tended to give those a boost.


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Malwing wrote:
Umbranus wrote:
Malwing wrote:
Speaking of 3.5 feats that didn't make it, the feat that I hear about the most is Monkey Grip.
If it was an official feat I'd ban it at once.
Why? What's wrong with it?

because I hate this trope of the oversized weapon anime guy. It is one of the best things about PF that it is impossible to use oversized two-handed weapons. Monks are ok, pistols are ok. But no anime swords, please.


There are about a bazillion feats, but most are never taken by anyone. Just as a guesstimate maybe 50 or so would be 99.99% of the feats that anyone ever takes in any build.

But there are some awesome feats that everyone who can takes (well if they don't already have the feature) and can qualify like Steel Soul.

But take this feat, it makes a real difference, but as written can only be taken by classes that were pretty much doing okay as it was.

http://www.d20pfsrd.com/feats/general-feats/divine-protection

"Divine Protection

Your deity protects you against deadly attacks.

Prerequisite(s): Cha 13, Knowledge (religion) 5 ranks, ability to cast 2nd-level divine spells; blessings, domains, or mystery class feature.

Benefit: You gain a bonus equal to your Charisma modifier on all saving throws. If your Charisma modifier is already applied as a bonus on all saving throw (such as from the divine grace class feature), you instead gain a +1 bonus on all saving throws."

Why can't the classes that really need help, like rogues and fighters take anything like this?

I mean did someone somewhere think Clerics and Oracles were pretty bad, so they needed a bone thrown to them?

We need feats that actually make a difference, like this one (as opposed to Prone Shooter or Far Shot or something) that is actually takeable by anyone.

Of course that means that wizards and druids, etc can take it as well, but they are already broken anyway.


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Umbranus wrote:
Malwing wrote:
Umbranus wrote:
Malwing wrote:
Speaking of 3.5 feats that didn't make it, the feat that I hear about the most is Monkey Grip.
If it was an official feat I'd ban it at once.
Why? What's wrong with it?
because I hate this trope of the oversized weapon anime guy. It is one of the best things about PF that it is impossible to use oversized two-handed weapons. Monks are ok, pistols are ok. But no anime swords, please.

Yeah, I'm sure the only place anybody's ever used an oversized weapon is in anime.


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Umbranus wrote:
Malwing wrote:
Umbranus wrote:
Malwing wrote:
Speaking of 3.5 feats that didn't make it, the feat that I hear about the most is Monkey Grip.
If it was an official feat I'd ban it at once.
Why? What's wrong with it?
because I hate this trope of the oversized weapon anime guy. It is one of the best things about PF that it is impossible to use oversized two-handed weapons. Monks are ok, pistols are ok. But no anime swords, please.

I feel like that's a terrible reason. Particularly because anime is not the only medium to have oversized weapons. Also what about Titan Mauler, or the barbarian who gets more AC when it's wearing less clothes?


Its not only anime but the 'mine is bigger' mentality. And most people who want big weapons stop wanting them if they do not grant a mechanical advantage. If you allow them to just describe their weapons as bigger they lose interest. Intruth it is the big dice they want.


Well, yes, that is generally kind of the point of the game is to get more and bigger dice.


Imbue Weaponry
You know that sometimes enchantments are permanent, and sometimes fickle. If Master Craftsmen can enchant weapon without spells, so can you.
Once per day per point of BAB, you can spend a move action to imbue a weapon you touch with one magical ability it doesn't have, with a CL less of equal than your BAB. This lasts until the end of your next turn. The weapon can be used by yourself or another character.

Repeat Performance
You surprise onlookers by answering to their calls for an encore, whether on stage or in the arena.
You gain an additional use of an ability with a limited number of uses per day (or an additional round for an ability with a limited number of rounds per day). This feat stacks with itself.

Adaptativeness
Some choices are still open for you to make.
As long as you have feat not chosen, you can spend a move action to select one you qualify for. Each subsequent turn, you can spend a swift action to keep using that feat. If you don't, you stop having access to the feat at the end of that turn.

Undecided Fate
Your destiny isn't written in stone... yet.
When you have to choose a class level (can apply to the class level you select at the same level you select this feat), you can declare that you are using this feat. It allows you to apply the class level in a temporary manner. You gain the abilities from that class level, but not BAB, Saves, hp, and material things like gold, items, or new spells (subject to GM adjudication). This choice lasts until the end of your next rest time, upon which you can declare your choice permanent (gaining BAB etc.), still temporary, or change it again. You can keep the same class level and change selectable abilities, like Rogue Talents. When you gain another level, you have to declare a permanent choice before choosing your next class level (which can be temporary as well).

Confound and Befuddle
Your acrobatics are impressive, often leaving witnesses open-mouthed in awe.
Requires 10 ranks in Acrobatics. If you successfully tumble by or through an enemy's space, said enemy is confused by your move and can only make a standard (or move) action on the following turn. This is a mind-affecting effect that can be resisted by a Will save of a DC equal to your Acrobatics check.

Shock and Awe
You have mastered evocation spells to a shocking degree.
Creatures witnessing an evocation spell you cast that deals more than half its maximum damage are shaken by the display. This is a mind-affecting effect that can be resisted by a Will save with a DC equal to the spell's.

Ippon
The art of making opponents fall painfully, you have mastered.
Requires Greater Trip. When you successfully trip an opponent with a humanoid shape, it falls flat on its back, taking nonlethal damage equal to your unarmed strike damage. On its next turn, said opponent can only make a standard (or move) action.

Grab
This unarmed style is fast, but not furious.
Requires Greater Grapple. When making an unarmed attack with a bare hand on an enemy with something to grab (clothes, hair, leather straps, etc.), you can declare beforehand if you aim for damage as normal, or grabbing (this option isn't available if you're already in a Grapple). If you declare a grab, resolve the attack as a Grapple maneuver with a -2 to the check. If successful and you have unresolved attacks (for instance, if the grabbing attack was the first in a full-attack sequence), you can make the following attacks as normal (for a Grappling character).

Semi-melding Shape
As if your feral aspect wasn't impressive already...
When you are subject to a polymorph spell that normally melds your equipment (such as Beast Shape, including Wild Shape), you can decide that your equipment doesn't meld with your shape. All your equipment stays on your person and changes shape as well to adapt to your new form: armor becomes barding, and weapons/shields become attachments affixed to your new limbs. You keep your armor and shield bonuses. Your attacks are still resolved as natural attacks from your new shape, but each attack gains bonuses from weapon enchantments and materials from the weapon that was held with the corresponding limb. If you were holding something that wasn't a weapon, you can't make attacks with that limb. As when in normal shape, your equipment can be Sundered, Disarmed, stolen, and/or targeted by spells (like Heat Metal). Equipment losing contact with you immediately reverts to its normal shape. Note that equipment changing shape can imply a change in weight that can change your encumbrance.

Settler
You are among the select few who can bring the spark of civilization to uncharted territories.
Requires the use of Downtime or Kingdom-building rules. You gain +2 to Survival checks to avoid getting lost in the wilderness. Any town you help build gains an additional quality of your choice as long as your home is there. Any building you commission in your hometown has a construction cost reduced by 10%. Any building you declare as your home has costs (construction, maintenance, upgrade) reduced by 25%. You can change your designated home once per year. You can't have the same building designated as your home and Center of Power.

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