What feats do you wish existed?


Pathfinder First Edition General Discussion

201 to 250 of 325 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

I want cha mod to AC.

Personally I have always felt that some combat maneuvers should be built into some classes like improved steal for rouges, improved sunder for barbarians, improved disarm for swashbucklers, etc.


I want feats to scale with level or BAB like spells, making them worthwhile investments throughout your entire character progression. This includes all improved/greater feat chains.

Feats Changed to Scale:
- All Maneuver Feats - grant +2 bonus that increases by 1 per 3 BAB (max +8 bonus at +18 BAB); at +6 BAB gain greater version effects; at +9 BAB gain maneuver strike critical effects

- Dodge - increase bonus by +1 per 5 levels (max +5 dodge bonus at level 20)

- Mobility - also grant +2 bonus to acrobatics to avoid AoO that increases by 1 per 5 ranks in acrobatics (max +6 bonus at 20 ranks); at 5 ranks reduce full speed movement penalty to -5; at 10 ranks no penalty for moving full speed; at 15 ranks no penalty for moving through an occupied space

- Improved Unarmed Strike - increase damage dice with BAB to 1d4 at +6, 1d6 at +11, and 1d8 at +16; Monk/Brawler use their progression if higher

- Weapon Focus - increase bonus to +2 at +8 BAB and +3 at +16 BAB

- Weapon Specialization - bonus increase by +1 per 4 Fighter levels after 4th (max +6 at Fighter 20); pre-reqs change to Fighter 4 or +6 BAB (feat doesn't scale unless fighter)

- Shield Focus - as weapon focus

- Shield Specialization - as Weapon Specialization

- Two-Weapon Fighting - grant additional offhand attacks matching BAB progression; at +6 BAB allow attacking with main and offhand as attack action or at the end of a charge

- Two-Weapon Defense - bonus increases by 1 at +6, +11, and +16 BAB (max +4 shield bonus at +16 BAB)

- Point Blank Shot - bonus increases with BAB as Two Weapon Defense; also remove it as pre-req for most ranged feats

- Cleave, Cleaving Finish, Vital Strike, Devastating Strike - improved and greater versions should be combined and gained at the appropriate BAB

- Feint - combine feint and two weapon feint feats into one; if you have two weapon fighting, you can forgo your first mainhand attack to feint; at +6 BAB opponents you feint lose their DEX bonus for 1 round

I want some feats that are always must haves to be a part of the game mechanics or given as bonus feats upon meeting prerequisites.

Automatic Feats:
- Power Attack, Deadly Aim, Weapon Finesse, Combat Expertise

- Shadow Strike should be automatically gained with the Sneak Attack class feature

I want Combat Expertise to be worthwhile and augment Fighting Defensively rather than being a completely separate entity.

Combat Expertise:
- fighting defensively should just be a flat -2 to attack, +2 dodge bonus to AC

- Combat Expertise - no pre-reqs (can be taken by low INT characters as a sort of remedial training to qualify for maneuver feats); reduces the penalty for fighting defensively to -1 and increase the dodge bonus to +3; at +4 BAB and every 4 after, the penalty and bonus increases by 1 (max -6/+8 at +20 BAB); when using Combat Expertise and Fighting Defensively, you do not provoke AoO when performing combat maneuvers

I want feats that grant options and have reasonable pre-reqs.

Feats:
- Whirlwind Attack - only pre-req is +4 BAB; functions the same, but attacks are made at a -2 penalty; penalty is reduced by 1 at +8 BAB and removed at +12 BAB

- Weapon Grace - pre-req : DEX 15; may use DEX on damage rolls instead of STR; penalties for low STR still apply; damage is halved for offhand, but not increased for two-handing

I want feats that enable more options for moving and attacking in combat.

Feats for Mobile Combat:

- Run-By Attack - combine Spring Attack and Shot on the Run into one feat; pre-reqs Dodge, Mobility, BAB +4; can take a move action and an attack action at any point during the move

- Jump and Shoot - pre-reqs Dodge, Mobility, Run-By Attack, Rapid Shot, BAB +6; you can as a full round action jump in a straight line and make a full attack; you make an acrobatics check to jump, and every 5 feet jumped you may make one of your attacks, up to your maximum number of attacks or until you land, whichever comes first; you may move 10 feet prior to the jump so long as all movement is in a straight line

- Dash and Slash - pre-reqs Dodge, Mobility, Run-By Attack, Whirlwind Attack, BAB +10; as a full round action you can move up to your speed in a straight line and make a single melee attack against every opponent you within your reach; you suffer a -4 penalty on attack rolls and a suffer -4 penalty to AC during this and until your next turn; at +14 BAB the penalties are reduced to -3; at +18 BAB the penalties are reduced to -2

- Mobile Assault - pre-reqs Dodge, Mobility, Run-By Attack, BAB +10; as a full round action, you can move up to your speed and make a full attack; you take a -2 penalty on attack rolls and suffer a -2 penalty to AC during this and until your next turn

- Pounce - pre-reqs Dodge, Mobility, BAB +10; at the end of a charge you can make a full attack

I could go into other things I'd want changed, but I'll just stick to feats.

Shadow Lodge

3 people marked this as a favorite.

I don't want more feats. I want more things a character can do without having to burn a feat. If something really must be a feat for some.reason, it should scale with level instead of requiring additional feats in a chain to be functional.


1 person marked this as a favorite.
Dragon78 wrote:

I want cha mod to AC.

Personally I have always felt that some combat maneuvers should be built into some classes like improved steal for rouges, improved sunder for barbarians, improved disarm for swashbucklers, etc.

Get killed. Be a ghost. :-)


Mass spellcasting - you can take any spell with a duration of rounds/minutes/hours per level and divide the total time equally between allies, up to one ally per caster level. The final duration is always rounded down.

I.e., let's say I cast fly as a 10th level sorcerer. Instead of a 10 minute duration for my char alone, I cast the mass version for a 2 minute duration for five chars, me and the other four of my party.


Zhayne wrote:
Pandora's wrote:
Kthulhu wrote:
Nah, mine is more fun, since you get to see overly entitled wizard players frothing at the mouth and rage-quitting.
I get the tongue-in-cheek, but in reality that'd be terrible. Classes need to be made more interesting by allowing more possible actions. I only play wizards because I find martial characters about as engaging as watching paint dry. I shudder at the idea of bringing classes fortunate enough to have options down to their level.
I dunno, I'd rather nerf the broken classes than raise every class up to broken.

This has already been argued on the boards a thousand times (I may not even be exaggerating anymore).

Good game design allows those who want more options for character actions to find them. Overpowered spell effects have literally nothing to do with this idea. If you need to rebalance the effects of problem spells, fine, just don't reduce the number of Viable and Interesting Options. Most complaints about martial characters reduce to "there's not enough Viable and Interesting Options," but then anyone who mentions Tome of Battle gets Internet-flogged.

Viable and Interesting Options should be the core metric of any new class/system, and it seems Paizo is starting to realize this since more classes are getting a talent system (Talents, Rage Powers, Mysteries, etc). Not necessarily implemented well, but progress in the right direction.


Kthulhu wrote:
I don't want more feats. I want more things a character can do without having to burn a feat. If something really must be a feat for some.reason, it should scale with level instead of requiring additional feats in a chain to be functional.

Yeah, one of the worst sorts of feats and abilities Pathfinder has kept putting out are ones like Strike Back, Helpless Prisoner, and Rumormonger, which require character resources to do things that shouldn't require any such investment in the first place. Which leads to ridiculous things like "Only level 10+ rogues can start rumors" and "Only Gnomes can trick their captors into loosening their ropes."


1 person marked this as a favorite.
- Crystal - wrote:

Mass spellcasting - you can take any spell with a duration of rounds/minutes/hours per level and divide the total time equally between allies, up to one ally per caster level. The final duration is always rounded down.

I.e., let's say I cast fly as a 10th level sorcerer. Instead of a 10 minute duration for my char alone, I cast the mass version for a 2 minute duration for five chars, me and the other four of my party.

This is actually a idea for a +1 Level Metamagic Feat (Communal Spell), since at least most of the "Communal" versions of spells are 1 Level higher than the normal version. Building upon this, I would like to see some of the different powered versions of the same spells compacted into ranked spells, which can still be learned as separate spells, or the different levels accessed by the appropriate Metamagic Feat: Communal Spell, as mentioned, as well as Amplify Spell (a consolidation of Heighten Spell and Intensify Spell), and Mass Spell (turns a single target spell into a multiple target spell -- this is trickier to figure out the Level Increase for, because not all of the "Mass" versions of spells have the same Level Increase above the single target versions). Of course, this would make spellcasters more Feat-taxed, but major spellcasters get absurdly few Feats anyway, which ought to be fixed (and before anyone cries out "major spellcasters OP!", let me add that I would certainly be willing to consider nerfing specific problem spells to compensate, usually by bumping them to higher levels -- when applicable, even beyond the highest Spell Level a class is normally capable of casting, thus requiring the Epic Spellcasting Feat I suggested earlier).


^Edit fail for above message: Meant to say that the quoted Feat is a good idea for a +1 Level Metamagic Feat (Communal Spell) . . . .


Improved Magical Knack

Prerequisites: A trait (such as Magical Knack) or racial trait that increases your caster level and is not specific to one type of magic (such as the Gnome Pyromaniac alternative racial trait).

Benefit: Your spells per day progression increases by the same amount as the qualifying trait increases your caster level.

Benefit: Arcane Trickster and Mystic Theurge can actually work without being crippled for the first several levels.


1 person marked this as a favorite.
Chengar Qordath wrote:
Kthulhu wrote:
I don't want more feats. I want more things a character can do without having to burn a feat. If something really must be a feat for some.reason, it should scale with level instead of requiring additional feats in a chain to be functional.
Yeah, one of the worst sorts of feats and abilities Pathfinder has kept putting out are ones like Strike Back, Helpless Prisoner, and Rumormonger, which require character resources to do things that shouldn't require any such investment in the first place. Which leads to ridiculous things like "Only level 10+ rogues can start rumors" and "Only Gnomes can trick their captors into loosening their ropes."

I agree, that's silly. At the very least, there should be a Special line that gives what the standard procedure would be, with these guys simply getting a bonus/lowered DCs/do it faster/whatever.

Contributor

1 person marked this as a favorite.
Rynjin wrote:
Pan wrote:
Well Mem the thing is not every option is intended to be a viable player option. Some options are extremely situational and intended as NPC abilities or features.
I'm hard pressed to think of why an NPC smart enough to be a crafter would be dumb enough to create something he knows he can't control.

Because being "smart" isn't the same as being "wise." Sometimes people want to make things just to prove they can. And then they are promptly eaten by them. Natural selection at its finest.


Not exactly a Feat, since it confers both a disadvantage and an advantage, but I wish some way existed to acquire the equivalent of an Oracle's Curse without being an Oracle ("Accursed Blessing" or something like that). Not that I want to give away every Class's prime features to every other Class, but this would let me avoid the requirement for a very large fraction of my character concepts to be Oracles for thematic purposes, when I don't necessarily want the other Oracle stuff (including the hit to features of other Classes for taking a dip).


Weapon Grace: Replaces much confusion and brokenness of Slashing Grace (which in turned required the separate feat Fencing Grace, still leaves out some Finessable weapons, and includes many non-Finessable weapons).


How about a feat that actually builds on power attack like this one from 3.5.

Leap Attack
Type: General
Source: Complete Adventurer

You can combine a powerful charge and a mighty leap into one devastating attack.
Prerequisite: Jump 8 ranks, Power Attack.
Benefit: You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you can double the extra damage dealt by your use of the Power Attack feat. If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack.
This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.

Change the prerequisite of jump 8 to acrobatics 5 and its Pathfinder ready.


fel_horfrost wrote:

How about a feat that actually builds on power attack like this one from 3.5.

Leap Attack
Type: General
Source: Complete Adventurer

You can combine a powerful charge and a mighty leap into one devastating attack.
Prerequisite: Jump 8 ranks, Power Attack.
Benefit: You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you can double the extra damage dealt by your use of the Power Attack feat. If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack.
This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.

Change the prerequisite of jump 8 to acrobatics 5 and its Pathfinder ready.

I would love this feat for a "Dragoon" build that is based off the dragoon in the final fantasy series, have to see if a DM ever allows it.


Double Sting (Combat)

You have learned how to strike not once but twice before springing clear of an enemy's counterattack.

Prerequisites: Spring Attack, Two-Weapon Fighting

Whenever you perform a Spring Attack, you may make an additional attack with your off-hand weapon in additional to the attack normally granted by Spring Attack.

Devastating Sting (Combat)

You strike hard and are gone before your enemy can react.

Prerequisites: Spring Attack, Vital Strike

When making an attack as part of a spring attack, roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Special: If you have Improved Vital Strike, roll the weapon's damage dice three times instead. If you have Greater Vital Strike, roll the weapon's damage dice four times instead.

I just thought it might make Spring Attack a little more exciting if you could use it as a way to strike with both of your weapons without standing still, or combo it with Vital Strike to hit especially hard with that singular attack.


5 people marked this as a favorite.
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.

"Unto the craftsmen: the mould (?) did the workmen prepare, and the axes

Monstrous they cast: (yea), the celts did they cast, each (weighing) three talents;
Glaives, (too,) monstrous they cast, with hilts each (weighing) two talents,
35.Blades, thirty manas to each, corresponding to fit them: [the inlay(?)],
Gold thirty manas (each) sword: (so) were Gilgamish 1, Enkidu laden
Each with ten talents."
--The Epic of Gilgamesh.

"a Babylonian talent was 30.3 kilograms (67 lb)" - Wikipedia.

Those ancient Sumerians were SUCH weeaboos.

Liberty's Edge

This is extremely unlikely to be balanced at all. I don't care; I'm wishing there were actual rules for this.

Skull Crusher (Combat)
They should. Have let. You. SLEEP.

Prerequisites: Str 25+, Greater Grapple, Greater Weapon Focus (unarmed strike), Improved Grapple, Improved Unarmed Strike, Weapon Focus (unarmed strike), base attack bonus +10

Benefit: Whenever you are grappling an opponent and are controlling the grapple, you can attempt to crush your opponent's skull between both of your hands as a special combat maneuver check (made as part of the standard action to maintain the grapple.) If you succeed on this check, your opponent takes your unarmed damage and must make a Fortitude save (the DC is equal to 5 + your unarmed damage.) Failing this save means you utterly flatten your opponent's skull,, and is metal as all hell. (Your opponent dies, obviously, and will need a bit more than a raise dead to bring him back to life.)

Special: This feat has no effect on opponents that are already headless or wouldn't be affected by having their head destroyed.


shroudb wrote:

Desperate measures:

Requirements: quick draw, sneak attack 3d6, spellcraft 1 rank
You have survived so far only due to your cat like reflex and instinct.
Benefit: As an immediate action when you hear a spell being cast within 60ft of your position you can draw and throw a thrown weapon towards the spellcaster.
You need one empty hand, or holding only a buckler to do so.
The attack is resolved before the cast is complete forcing a concentration check as per rules.
If the target is within 30ft this attack is a sneak attack.

Reflexive comeback:
Requirements: sneak 5d6, evasion, desperate measures.
You have trained enough to silence the threats against you in the blink of the eye.
Benefit: As an immediate action after succeeding on a sv throw that your evasion applies you can use your momentum from the dodge to move up to your speed.
You can only move towards the source of the originating ability that triggered the saving throw.
If you end your movement adjucent to the source you can make an attack. This attack is a sneak attack.
Alternative you can throw a light thrown weapon in the end of your movement, as per desperate measures.

Scrap for others...
Requirements: trap finding, disable device 3ranks, appraise 3 ranks, black market connections rogue talent
The things people leave around in a dungeon is astonishing...
Benefit: whenever you succeed in disabling a trap by mbeating the DC by more than 5, you can scrounge enough exotic, or valuable material to sell later. You get DC*10 gp per trap when you sell them into a city.
Alternative you can use the items to directly buy an item from your connections. They cost DC*20 is used this way.

Actually this is really golden. I love it.


3 people marked this as a favorite.
Kthulhu wrote:
I don't want more feats. I want more things a character can do without having to burn a feat. If something really must be a feat for some.reason, it should scale with level instead of requiring additional feats in a chain to be functional.

YES. One of the (many, many) problems non-spellcasters have in D&D/PF is the devs' apparent insistence that doing anything more interesting than swording their enemies in the hitpoints MUST involve a spell, a feat, a magic item, or eating an attack of opportunity.

This is a system where without using one of the above, you can't make someone bleed by STABBING THEM.


Arbane the Terrible 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.

"Unto the craftsmen: the mould (?) did the workmen prepare, and the axes

Monstrous they cast: (yea), the celts did they cast, each (weighing) three talents;
Glaives, (too,) monstrous they cast, with hilts each (weighing) two talents,
35.Blades, thirty manas to each, corresponding to fit them: [the inlay(?)],
Gold thirty manas (each) sword: (so) were Gilgamish 1, Enkidu laden
Each with ten talents."
--The Epic of Gilgamesh.

"a Babylonian talent was 30.3 kilograms (67 lb)" - Wikipedia.

Those ancient Sumerians were SUCH weeaboos.

"That's not true because it occurs on occasion in other sources of fiction!"-Arbane the Terrible


6 people marked this as a favorite.

The point being that unrealistic fantasy weapons are an established part of the fantasy genre, and have been ever since it started. The idea that it's all down to those dirty subhuman anime fans sapping the purity of True Fantasy's precious bodily fluids is rather bizarre and nonsensical.


1 person marked this as a favorite.
Barathos wrote:
Arbane the Terrible 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.

"Unto the craftsmen: the mould (?) did the workmen prepare, and the axes

Monstrous they cast: (yea), the celts did they cast, each (weighing) three talents;
Glaives, (too,) monstrous they cast, with hilts each (weighing) two talents,
35.Blades, thirty manas to each, corresponding to fit them: [the inlay(?)],
Gold thirty manas (each) sword: (so) were Gilgamish 1, Enkidu laden
Each with ten talents."
--The Epic of Gilgamesh.

"a Babylonian talent was 30.3 kilograms (67 lb)" - Wikipedia.

Those ancient Sumerians were SUCH weeaboos.

"That's not true because it occurs on occasion in other sources of fiction!"-Arbane the Terrible

Okay, you hate anime. Got it. Anime's not the only place heroes use implausibly large weapons.

And if you're going to suddenly start demanding REALISM in a game with flying, fire-breathing dragons, spell-flinging wizards, and warriors who can survive more damage than a Sherman tank, I am going to mock you a second time.

Anyway, back on topic. Someone suggested this one before:
Stepping Strikes
When full attacking, you may take a 5-foot step after each attack.

Edit to add:
And one I'd like to see:
Supremely Ungifted
Requirements: Cannot have any spellcasting ability or spell-like abilities. You lose this ability if you gain any spellcasting or spell-like abilities.
You gain 9+hit dice Spell Resistance.


When you can create a fireball in 3 seconds using bat guano I will concede that massive weapons should not be allowed in my fantasy game.

Thankfully, at least DSP has our backs Arbane. They print Powerful Build on quite a few player races, and give it as a class option to the Aegis.


Augment Healing
Augment Harming
Cast on the Run
Practiced Spellcaster
Something to advance unarmed strike damage
Toughness able to be taken multiple times
Pulverize Foe - from Champions of Ruin
Skewer Foe - from Champions of Ruin
Sculpt Spell
Augment Elemental
Fell Drain
Fell Frighten
Fell Animate
Some of the Reserve feats
Corpsecrafter


Feats to make some nonstandard weapons cooler in unique ways. Slings and blade scarves and whips and all those other dumb weapons you need like 4 or 5 feats to take just to get normal value from them.


I would love to see the Highsword Low Axe Feat back in from 3.5

You have mastered the style of fighting with sword and axe at the same time, and have learned to use this unusual pairing of weapons to pull your opponents off their feet.
Prerequisite: Improved Trip, Two-Weapon Fighting, Weapon Focus (bastard sword, longsword, scimitar or shortsword), Weapon Focus (battleaxe, handaxe, or dwarven waraxe).
Benefit: If you hit the same creature with both your sword and your axe in the same round, you may make a free trip attempt against that foe. (If you succeed, you may immediately use your Improved Trip feat to gain an additional attack against your foe.)


Oh, here's a [SARCASM]ludicrously overpowered[/SARCASM] feat:

Toppling Strike
You can hit people so hard that they fall over.
When you hit an opponent with a melee attack, make a trip attempt using the damage done as your attack roll. This does not provoke an attack of opportunity and they don't get to trip you back if you fail.


Blackwaltzomega wrote:

Double Sting (Combat)

You have learned how to strike not once but twice before springing clear of an enemy's counterattack.

Prerequisites: Spring Attack, Two-Weapon Fighting

Whenever you perform a Spring Attack, you may make an additional attack with your off-hand weapon in additional to the attack normally granted by Spring Attack.

Devastating Sting (Combat)

You strike hard and are gone before your enemy can react.

Prerequisites: Spring Attack, Vital Strike

When making an attack as part of a spring attack, roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Special: If you have Improved Vital Strike, roll the weapon's damage dice three times instead. If you have Greater Vital Strike, roll the weapon's damage dice four times instead.

I just thought it might make Spring Attack a little more exciting if you could use it as a way to strike with both of your weapons without standing still, or combo it with Vital Strike to hit especially hard with that singular attack.

Both of these are things I would really like to see.

Scarab Sages

1 person marked this as a favorite.

Pardon me if any of these have been scooped:

- a feat that enables you to substitute your Charisma or Intelligence modifier for your Will saves.

- Intimidating Prowess as a trait - it's something that definitely needs to exist, but at least as stands, it's something that's very much in the trait, as opposed to feat, "league" of power (and possibly concept).

- add another vote to those of us who want the full 3.5 Practiced Spellcaster back.

- a parallel to Toughness, but with skill points (I don't think the Half-Elven Human Spirit feat is good enough, as I've previously brought up) - it need not be exact.

- this isn't a feat, of course, but I want the vampiric weapon property back.


I'd love to see a feat that removes the light/one handed weapon clause for a Magus' Spell combat. There's the 3pp feat "Somatic Weapon" that lets you use somatic components with the weapon, which would work for any other melee caster...but the Magus has to have a light or one hander by raw. I dont even want that kind of feat so I could walk around with a two hander and get a lot of extra damage....I just want to build a heavy armored Magus to essentially build Steiner from Final Fantasy 9.

A feat that lets spontaneous casters not have their metamagic cast time be jacked up to longer durations. Ive never fully understood why that is the case for them, though I can understand why just a bit.

These likely wouldnt be feats, but I've always loved the idea of playing a character based on a lot of natural attacks without having to play the Synthesist. I know there are several ways to do this (Barbarians and Rage Powers, Alchemist, I've seen people mention having a Feral Hunter essentially eat his companion so that he can apply those Evolutions to himself) but I want a more permanent feel. yes, walking around as some weird humanoid chimera thing would probably have in game repercussions, but I've always liked the idea.

I agree with the idea of making feats to make the less used weapons (blade scarves come to mind) workable and interesting.

If I'm remembering how it worked back in 3.5 (never played much of 3.5, just read about the feat), I'd love a feat like Easy Metamagic. Silly sounding as that feat was, I really just want to play a melee caster of some sort that can drop 1-2 really metamagicked spells onto the enemies and then move in to attack and clean up.


1 person marked this as a favorite.

A feat to get Con to AC (too easy to get Str buffs)
A feat for Dex to DMG that doesn't require weapon focus
A feat for Cha to Will (Call it Force of Will, Where there's a will theirs a way, ect)
A feat for int to reflex saves maybe


I like a lot of those ideas Insain Dragoon and I'm Hiding In Your Closet.


Arbane the Terrible wrote:
Barathos wrote:
Arbane the Terrible 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.

"Unto the craftsmen: the mould (?) did the workmen prepare, and the axes

Monstrous they cast: (yea), the celts did they cast, each (weighing) three talents;
Glaives, (too,) monstrous they cast, with hilts each (weighing) two talents,
35.Blades, thirty manas to each, corresponding to fit them: [the inlay(?)],
Gold thirty manas (each) sword: (so) were Gilgamish 1, Enkidu laden
Each with ten talents."
--The Epic of Gilgamesh.

"a Babylonian talent was 30.3 kilograms (67 lb)" - Wikipedia.

Those ancient Sumerians were SUCH weeaboos.

"That's not true because it occurs on occasion in other sources of fiction!"-Arbane the Terrible

Okay, you hate anime. Got it. Anime's not the only place heroes use implausibly large weapons.

And if you're going to suddenly start demanding REALISM in a game with flying, fire-breathing dragons, spell-flinging wizards, and warriors who can survive more damage than a Sherman tank, I am going to mock you a second time.

Anyway, back on topic. Someone suggested this one before:
Stepping Strikes
When full attacking, you may take a 5-foot step after each attack.

Edit to add:
And one I'd like to see:
Supremely Ungifted
Requirements: Cannot have any spellcasting ability or spell-like abilities. You lose this ability if you gain any spellcasting or spell-like abilities.
You gain 9+hit dice Spell Resistance.

I don't hate Japanese cartoons, I just hate fallacious arguements and weaboos.

Scarab Sages

1 person marked this as a favorite.
DHAnubis wrote:
I'd love to see a feat that removes the light/one handed weapon clause for a Magus' Spell combat.

Oh yeah; this. I REALLY want a Magus Archetype intended for using two-handed weapons - and I'd suggest that, whatever exact new abilities it grants, they deliberately replace only the Spell Combat progression and True Magus so as to maximize its potential compatibility with other Archetypes otherwise.


I dunno, your misattribution of the BF weapon to anime fans kind of speaks against you.


1 person marked this as a favorite.

I allow some third party feats that let you wield larger weapons. Mostly because if you are going to reach superhuman strength you deserve to be able to swing a giant's knife or something. Especially in a world where wizards exists I think higher level martial options should include some Charles Atlas powers particularly at 21+ strength.

That said I've been somewhat wary of 'use x ability bonus instead of y ability bonus' feats but honestly some concepts really need it but I'm not sure what to pick and choose.


My rule of thumb is: Never use strength.

Another is:change from one dump stat to another.

Who's gonna grab Cha to Will saves? Honestly very few classes. Maybe a Fighter who wants to be social or maybe some Swashbucklers or Cavaliers, but that's no big deal.


Insain Dragoon wrote:

My rule of thumb is: Never use strength.

Another is:change from one dump stat to another.

Who's gonna grab Cha to Will saves? Honestly very few classes. Maybe a Fighter who wants to be social or maybe some Swashbucklers or Cavaliers, but that's no big deal.

Actually Charisma to Will saves is probably something I wouldn't be wary about mostly because in many cases it just makes more sense than wisdom.


Malwing wrote:
Insain Dragoon wrote:

My rule of thumb is: Never use strength.

Another is:change from one dump stat to another.

Who's gonna grab Cha to Will saves? Honestly very few classes. Maybe a Fighter who wants to be social or maybe some Swashbucklers or Cavaliers, but that's no big deal.

Actually Charisma to Will saves is probably something I wouldn't be wary about mostly because in many cases it just makes more sense than wisdom.

I was honestly surprised by 5th edition Dungeons and Dragon's decision to make every ability score have a save. I was more surprised that they didn't make any of the enchantment spells go against charisma saves.

But yes, trading charisma and wisdom would be ideal for me too. It just makes sense for so many characters.


I wish it was a rule that you could choose at level 1 wich is your save stats between Str or Con for fort saves, Int or Dex for ref saves, and Wis or Cha for will saves.

Shadow Lodge

DR increases would be nice. Stalwart is cool but over-complicated.

Karuth wrote:

Focused Shot for example. It is a single attack that allows you to add int to damage. It has similar limitations as a sneak attack (range 30ft, sneak attack immunity protects from this ability). 

The name and the mechanic implies that instead of making many attacks you take your time and look for a particular vulnerable spot. 
This feels like it should work for a thrown dagger as well. For slings I could understand not being included, because you'd have to whirl the sling around while you are aiming.

I'd describe focused shot with the sling as being very careful about your timing, which is very important when slinging.

Also noticed you asked for sling feats. Recent homebrew here, in case you missed it.


Adam B. 135 wrote:
Malwing wrote:
Insain Dragoon wrote:

My rule of thumb is: Never use strength.

Another is:change from one dump stat to another.

Who's gonna grab Cha to Will saves? Honestly very few classes. Maybe a Fighter who wants to be social or maybe some Swashbucklers or Cavaliers, but that's no big deal.

Actually Charisma to Will saves is probably something I wouldn't be wary about mostly because in many cases it just makes more sense than wisdom.

I was honestly surprised by 5th edition Dungeons and Dragon's decision to make every ability score have a save. I was more surprised that they didn't make any of the enchantment spells go against charisma saves.

But yes, trading charisma and wisdom would be ideal for me too. It just makes sense for so many characters.

As I recall, the devs even mentioned that at one point they considered shifting will saves to charisma for Pathfinder.


Adam B. 135 wrote:
When you can create a fireball in 3 seconds using bat guano I will concede that massive weapons should not be allowed in my fantasy game. {. . .}

If you let me have a similar quantity of very strong oxidizer that isn't diluted in water, I could do it, although it would look and sound different from a D&D/Pathfinder fireball. (But I would start experimenting with VERY small amounts, while wearing a face shield and other suitable protective gear.)

I'm Hiding In Your Closet wrote:
DHAnubis wrote:
I'd love to see a feat that removes the light/one handed weapon clause for a Magus' Spell combat.
Oh yeah; this. I REALLY want a Magus Archetype intended for using two-handed weapons - and I'd suggest that, whatever exact new abilities it grants, they deliberately replace only the Spell Combat progression and True Magus so as to maximize its potential compatibility with other Archetypes otherwise.

Even though this isn't the Archetypes wish list thread, +1 on this anyway. Should be workable -- the Skirnir archetype of Magus uses a weapon and a shield. On the other hand, this is arguably a bigger deal than going two-handed, because the Skirnir can do different stuff with the weapon and the shield, so maybe two-handed Magus action would be worth a feat (or better yet a Magus Arcana) instead of a whole archetype, although one could make a case that since the Skirnir sacrifices a bit of spellcasting, the two-handed Magus should also.

Also add the analogous statements for a two-weapon Magus.

Adam B. 135 wrote:

I was honestly surprised by 5th edition Dungeons and ragon's decision to make every ability score have a save. I was more surprised that they didn't make any of the enchantment spells go against charisma saves.

{. . .}

I don't know the details of what saves go on what ability scores in D&D 5th Edition, but the basic idea makes sense (the following is NOT necessarily the same as what is in D&D 5th Edition):

Most Fortitude Saves: Go on Constitution, as traditional
Fortitude Saves against purely mechanical damage: Go on Strength
Reflex Saves: Go on Dexterity, as traditional
Most Will Saves: Go on Wisdom, as traditional
Will Saves against Illusions: Go on Intelligence
Will Saves against Domination, Possession, and similar effects: Go on Charisma

5th Edition gives characters more good Saves to make up for the splitting of Saves, but I don't know the difference except to vaguely remember that the Fighter gets 2 good Saves.

In the absence of the above, Pathfinder could use some feats that bump certain Saves onto non-traditional Save scores, but NOT a blanket/all-around buff like Divine Protection, which is probably worth **3** feats. Such feats should have thematically appropriate prerequisites requirements.

Powerful Fortitude: Requires Strength 13, Constitution 13(*), Great Fortitude or levels in a class or racial hit dice of a monster type that gives a good Fortitude save; adds Strength Bonus to Fortitude Saves against purely mechanical damage; monsters of size Huge or larger that meet the Strength and Constitution(*) requirements get this as a free bonus feat.

(*)Undead substitute Charisma; not sure what substitution to make for Constructs; however, if I was proposing more than just a minor tweak to Pathfinder/d20 in general, I would propose giving Undead and Constructs Constitution scores after all, to reflect how well-constructed they are for their size.

Illusion Insight: Requires Intelligence 13(**), Wisdom 13, Iron Will or levels in a class or racial hit dice of a monster type that gives a good Will save; adds Intelligence Bonus to Will Saves against Illusions; monsters that have Illusion or Illusion-dispelling or Trusight-like abilities (Sp, Ex, or Su, but not spells) that meet the Intelligence and Wisdom requirements get this as a free bonus feat.

(**)No substitute for Mindless creatures, because they don't need this feat anyway -- they are immune to Illusions except in a few corner cases that generate Illusions specifically capable of affecting Mindless creatures; however, if I was proposing more than just a minor tweak to Pathfinder/d20 in general, I would propose giving them a (very low) Intelligence score.

Forceful Personality: Requires Charisma 13, Wisdom 13, Iron Will or levels in a class or racial hit dice of a monster type that gives a good Will save; adds Charisma Bonus to Will Saves against Domination, Possession, and similar effects; monsters that have Domination or Domination-dispelling or Possession or Banishment abilities (Sp, Ex, or Su, but not spells) that meet the Charisma and Wisdom requirements get this as a free bonus feat.


5 people marked this as a favorite.

Bonus Feat
You immediately gain a bonus feat.
Benefit: When you choose this feat, you may take another feat of your choice, provided you meet the prerequisites for it. This feat may be taken multiple times. Each time you choose this feat, you may choose another bonus feat.


Shadowborn wrote:

Bonus Feat

You immediately gain a bonus feat.
Benefit: When you choose this feat, you may take another feat of your choice, provided you meet the prerequisites for it. This feat may be taken multiple times. Each time you choose this feat, you may choose another bonus feat.

Way too OP. I would take this with every feat I got.


DominusMegadeus wrote:
Shadowborn wrote:

Bonus Feat

You immediately gain a bonus feat.
Benefit: When you choose this feat, you may take another feat of your choice, provided you meet the prerequisites for it. This feat may be taken multiple times. Each time you choose this feat, you may choose another bonus feat.
Way too OP. I would take this with every feat I got.

I know, right? That feat is full of awesome.


UnArcaneElection wrote:

I don't know the details of what saves go on what ability scores in D&D 5th Edition, but the basic idea makes sense (the following is NOT necessarily the same as what is in D&D 5th Edition):

Most Fortitude Saves: Go on Constitution, as traditional
Fortitude Saves against purely mechanical damage: Go on Strength
Reflex Saves: Go on Dexterity, as traditional
Most Will Saves: Go on Wisdom, as traditional
Will Saves against Illusions: Go on Intelligence
Will Saves against Domination, Possession, and similar effects: Go on Charisma

Eh, given how hard it is to get decent saves AND a good AC, I'm ok with only having saves tie into three stats.

Oh, yeah, there's another feat we can use:
AD&D Throwback
Requirement: At least one level in Fighter.
All three save bonuses for the fighter class use the 'good' save progression. (Starts at +2, increases 1 every even level.)

Back in AD&D, fighters had the best saves at EVERYTHING at high levels - except spells, where they lost out to Magic-Users by one point, IIRC. No idea why they got hobbled in 3rd ed.

Shadow Lodge

This might already exist actually, I'm not sure:

A teamwork feat that lets you get the bonus with 2 baddies between you and the flanker.

you -- bad 1 -- bad 2 -- buddy

If it works on large creatures, it should work with 2 medium creatures.

201 to 250 of 325 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / What feats do you wish existed? All Messageboards

Want to post a reply? Sign in.