What feats do you wish existed?


Pathfinder First Edition General Discussion

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Umbranus wrote:
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.

Heh...although I share in your general distaste for weapons that are teh huge, the Core Barbarian (whatever her name is...I forget) and her final fantasy sword suggest that it's an intended part of the game, for better or worse.


The reserve feats from the 3.5 Ultimate Magic (I think it was the name).


Practiced Performance
You have continued to improve your skills, even while learning new ones.
Prerequisites: Bardic Performance or equivalent
Benefit: Choose one type of bardic performance. Your effective bard level for that performance increases by four, to a limit of your total character level.

Measured Power
You can balance the strength of your spells by tying them to your personal power, instead of the inherent complexity of the magic.
Prerequisite: Caster level 1st.
Benefit: When meditating for spell slots or preparing spells for the day, you may choose to calculate your spell save DCs as 11 + 1/3 caster level + ability modifier [Int for wizards, Wis for clerics, Cha for sorcerers, etc.] You may change methods each time you ready your spells daily, but all spells you cast must use the same method.
Normal: Your spell save DCs are always 10 + spell level + ability modifier.
Special: This feat does not apply to any spell-like abilities you may possess.


the secret fire wrote:
Umbranus wrote:
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.
Heh...although I share in your general distaste for weapons that are teh huge, the Core Barbarian (whatever her name is...I forget) and her final fantasy sword suggest that it's an intended part of the game, for better or worse.

She uses a one-handed oversized weapon twohanded. That indeed IS part of the game.

Liberty's Edge

Rynjin wrote:
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.

Humor Answer: Why the crappy prerequisites? Because Third Edition. That's why. =p

Serious Answer: I actually thought it would have been a logical extension from Spring Attack (move at least 10', make one attack, keep moving), and to be honest, the Cleaving Finish stuff is only in the description because I know somebody was going to ask about it. (And I'm an idiot and called it Greater Cleaving Finish instead of Improved Cleaving Finish like APG calls it. =p) Dodge and Mobility, well, you're gonna be triggering opportunity attacks if you use Dash and Slash anyway, might as well try to mitigate 'em somewhat.

I think a slightly better prereq listing would be "Str 13, Power Attack, Cleave, Cleaving Finish, base attack bonus +6" in retrospect.

Secret Wizard wrote:

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

I'm not 100% sure about how bows are better weapons (beyond "can make composite bows to add Str to bow damage" and "can actually iterative attack with them without having to spend a precious feat slot") but I don't know how to fix Well-Placed Shot otherwise. (...and in retrospect, I probably should have added "(minimum +0)" to "add your Wis mod to damage.")

Grace of the Sword gives no love to spiked chains because I hate spiked chains. =p


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

*sheds a single tear*

Sovereign Court

Tryn wrote:
The reserve feats from the 3.5 Ultimate Magic (I think it was the name).

While I liked those, I have found it exceedingly rare to run out of spells even with non-spontaneous casters in Pathfinder, unless you're talking about very low level.


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Umbranus wrote:
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.

I generally do that all the time but having that flavor matter would be nice. My first thought would be to specialize in a giant's workship mallet that I've stolen and try to abuse vital strike. Also aside from vital strike how much damage really comes from the weapon after level 6? I normally attribute damage to static numbers, iterative attacks and crit ranges than the actual weapon dice number.


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.

From my book of changes (omitted altered feats or feats done away with though those would provide a better context for some of these changes).

Double Shot
Pre-requisite: Rapid Shot
As Multishot, but usable only when making a standard attack action.

Double Strike
Pre-requisite: Two Weapon Fighting
A character may make one attack with each hand as part of a standard attack action.

Deadly Strike
Pre-req: Improved Critical.
Once per day you may make a standard action attack using a weapon with which you are proficient. If the attack is successful, it is automatically a critical hit. If the attack is a critical hit on its own, the critical damage multiplier increases by 1.

Unarmed Expertise
Grants a +2 feat bonus to CMD and a +2 bonus to CMB when unarmed. This bonus increases to +4 at +11 BAB and to +6 at +16 BAB.

Split Focus
Pre-req: +6 BAB.
When making a full attack action, you can attack more than one target. Each attack still only has one target unless otherwise specified.

Medium Armor Expertise
Pre-req: +1 BAB and medium armor proficiency.
Grants +1 armor bonus when wearing medium armor. This bonus increases to +2 at +11 BAB and +3 at +16 BAB.

Heavy Armor Expertise
Pre-req: +1 BAB and heavy armor proficiency.
Grants +1 armor bonus when wearing heavy armor. This bonus increases to +2 at +11 BAB and +3 at +16 BAB.

Shield Expertise
Pre-req: +1 BAB and proficiency with shields.
Grants +1 shield bonus to AC when wielding a shield. This bonus increases to +2 at +11 BAB and +3 at +16 BAB. Usable only with light and heavy shields.

Shorthaft
Pre-req: +1 BAB.
May use a reach weapon against an adjacent foe, but all damage is halved.

Acrobatic Dodge
Pre-requisites: Acrobatic, Dodge
Once per round as an immediate action you may make an Acrobatics check and use that result as your AC or Touch AC against a single attack. You may use this ability after the attack has been rolled.

Daring Gambit
Pre-requisite: Improved Initiative
Once per day, as an immediate action, you can sacrifice your next turn to take a standard action.

Born Lucky
Gain +1 feat bonus to all saves.

Quick-witted
You may use your Intelligence modifier for Initiative rolls rather than your Dexterity modifier.

Veteran Combatant
You may use your Wisdom modifier for Initiative rolls rather than your Dexterity modifier

Attractive
Gain a +3 bonus to any Diplomacy or Bluff checks when dealing with a member of the opposite sex or someone who could be attracted to you. Suffer a -3 penalty on similar checks when dealing with someone who might consider you a rival.

Eye for Detail
You may use your Intelligence modifier for Survival and Perception checks instead of Wisdom.

Ascertain Weakness
You may use your Intelligence modifier for Diplomacy and Intimidate checks instead of Charisma.

Strong Personality
You may use your Charisma modifier for Will saves instead of Wisdom.

Racial Weapon Training
Pre-requisite: +1 BAB. Select one race that you have spent time training with. You gain the weapon proficiencies common to that race.

Intuitive Magic
You may use your Wisdom modifier for Spellcraft instead of Intelligence and for Use Magic Device checks instead of Charisma.

Naturally Athletic
You may use your Dexterity modifier for Swim and Climb checks instead of Strength.

Big Bodied
You may add your Constitution modifier when determining your CMD.

Also, just for fun, I'll throw in these two Traits as a bonus:

Flair for Combat (Combat)
Treat your BAB as +1 higher when determining pre-requisites for feats and abilities. This trait has no effect on your attack or CMB rolls and your effective BAB cannot exceed your character level.

Well-Read (Equipment)
Gain a +1 Trait bonus on all Knowledge skill checks. This does not allow a character to make Knowledge checks untrained.


Extra Defensive Power (like extra rage power, but for the Stalwart Defender).

Prerequisite: Defensive Stance class feature.
Benefit: You gain one additional defensive power. You must meet all of the prerequisites for this defensive power.
Special: You can gain Extra Defensive Power multiple times.

We home-ruled this one so that our dwarf Stonelord Paladin could trade his feats for them.


Umbranus wrote:
the secret fire wrote:
Umbranus wrote:
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.
Heh...although I share in your general distaste for weapons that are teh huge, the Core Barbarian (whatever her name is...I forget) and her final fantasy sword suggest that it's an intended part of the game, for better or worse.
She uses a one-handed oversized weapon twohanded. That indeed IS part of the game.

Heh...that is supposed to be a one-handed weapon?! For what...a cloud giant? Take a look at page 31 of Core and tell me that the idea of that woman so much as lifting and swinging that thing, nevermind fighting with it, doesn't put us firmly in the realm of anime-style HUGEZORD! physics.


Malwing wrote:
Umbranus wrote:
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.
I generally do that all the time but having that flavor matter would be nice. My first thought would be to specialize in a giant's workship mallet that I've stolen and try to abuse vital strike. Also aside from vital strike how much damage really comes from the weapon after level 6? I normally attribute damage to static numbers, iterative attacks and crit ranges than the actual weapon dice number.

In the typical Small or Medium character instance, dice don't matter much at all. When size increases become a thing, though, dice can actually affect the result significantly. Ask the "flurry of slime" cave druid/monk builds some time.


Monkey Grip (prerequisite: Vanara; you may wield weapons with your feet.)


blahpers wrote:
Malwing wrote:
Umbranus wrote:
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.
I generally do that all the time but having that flavor matter would be nice. My first thought would be to specialize in a giant's workship mallet that I've stolen and try to abuse vital strike. Also aside from vital strike how much damage really comes from the weapon after level 6? I normally attribute damage to static numbers, iterative attacks and crit ranges than the actual weapon dice number.
In the typical Small or Medium character instance, dice don't matter much at all. When size increases become a thing, though, dice can actually affect the result significantly. Ask the "flurry of slime" cave druid/monk builds some time.

That build was one of the most beautiful things I've ever seen on this board.


Wiggz wrote:

Split Focus

Pre-req: +6 BAB.
When making a full attack action, you can attack more than one target. Each attack still only has one target unless otherwise specified.

Just wanted to be sure you knew this only treats a house rule - by normal rules you can attack as many targets as you threaten and have attacks to make, while making a full attack.


Animal Ammunition
You literally throw your animal friends into the melee.
Pre-req: Animal Companion or Familiar class feature, Throw Anything
You may throw a willing animal (or a creature of any other type if that creature is your Animal Companion or Familiar) that's at least one size category smaller than you as an improvised ranged weapon that resolves against touch AC and has a range increment of 20 ft. A successful hit does not deal weapon damage; instead the thrown animal gets a free single attack at its highest BAB with a +2 bonus to the attack roll and -2 to AC until the start of the thrown creature's next turn. This free attack has the Attach special feature if the target is larger than the thrown creature, or Grab special feature if the target is the same size or smaller. If the thrown creature has wings or some other form of flight or gliding, it can make a DC 15 Fly check as an immediate action to increase its range increment by 10 ft. plus 5 additional ft for every 5 by which the Fly check exceeds the DC.

Sczarni

There was one 3.5 feat I was sorry didn't make it into PF: Flying Kick.

Flying Kick (Combat)
Prereq: Improved Unarmed Strike
Benefit: Whenever you charge and end in an unarmed strike, you deal an additional 1d12 damage.

It's a fairly simple feat, but it does a god job of answering the age-old monk question "what do you do when the enemy is too far away to flurry?"

A monk's flurry BAB is is level -2, because it includes TWF penalties. If a monk charges, his BAB is 3/4 his level, AND he gets +2 for charging. Any other bonuses (STR, AoMF, etc.) will apply either way. Thus, the first attack in a flurry doesn't actually become more likely to hit than a charge until level 13. Ergo, monks who are willing to charge what they can't flurry (and you can charge something as close as 10 feet away, which is the minimum distance away an enemy can be and still be out of flurry range) should do pretty good.

I'd even be fine with "ki pool class feature" as an additional prereq, and making them burn a ki point to use it. As cool as it would be to see cavaliers use this to punch people from horseback.


Anything from D&D 3.5 that hasn't been carried over yet. Rename it, whatever, but make it pathfinder official. While im the only GM in the group that allows you to mix "editions" with some tweaks, id like some official stuff for when im a player and im trying to convince my brother to let me be a warmage with sudden metamagic feats or an Incarnum class.


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Arashi wrote:
Anything from D&D 3.5 that hasn't been carried over yet. Rename it, whatever, but make it pathfinder official.

Like these...


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A feat that grants extra skill points. Maybe an extra 1 point per level or a static 5 points plus a choice of one or two skills as class skills.

bloodline feats and feet trees like 3.5 had but better designed. Like ones that grant low-light vision, darkvision, skill and save bonuses vs creatures related to your bloodline, extra uses of abilities, etc.

Racial feats that improve energy resistance, example would be one that can be taken at 5th level that increases one energy resistance to 10, at level 9 it increases to 20, then at level 13 it increases to 30. Also an additional feat for the ifrit, sylph, oread, and undine that can be taken 15th or 17th level that grants energy immunity. You must take the improved energy resistance feat to qualify for the immunity.

Racial feats for Dhampirs that grant vampire like abilities such as bat form, wolf form, fast healing 1, gaseous form, hypnotism, spiderclimb, immunities, etc.

Racial feats that allow animal based races to change into animals based on the kind of animal they are.

A 9th level racial feat that grants full on telepathy to Lashunta and any other race that has limited telepathy.

Feats that improve the 3+int/wis/cha a day abilities of wizards, clerics, sorcerers, etc. Such as increased range, damage, etc. Also additional abilities that use these limited use abilities.


Dragon78 wrote:

Racial feats for Dhampirs that grant vampire like abilities such as bat form, wolf form, fast healing 1, gaseous form, hypnotism, spiderclimb, immunities, etc.

Symphony of the Night was a fun game. :)


Dragon78 wrote:
A feat that grants extra skill points. Maybe an extra 1 point per level or a static 5 points plus a choice of one or two skills as class skills.

Ask and ye shall receive.

Shadow Lodge

Umbranus wrote:
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.

Have you considered banning greatswords?


Pounce. Give it an easy requirement like BAB +6, and let melee characters compete in the mid and high levels.


...or just get rid of the full attack, entirely.


A feat that reduces the penalty to perception vs. range. Needing a DC 30 to see someone from goal line to goal line of a football field is annoying. It also makes long ranged sniping nearly impossible. (A +1 composite longbow, distance has a max range of 2200 feet, which requires a DC 220 perception check to see the target).


the secret fire wrote:
Umbranus wrote:
the secret fire wrote:


Heh...although I share in your general distaste for weapons that are teh huge, the Core Barbarian (whatever her name is...I forget) and her final fantasy sword suggest that it's an intended part of the game, for better or worse.
She uses a one-handed oversized weapon twohanded. That indeed IS part of the game.
Heh...that is supposed to be a one-handed weapon?! For what...a cloud giant? Take a look at page 31 of Core

It's a frost giant's bastard sword. Frost giants are 15 feet tall.


Heh...yes, well this is where the weapon-sizing rules, when pushed to their absolute limit and abetted by zealous fantasy artists, become simply ridiculous. The cognitive dissonance inherent in criticizing amine physics and then defending that is enough to make one's head burst.


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

Monkey grip didn't make it because it exists by default look in the equipment chapter of the core book wielding a two handed weapon with 1 hand is at a -6 attack penalty.

That being said the feat i would most like to see?

Powerful Throwing
Prerequisite: quick draw, close quarters thrower, point blank shot
Benefit: when you use a thrown weapon your range increment is doubled for that weapon and the maximum range increment for the weapon increases to x10 just like a projectile weapon.


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the secret fire wrote:
Heh...yes, well this is where the weapon-sizing rules, when pushed to their absolute limit and abetted by zealous fantasy artists, become simply ridiculous. The cognitive dissonance inherent in criticizing amine physics and then defending that is enough to make one's head burst.

Sorry that some people like fantasy in their fantasy.

Sovereign Court

Anarchy_Kanya wrote:
the secret fire wrote:
Heh...yes, well this is where the weapon-sizing rules, when pushed to their absolute limit and abetted by zealous fantasy artists, become simply ridiculous. The cognitive dissonance inherent in criticizing amine physics and then defending that is enough to make one's head burst.
Sorry that some people like fantasy in their fantasy.

This.


How about a feat that would get my wife to accept left over Pizza instead of going over to her friends house as payment for game night at the house?


the secret fire wrote:
Heh...yes, well this is where the weapon-sizing rules, when pushed to their absolute limit and abetted by zealous fantasy artists, become simply ridiculous. The cognitive dissonance inherent in criticizing amine physics and then defending that is enough to make one's head burst.

Claymores are longer, but much thinner. The largest claymore on record is a sword measuring 7 feet 6 inches (2.24 m) and weighing 23 pounds (10 kg). The claymore attributed to William Wallace is said to be 7 feet, almost as long.

Also, from comments of others, I am given the impression various groups developed giant swords specifically for attacking cavalry horses, or in some cases to give cavalry increased reach, like the Ōdachi. A specific weapon for a specific job, but nevertheless a real weapon in history.

Your Anime bias has prevented you from accepting the historical adage "Size Matters."

Hmm.


VERSATILE WIELDER-(req-the ability to wield a normally 2-handed martial weapon as one handed weapon.ex:bastard sword)
When striking you wield the weapon with both hands.
You are otherwise considered to be wielding the weapon one handed as long as your off hand is free.


Might have been mentioned already, if so.... oops. I'd like a feat that makes poisons and poison making less cost prohibitive, as well as some more feats that let crafted poisons be effective against normally immune foes. I think there are a few already, but why not one that works like the ranger favored target, and just let you choose a type yourself? Overall I'd just want feats that makes a master of poisons effective and viable primarily.

I'm sure there are other things that I could think up for other things, but I'm at work on my phone. So that's my input for now.


Discrete magic [General]
You can hide your magic from divination.
Requirements: Ability to cast anti-individuation
Benefit: Three times per day, you can cast a spell that defeats detect magic, arcane sight and similar spell-detecting spells. When someone tries to detect your spell, he must roll a caster level check against DC 11+caster level. If the roll fails, the detecting spellcaster cannot detect the hidden spell. True sight lowers the DC by 5.


Jesuncolo wrote:

Discrete magic [General]

You can hide your magic from divination.
Requirements: Ability to cast anti-individuation
Benefit: Three times per day, you can cast a spell that defeats detect magic, arcane sight and similar spell-detecting spells. When someone tries to detect your spell, he must roll a caster level check against DC 11+caster level. If the roll fails, the detecting spellcaster cannot detect the hidden spell. True sight lowers the DC by 5.

Make that 'Discrete Spell' as a metamagic feat with a +1 level modifier.


Jesuncolo wrote:

Discrete magic [General]

You can hide your magic from divination.
Requirements: Ability to cast anti-individuation
Benefit: Three times per day, you can cast a spell that defeats detect magic, arcane sight and similar spell-detecting spells. When someone tries to detect your spell, he must roll a caster level check against DC 11+caster level. If the roll fails, the detecting spellcaster cannot detect the hidden spell. True sight lowers the DC by 5.

I'm curious as to exactly why you came up with this. What situation are you trying to deal with?

Most of the things that defeat invisibility do it with blindsense, scent, tremorsense or something similar.

Are you the subject of a lot of divination spells or something?

Just seems kind of niche.


Adacanavar wrote:
look in the equipment chapter of the core book wielding a two handed weapon with 1 hand is at a -6 attack penalty.

I'm fairly certain there is no such rule.


I haven't had a chance to test it out yet but I was thinking of introducing this to my home games...

Giant Grip
Prerequisite: Str 15

Benefit: You count as one size category larger for the purposes of wielding weapons.

Liberty's Edge

Improved Realistic Likeness
Prerequisite : kitsune, Realistic Likeness

Same as Realistic Likeness but for any kind of Medium Humanoid.


sunbeam wrote:
Jesuncolo wrote:

Discrete magic [General]

You can hide your magic from divination.
Requirements: Ability to cast anti-individuation
Benefit: Three times per day, you can cast a spell that defeats detect magic, arcane sight and similar spell-detecting spells. When someone tries to detect your spell, he must roll a caster level check against DC 11+caster level. If the roll fails, the detecting spellcaster cannot detect the hidden spell. True sight lowers the DC by 5.

I'm curious as to exactly why you came up with this. What situation are you trying to deal with?

Most of the things that defeat invisibility do it with blindsense, scent, tremorsense or something similar.

Are you the subject of a lot of divination spells or something?

Just seems kind of niche.

Yes, it comes up often. My wizard player makes whatever is in his power to have a consistent way to access detect magic and arcane sight. You can cast any spell on you and cast anti-detection on yourself, but if you cast an illusion outside of yourself, they're not going to be affected by anti-detection. The first who uses detect magic is going to find out the school effect and say "It's an illusion!". I got frustrated because I couldn't use Illusion anymore, because it's trivially exposed with a simple cantrip. Or worse, with an always active effect of arcane sight.

Liberty's Edge

Would like a feat that lets you shield bash as part of a full attack action without the dex investment needed for TWF chain.


Focused Assault
You've learned how to overcome even the strongest of defenses by focusing your melee attacks into one overwhelming assault.
Prerequisites: proficiency with wielded weapon, weapon focus for wielded weapon, BAB +6
Benefit: On a melee full attack, on a single target per round, add up all applicable damage you deal before applying Damage Reduction.
Normal: Damage Reduction is applied to each individual attack unless bypassed in part or in total.

Perhaps a bit restrictive, but, very powerful.


Te'Shen wrote:
the secret fire wrote:
Heh...yes, well this is where the weapon-sizing rules, when pushed to their absolute limit and abetted by zealous fantasy artists, become simply ridiculous. The cognitive dissonance inherent in criticizing amine physics and then defending that is enough to make one's head burst.

Claymores are longer, but much thinner. The largest claymore on record is a sword measuring 7 feet 6 inches (2.24 m) and weighing 23 pounds (10 kg). The claymore attributed to William Wallace is said to be 7 feet, almost as long.

Also, from comments of others, I am given the impression various groups developed giant swords specifically for attacking cavalry horses, or in some cases to give cavalry increased reach, like the Ōdachi. A specific weapon for a specific job, but nevertheless a real weapon in history.

Your Anime bias has prevented you from accepting the historical adage "Size Matters."

Hmm.

Your apparent need to lecture me on the historical length of weapons suggests that you do not understand the problem here, or with anime physics, in general. Long weapons are part of the historical record...enormously massive weapons are not. Furthermore, weapons are not and have never been built with ultra-massive blades and small pommels, which describes that woman's sword exactly. This is an anime trope, no two ways about it.

A sword built as hers is, unless it had some sort of incredibly dense material in the pommel, would be completely unbalanced...suitable as a frost giant farm implement, perhaps, but useless as a weapon. Moreover, if you were somehow strong enough to overcome the gross imbalance of the weapon, unless that pencil-thin pommel was forged out of "unobtanium", you'd bend the pommel at the hand guard the first time you attempted to halt the blade's momentum. This is no earthly sword.

I have actually seen the sword purported to have been wielded by William Wallace. It is encased in glass in a tower just outside of Stirling, Scotland, site of his most famous victory. I obviously didn't get to hold it, but best guess is that the blade is slightly shorter than I am tall, putting it in the 6'1" - 6'2" range. This makes sense, as claymores were generally forged to be as long as their wielder was tall. 6'2" would have made William Wallace a giant in his time, and I believe that he was, but I assure you, he was not seven feet tall.

The difference in mass between a real-world claymore and that...chunk of metal...the PF barbarian is depicted carrying would likely be in the realm of an order of magnitude, at least (assuming she's not three feet tall). Sorry, no...if you honestly think any human could actually wield the thing depicted on pg 31 as a weapon, your understanding of physics and warfare leaves something to be desired. Arguments that this is all fine and good because fantasy are certainly viable, and I don't want to tell anyone else how to play the game, but anime physics, it most certainly is.


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the secret fire wrote:
This is no earthly sword.

Yes. It isn't made of earthly materials. It not from a planet that uses earthly physics, it's from a planet where fifteen-foot-tall frost giants, and much larger beings, can walk around without their legs breaking. It's a Golarion sword.


Matthew Downie wrote:
the secret fire wrote:
This is no earthly sword.
Yes. It isn't made of earthly materials. It not from a planet that uses earthly physics, it's from a planet where fifteen-foot-tall frost giants, and much larger beings, can walk around without their legs breaking. It's a Golarion sword.

Yes, exactly. Golarion obviously uses extremely unrealistic (you could call it "anime") physics, already, which is what I was trying to point out in the first place, when someone started complaining about Monkey Grip leading to anime nonsense. Ludicrously over-sized weapons are already with us, with or without that old 3.5 feat.


the secret fire wrote:
Matthew Downie wrote:
the secret fire wrote:
This is no earthly sword.
Yes. It isn't made of earthly materials. It not from a planet that uses earthly physics, it's from a planet where fifteen-foot-tall frost giants, and much larger beings, can walk around without their legs breaking. It's a Golarion sword.
Yes, exactly. Golarion obviously uses extremely unrealistic (you could call it "anime") physics, already, which is what I was trying to point out in the first place, when someone started complaining about Monkey Grip leading to anime nonsense. Unrealistically over-sized weapons are already with us, with or without that old 3.5 feat.

That there already are unrealistic weapons does in no way keep me from being grateful that even worse weapons are not allowed RAW and that the dev team seems to be on my side. After all they do not allow abilities to go to print that make oversized two-hanmded weapons possible.

Thanks for that Paizo.


Umbranus wrote:
the secret fire wrote:
Matthew Downie wrote:
the secret fire wrote:
This is no earthly sword.
Yes. It isn't made of earthly materials. It not from a planet that uses earthly physics, it's from a planet where fifteen-foot-tall frost giants, and much larger beings, can walk around without their legs breaking. It's a Golarion sword.
Yes, exactly. Golarion obviously uses extremely unrealistic (you could call it "anime") physics, already, which is what I was trying to point out in the first place, when someone started complaining about Monkey Grip leading to anime nonsense. Unrealistically over-sized weapons are already with us, with or without that old 3.5 feat.

That there already are unrealistic weapons does in no way keep me from being grateful that even worse weapons are not allowed RAW and that the dev team seems to be on my side. After all they do not allow abilities to go to print that make oversized two-hanmded weapons possible.

Thanks for that Paizo.

Fair enough. I wouldn't welcome a return of Monkey Grip to the game, either, but...certain genies have long since left the bottle.


A feat that grants a single hex to a non-witch/shaman class. But wouldn't let you qualify for extra hex.

An improved toughness feat that works like the regular one but stacks with it.

A dex to damage feat that allows you to choose any light or one handed finesse based weapon.

A feat that allows you to use wis instead of str for unarmed strikes damage.

A racial feat that increases the use per day of any spell like abilities the race has. Can be taken multiple times and stacks.

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