What feats do you wish existed?


Pathfinder First Edition General Discussion

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Shadow Lodge

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

I don't see why. The mediums can go back-to-back so their attention isn't split.

Shadow Lodge

Weirdo wrote:
thistledown wrote:
If it works on large creatures, it should work with 2 medium creatures.
I don't see why. The mediums can go back-to-back so their attention isn't split.

Which is why you'd need a teamwork feat. Worded the justification poorly, but my idea was that the distance isn't the factor that prevents it - it's the needed coordination.

Liberty's Edge

a feat that gives you EXP for doing certain activities that might be in line with your class

For a rogue, it might be practicing your sneakiness or praticing your ability to pick locks.

A fighter might get extra EXP for practicing with weapons that he doesn't normally use.

A cleric would get exp for spreading the word of her deity

Stuff like that.


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.

That allows someone to select Bonus Feat again as their bonus feat! Then you could repeatedly select Bonus Feat and get infinite Bonus Feats (all of which would be Bonus Feat). I call shenanigans!

snickersimba wrote:

a feat that gives you EXP for doing certain activities that might be in line with your class

For a rogue, it might be practicing your sneakiness or praticing your ability to pick locks.

A fighter might get extra EXP for practicing with weapons that he doesn't normally use.

A cleric would get exp for spreading the word of her deity

Stuff like that.

I wouldn't like that, because the game works best when the PCs are all the same level. Hence, rules which cause the PCs to gain xp at different rates cause more harm IMO than good. In 3.5, I have house rules which eliminate all cases of spending or losing xp (and ya, pathfinder did that anyways, but I did it differently).

However, if your feat were altered to give the bonus xp to the entire group, I'd be more comfortable with it. Although at that point, it probably shouldn't be a feat but something that happens automatically.


137ben wrote:
snickersimba wrote:

a feat that gives you EXP for doing certain activities that might be in line with your class

For a rogue, it might be practicing your sneakiness or praticing your ability to pick locks.

A fighter might get extra EXP for practicing with weapons that he doesn't normally use.

A cleric would get exp for spreading the word of her deity

Stuff like that.

I wouldn't like that, because the game works best when the PCs are all the same level. Hence, rules which cause the PCs to gain xp at different rates cause more harm IMO than good. In 3.5, I have house rules which eliminate all cases of spending or losing xp (and ya, pathfinder did that anyways, but I did it differently).

However, if your feat were altered to give the bonus xp to the entire group, I'd be more comfortable with it. Although at that point, it probably shouldn't be a feat but something that happens automatically.

Yeah, personally I'd say that's something a good GM already ought to be doing in any case.

Liberty's Edge

The ability to attach a rope to a thrown weapon to pull it back after missing.

That needs to happen.

also, a feat that allows you to use larger weapons as a smaller race.

so a halfling can use a shortsword as a longsword, a longsword as a greatsword and a dagger as a shortsword.


^Not a feat, but 3rd level Titan Mauler Barbarian lets you do this.

Liberty's Edge

Stuff from the good ol' D&D days, when dwarf was your class and only humans were allowed to be different classes!

Melee Smash
You can put the hurt on someone with that.

Prerequisites: Str 15+, Power Attack, Weapon Proficiency (any two-handed melee weapon), base attack bonus +6

Benefit: When you make a melee attack or full attack with a two-handed melee weapon you are proficient with, you can choose to roll two d20s and use the lower of the two for each attack roll. If you still hit your opponent, you can add your entire Strength score as a bonus to the weapon damage roll (in addition to 1.5 x your Strength modifier.) You must choose to use this feat before you make your attack roll, and its effects last until the end of your current turn.

Follow-Through
Next!

Prerequisites: Str 13+, Power Attack, Cleave, base attack bonus +1

Benefit: If you make a melee attack and your target drops to 0 or fewer hit points as a result, you may immediately apply the leftover damage to another target within your reach that is adjacent to your first target. You may only pick one secondary target per round with this feat.

...and one from The New Hotness Edition, where tieflings are tieflings and... I had a metaphor going but it kinda fell apart. ;_;

Second Wind
You take a moment to catch your breath in combat.

Prerequisites: Fighter level 1st

Benefit: Once during an encounter, you can regain 1d10 hit points + 1 extra hit point per fighter level. You gain an extra d10 of healing at fighter level 4th and every four fighter levels thereafter. Using this feat is a standard action that does not provoke opportunity attacks. You must rest for at least an hour in order to use this feat again.


Snorb wrote:

Stuff from the good ol' D&D days, when dwarf was your class and only humans were allowed to be different classes!

Melee Smash
You can put the hurt on someone with that.

Prerequisites: Str 15+, Power Attack, Weapon Proficiency (any two-handed melee weapon), base attack bonus +6

Benefit: When you make a melee attack or full attack with a two-handed melee weapon you are proficient with, you can choose to roll two d20s and use the lower of the two for each attack roll. If you still hit your opponent, you can add your entire Strength score as a bonus to the weapon damage roll (in addition to 1.5 x your Strength modifier.) You must choose to use this feat before you make your attack roll, and its effects last until the end of your current turn.

Sounds like something that might actually be introduced in the future for D&D 5th Edition.

Snorb wrote:

Follow-Through

Next!

Prerequisites: Str 13+, Power Attack, Cleave, base attack bonus +1

Benefit: If you make a melee attack and your target drops to 0 or fewer hit points as a result, you may immediately apply the leftover damage to another target within your reach that is adjacent to your first target. You may only pick one secondary target per round with this feat.

Sounds like the way Cleaving Attack works in WarCraft III, except that doesn't limit you to one secondary target.

Snorb wrote:
...and one from The New Hotness Edition, where tieflings are tieflings and... I had a metaphor going but it kinda fell apart. ;_;

I can imagine what it might have been, but it would be unprintable on the boards. :-)

Snorb wrote:

Second Wind

You take a moment to catch your breath in combat.

Prerequisites: Fighter level 1st

Benefit: Once during an encounter, you can regain 1d10 hit points + 1 extra hit point per fighter level. You gain an extra d10 of healing at fighter level 4th and every four fighter levels thereafter. Using this feat is a standard action that does not provoke opportunity attacks. You must rest for at least an hour in order to use this feat again.

Some version of D&D actually had something like this -- was it 4th Edition? And 5th Edition has Short Rests that do something similar (among other things).

Liberty's Edge

UnArcaneElection wrote:
Snorb wrote:

Stuff from the good ol' D&D days, when dwarf was your class and only humans were allowed to be different classes!

Melee Smash
You can put the hurt on someone with that.

Prerequisites: Str 15+, Power Attack, Weapon Proficiency (any two-handed melee weapon), base attack bonus +6

Benefit: When you make a melee attack or full attack with a two-handed melee weapon you are proficient with, you can choose to roll two d20s and use the lower of the two for each attack roll. If you still hit your opponent, you can add your entire Strength score as a bonus to the weapon damage roll (in addition to 1.5 x your Strength modifier.) You must choose to use this feat before you make your attack roll, and its effects last until the end of your current turn.

Sounds like something that might actually be introduced in the future for D&D 5th Edition.

I actually stole this from the old First Edition Rules Cyclopedia; all fighters (and I think dwarves) could do this starting at 9th level, hence the odd BAB requirement. Instead of disadvantage in the RC, you just took a flat -5 penalty to the attack roll.

UnArcaneElection wrote:
Snorb wrote:

Follow-Through

Next!

Prerequisites: Str 13+, Power Attack, Cleave, base attack bonus +1

Benefit: If you make a melee attack and your target drops to 0 or fewer hit points as a result, you may immediately apply the leftover damage to another target within your reach that is adjacent to your first target. You may only pick one secondary target per round with this feat.

Sounds like the way Cleaving Attack works in WarCraft III, except that doesn't limit you to one secondary target.

Actually, I'm... not too sure where I borrowed this from. I think it's a Second Edition fighter thing? (Can you tell what class is my favorite D&D class? =p)

UnArcaneElection wrote:
Snorb wrote:
...and one from The New Hotness Edition, where tieflings are tieflings and... I had a metaphor going but it kinda fell apart. ;_;

I can imagine what it might have been, but it would be unprintable on the boards. :-)

Snorb wrote:

Second Wind

You take a moment to catch your breath in combat.

Prerequisites: Fighter level 1st

Benefit: Once during an encounter, you can regain 1d10 hit points + 1 extra hit point per fighter level. You gain an extra d10 of healing at fighter level 4th and every four fighter levels thereafter. Using this feat is a standard action that does not provoke opportunity attacks. You must rest for at least an hour in order to use this feat again.

Some version of D&D actually had something like this -- was it 4th Edition? And 5th Edition has Short Rests that do something similar (among other things).

Actually directly stolen from the Fifth Edition fighter! (He automatically gets this at second level, though, so mileage may vary.)


Maybe a reverse power attack
-2 damage for +1 to attack rolls per 4 bab.


Martial Superiority
Your skill at arms puts opponent's at a constant disadvantge

Prerequisites: Fighter lvl6
Benefit: When an ally is within reach, and both you and that ally threaten a creature, you are considered to have flanking against that creature.

Decorated Leader
Your exploits in the martial and military world are well known and respected

Prerequisites: Fighter lvl8, profession soldier 4+ ranks
Benefit: While in a battlefield, or when adressing soldiers, guards, officers, or anyone affiliated with any military order (dm's discretion), you may substitute your Profession (soldier) skill for any bluff, intimidate, or diplomacy roll.


A feat or ability that lets you cast (any or at least evocation) spells without provoking attacks of opportunity.


Is this only conversions of 3.5 feats?

If not:

Vital Shot

Prerequisites: Point blank shot, Precise shot, Weapon Focus (ranged weapon/ray) and Sneak attack or similar class feature.

As long as your target is considered flanked by one or more allies, and you are within 30 ft, you may add sneak attack damage to your ranged attacks.
You do not have to provide, or be flanking to use this feat.

Normal: You can only use sneak attack with a ranged weapon if the target is denied its DEX to ac.

Or more simply:

Flanking shot

Prerequisites: Point blank shot, Precise shot, Snap shot

Your ranged weapon and attacks are considered melee attacks for the purposes of flanking, as long as you are adjacent to your target.

Normal: You cannot flank with a ranged weapon.

Sczarni

Opportunistic

Prereq: Combat Reflexes

Benefit: Whenever you make an attack of opportunity, your target is treated as flat-footed against that attack.


Kryzbyn wrote:

Is this only conversions of 3.5 feats?

No, any feats or type of feats you wish existed due to an option that hasn't been played out or a playstyle or action you wish you could do.


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Feats (new, changed/edited):
1.Prone Shooter (BAB +1)
If you have been prone since the end of your last turn, you gain a +3 bonus to hit while prone.

2.Death or Glory (Str 13, Base 3)
Against a creature of size Large or larger, you can make a full melee attack as a full-round action, gaining a +2 bonus on the attack rolls, damage rolls, and critical confirmation rolls. You gain an additional +1 on this bonus at base attack bonus +6, +11, +16, and +20 (for a maximum of +6 at base attack +20). After you resolve your attack, the opponent you attack can spend an immediate action to make a single melee attack against you with the same bonuses.
Special: You can combine the full rd action attack this feat allows with the benefit of Vital Strike.

3.Fast Healer (Con 13): When you regain hp by resting or through magical healing, you recover additional hp equal to your Constitution modifier -1 (minimum +1).

4.TWF (Dex 15) is one feat: at 6th level, you get an additional offhand at -5, at 11th level you get a second off hand at -10.

5.Vital Strike: BAB +6
Benefit: When you make a single melee attack like the end of a charge, you can make one attack at your highest base attack bonus that deals additional damage. 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: At base attack bonus +11, you instead deal triple damage. At BAB +16, you deal four times damage.

6. Far Shot: 3.5 version

6. Elemental Style: prerequisites Bab +3, Monk 3. Uses/day changed to 3 +1/4 levels or 3+Monk lv +1/4 non-monk level

7. Djinni, efreeti, marid, shaitan prerequisites BAB/Monk reduced to 3 as well.

8. Kirin Spirit: Add 2x Int to melee/ranged with a swift action till end of round (instead of 1/rd)

9. Giant's Stomp: Prerequisites: Strength 17, BAB +3 or Monk Level 3, Power Attack
You use your great strength to crack the ground and disrupt the footing of foes.
As a full-round action you may strike solid ground that is not rough terrain to send out a shock-wave. Roll a CMB trip check. Your shock wave extends from the space you occupy through the ground a number of feet equal to your CMB check result. Creatures encompassed in the effect are tripped using the same CMB check result. Structures within the area take damage equal to your CMB check result and the entire area becomes rough terrain
10. Mobile Assault: Prerequisites: BAB +1 or Monk level 1, Mobility
As part of a full attack you may forgo an extra attack of your choosing gained from high BAB, two weapon fighting, or flurry to take a move action either before, between, or after your other attacks this turn.
11. Great Blow: Prerequisites: Str 13, BAB +3 or Monk level 1
As part of a full attack you may forgo an extra attack of your choosing gained from high BAB, two weapon fighting, or flurry to add half the damage that attack could do to another single attack of your choosing that you perform this turn

12. Great Leap: Prerequisites: Strength 13, BAB +3 or Monk level 1
You may make acrobatics jump checks using your strength mod instead of your dexterity modifier. Additionally you may replace your normal acrobatics check bonus for jumps with a bonus equal to your BAB + strength mod. The distance you high jump is twice as far

13. Deceptive Combat: Prerequisites: Improved Feint, 9 ranks of bluff
Your deceptions last longer than normal. Whenever your feint an opponent, they are flat footed for one additional melee attack for every 5 point you bested the DC by.
If you posses greater feint the rounds the target is flat footed to your melee attacks in increased by additional 1 round for every 5 points you bested the DC by.

14. Acrobatic Climber: Prerequisites: 5 ranks of Acrobatics, 5 ranks of Climb
You may jump from surface to surface using an acrobatics check while climbing at no penalty, as in you take no penalty on climb checks to catch yourself while falling. These jumps count against your total climbing movement, but while making these jumps your climb speed is doubled.
Additionally you can scale two parallel surfaces by jumping between them. Treat these surfaces as flat when making balance checks. This motion must be continuous to avoid climb checks.

15.Reckless Flurry: Prerequisites: BAB+6 or Monk 6.
As part of a full attack you may make an extra melee attack using your full base attack bonus, plus any modifiers appropriate to the situation in exchange for a -4 penalty to attack rolls and AC for 1 round.
When using this technique as part of a flurry, take a -2 penalty instead of the normal -4.

16) Risky Parry: Prerequisites: Dex 15, BAB +6 or Monk level 6
When making a full attack you may forgo an extra attack of your choosing gained from high BAB, two weapon fighting, or flurry to attempt to deflect an attack made against you for 1 round as an AOO. When making this optional AOO, roll an opposed attack roll. If you win, the attack misses you. If you lose, the attack hits you as a confirmed critical hit.

17) Eagle Claw Strike:Your superior insight allows you to strike objects with impressive force.
Prerequisites: Wis 13, Improved Sunder, Improved Unarmed Strike
Benefit: When you make an unarmed strike against an object, you may ignore 5 points of hardness for every feat you have which requires Improved Unarmed Strike as a prerequisite (including this one).
Advancement: If you have either ki strike (adamantine) or at least five feats (including this one) which require Improved Unarmed Strike as a prerequisite, then you may ignore all hardness when attacking objects with your unarmed strikes.

18) Fiery Fist: By channeling your ki energy, you sheath your limbs in magical fire. Your unarmed strikes deal extra fire damage.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, base attack bonus +8.
Benefit: As a swift action, you can expend one of your uses of the Stunning Fist feat to surround your fists and feet in flame. For the rest of your turn, your unarmed strikes deal an additional 1d6 fire damage, +1 per character level yo have.
When you select this feat, you gain an additional daily use of Stunning Fist.
Advancement: If you have at least three feats that require improved unarmed strike as a prerequisite, the damage is 2d6 plus 1/character level. If you have at least six feats that require improved unarmed strike as a prerequisite, the damage is 3d6 plus 1/character level.
Special: A monk with the Stunning Fist feat can select Fiery Fist as her bonus feat at 2nd level, ignoring the other prerequisites. If you have elemental Fist, you can change the elemental damage from Fire to cold, Electrical, or Acid instead when you activate it.

19) Fiery KI Defense: You channel your ki energy into a cloak of flame that injures all who attempt to strike you.
Prerequisites: Dex 13, Wis 13, Fiery Fist, Improved Unarmed Strike, Stunning Fist, base attack bonus +8.
Benefit: As a swift action, you can expend one of your uses of the Stunning Fist feat to cloak yourself in flame for 1 rd. You gain fire resistance of 5 x the number of feats you have that require Improved Unarmed Strike as a prerequisite, and any creature that strikes you with a melee attack takes 1d6 fire damage, +1 per character level you possess.
When you select this feat, you gain an additional daily use of Stunning Fist.
Advancement: If you have at least three feats that require improved unarmed strike as a prerequisite, the damage is 2d6 plus 1/character level. If you have at least six feats that require improved unarmed strike as a prerequisite, the damage is 3d6 plus 1/character level.
Special: A monk with the Fiery Fist feat can select Fiery Ki Defense as her bonus feat at 6th level, ignoring the other prerequisites. If you have elemental Fist, you can change the elemental damage from Fire to cold, Electrical, or Acid instead when you activate it.

20) Fist of Iron: You have learned the secrets of imbuing your unarmed attacks with extra force
Prerequisites: Improved Unarmed Strike, Stunning Fist, base attack bonus +2
Benefits: Expend a use of Stunning Fist and make an unarmed strike as a single attack, an attack of opportunity, or at end of a charge. If you hit, your attack deals damage as if it was of a larger size category. This benefit does not stack with other effects that cause your unarmed strike to deal damage as if it was larger in size. Your maximum "effective size" when using this feat is Colossal. When you select this feat, you gain an additional daily use of Stunning Fist.
Advancement: If you have base attack +8 or greater, your unarmed strike functions as if it were two sizes larger. If you have base attack +15 or greater, your unarmed strike functions as if it were three sizes larger.

21) Flying Kick: You literally leap into battle, dealing devastating damage.
Prerequisites: Str 13, Jump 3 ranks, Improved Unarmed Strike, Power Attack
Benefit: Your unarmed strikes deal double damage on a charge.

22) Weakening Touch: You can temporarily weaken an opponent with your unarmed strike.
Prerequisites: Wis 17, Improved Unarmed Strike, Stunning Fist, base attack bonus +2
Benefit: Expend a use of Stunning Fist and make a touch attack with your unarmed strike. If you hit, you deal no damage but your target takes a -4 penalty to Strength (decreasing by 1 per 3 BAB after 2nd you have). This penalty lasts for 5 minutes, and does not stack with itself. The Fortification ability offers protection against this attack. When you select this feat, you gain an additional daily use of Stunning Fist.
Advancement: If you have at least three feats that require Improved Unarmed Strike, the target is also sickened. If you have at least six feats that require Improved Unarmed Strike, the target is also fatigued.

23) Round About Kick: You can follow up on a particularly powerful unarmed attack with a mighty kick, spinning in a complete circle before landing the kick.
Prerequisites: Str 15, Improved Unarmed Strike, Power Attack
Benefit: If you score a critical hit with an unarmed strike, immediately take a bonus attack using the same attack bonus that you used for the original roll.
Advancement: If you have Cleave the follow-up attack is at +4 to hit and damage.
If you have Improved Critical, the follow-up attack is made at your highest base attack bonus, even if the initial attack was one of your iterative attacks taken at a -5, -10, or -15 penalty.

Just a few thoughts.


^this I want more love for monks


Starbuck_II wrote:

Feats (new, changed/edited):

{. . .}
9. Giant's Stomp: Prerequisites: Strength 17, BAB +3 or Monk Level 3, Power Attack
You use your great strength to crack the ground and disrupt the footing of foes.
As a full-round action you may strike solid ground that is not rough terrain to send out a shock-wave. Roll a CMB trip check. Your shock wave extends from the space you occupy through the ground a number of feet equal to your CMB check result. Creatures encompassed in the effect are tripped using the same CMB check result. Structures within the area take damage equal to your CMB check result and the entire area becomes rough terrain

Can't help but love this. I used to be an avid WarCraft III/TFT watcher (and still would be if I wasn't on the Paizo boards so much and if I didn't have to worry about my old video card with the nonreplaceable dead fan overheating). This gets me thinking of a 3 way blend of a little bit each of Mountain King, Tauren Chieftain, and Crypt Lord. The Ground Breaker and Greater Ground Breaker Barbarian Rage Powers (and a Skald could use these too, as far as I can tell from a quick glance) also sort of do this, but they aren't quite the same, and more options are nice.

Starbuck_II wrote:

10. Mobile Assault: Prerequisites: BAB +1 or Monk level 1, Mobility

As part of a full attack you may forgo an extra attack of your choosing gained from high BAB, two weapon fighting, or flurry to take a move action either before, between, or after your other attacks this turn.

Got to love this too. Alternatively, instead of Full Round, Standard, and Move actions, let characters/creatures with multiple attacks make fractional Move actions that can replace attacks (this would be automatic, not a feat).


not sure if this has been done already but

Extra Familiar
Prerequisites: Ability to bind a familiar
Benefit: You can have one more familiar bound at a time than is usual for your class, using your highest effective level in a class that grants a familiar
Special: You can take this feat more than once, for each time this feat is taken you gain the ability to bind another familiar
Normal: A character with the ability to bind a familiar may only have one at any time


^Do you divide up your effective level among the Familiars, the way you do if you have multiple Animal Companions?


UnArcaneElection wrote:

^Do you divide up your effective level among the Familiars, the way you do if you have multiple Animal Companions?

no, just a straight second familiar using your level, same as the original one


Boon Caster
Prerequisites: Caster level less than your character level.
Benefit: Your caster level increases by 4, to a maximum equal to your total character level. This does not grant you more spells or spell progression.

Useful for multiclass or quarter casters.


MORE "situationally useful" feat. In other words, more of the feats of the sort that people derisively call useless when they are really useful depending on campaign conditions and focus.


Honestly I think a full conversion of 3.5 feats might cover most of these wants


Barathos wrote:

Boon Caster

Prerequisites: Caster level less than your character level.
Benefit: Your caster level increases by 4, to a maximum equal to your total character level. This does not grant you more spells or spell progression.

Useful for multiclass or quarter casters.

I think D&D 3.5 had Practiced Spellcaster that did exactly this. Wonder how it should interact with the Magical Knack trait (as far as I know, D&D 3.5 didn't have traits except when Paizo introduced them along with its Adventure Paths -- let me know if I'm wrong).


3.5 did have traits and flaws. All the traits had a benefit and drawback while flaws were just penalties but allowed you a bonus feat


Hazrond wrote:

not sure if this has been done already but

Extra Familiar
Prerequisites: Ability to bind a familiar
Benefit: You can have one more familiar bound at a time than is usual for your class, using your highest effective level in a class that grants a familiar
Special: You can take this feat more than once, for each time this feat is taken you gain the ability to bind another familiar
Normal: A character with the ability to bind a familiar may only have one at any time

when i was reading through the Familiar Folio i was quite saddened when i found that a feat like this was not in there :(


Oakbreaker wrote:
3.5 did have traits and flaws. All the traits had a benefit and drawback while flaws were just penalties but allowed you a bonus feat

Okay, must have been a later addition.

Another feat I'd like to see: Skilled:, like Toughness, but giving you an extra Skill Point per level.

Liberty's Edge

Extreme martial training:
You may attempt an unarmed strike, if it hits, your oppenent must make a fort save or have one of his vital organs ripped out of his body.

heart: high fort save or die instantly, saving exausts the target and staggers them, deals 1d4 points of Con damage.

Lungs: Moderate fort save to avoid suffocation, cannot hold breath, save prevents speaking for one minute

Intestines: fort save or take 1D8 of con drain, monk gains a whip that deals 1D4 of damage and sickens targets apon hit

Mighty stab: When using a piercing weapon with reach, if your attack succedes by ten or more, you may make a free attack on a foe behind the target, if there is no target, you may pin the oppenent to the wall instead.

Feel free to balance these however, but seriously, I want to be able to rip out my foes bones and organs and use them to kill people, because a brawler or a monk will need to show off every once in a while


Adventure Path Charter Subscriber

it exists already, but i wish this was core.


I would like a geat so that when using a reach weapon against a target which has an ally between you and it the target did not get cover.

Call it Precise Strike.

I would also like an Improved Precise Strike that let you ignore all cover that is not full cover from a melee attack.

Mildly annoying that if you have this set up EAY (Enemy Ally You) if you are a properly feated archer you can attack at no penalty, but if you are using a Reach weapon you can not pick up feats to attack without penalty.


So here's a few I'm working on. If anyone has more ideas for Specialization bonuses, let me hear them, even if I already have a bonus for them. I might like it better.
Also, Armor Enchantment Specialization is in the works, but send me ideas if you have those too.
*Also note the Charisma-only (not int) requirement is intentional. Magus aren't getting a free pass for fighter goodies, though I wonder if I should bump the Greater requirements to 15?.

Enchantment Focus (Weapons)
Prerequisite: BAB +1, Cha 13+
When wielding a weapon, you treat its enhancement bonus as 1 higher when determining the damage reduction it may bypass. (Non-magical bypasses /magic, +2 bypasses silver/cold iron, etc)

Enchantment Focus (Armor)
Prerequisite: BAB +1, Cha 13+
When wearing magic armor, you gain part of its bonus against touch attacks. This bonus is +1 for light armor, +2 for medium armor, or +3 for heavy armor.

Weapon Enchantment Specialization
Prerequisite: Enchantment Focus, Fighter 4, Cha 13+
Choose a single weapon special ability. When wielding a weapon with the chosen ability, you gain the listed benefit. You may change the chosen enhancement any time you gain a fighter bonus feat.
Caustic/Flaming/Frost/Shock You deal an additional +1d6 of the appropriate energy damage, and any burst effects deal an additional +1d10 damage.
Called The ability functions out to 200 feet, and you need only possess the weapon for 8 hours for it to function for you.
Defending The weapon is treated as though its enhancement bonus were 1 higher when allocating its enhancement bonus to defense.
Guardian The weapon is treated as though its enhancement bonus were 1 higher when allocating its enhancement bonus to saves.
Thundering You deal +2 sonic damage on each successful attack, and add 1/2 your base attack bonus to the DC of the deafening effect.
Vicious You reduce the damage to yourself by 2 when using the Vicious ability.
Anarchic/Axiomatic/Holy/Unholy You deal an additional +1d6 damage against creatures with the appropriate alignment
Speed When you make a full attack with this weapon, you gain a +1 dodge bonus to your AC and Reflex saves for 1 round. This does not stack with haste or similar effects.
Dancing You add your weapon training bonus to the duration of the dancing effect. (Minimum +1)

Greater Enchantment Focus (Weapons)
Prerequisite: Enchantment Focus (Weapons), BAB +8, Cha 13+
When wielding a weapon, increase its enhancement bonus by +1. This stacks with the effects of Enchantment focus (Weapons)

Greater Enchantment Focus (Armor)
Prerequisite: Enchantment Focus (Armor), BAB +8, Cha 13+
When wearing magic armor, you treat its enhancement bonus as 1 higher. In addition, the bonus from Enchantment Focus (Armor) increases by 1.


messy wrote:
it exists already, but i wish this was core.

That would have interesting consequences. Mystic Theurges would be that much easier.


messy wrote:
it exists already, but i wish this was core.

I do so love this feat. Havent had too many chances to use it, but its nice to know its there.


Hazrond wrote:
Hazrond wrote:

not sure if this has been done already but

Extra Familiar
Prerequisites: Ability to bind a familiar
Benefit: You can have one more familiar bound at a time than is usual for your class, using your highest effective level in a class that grants a familiar
Special: You can take this feat more than once, for each time this feat is taken you gain the ability to bind another familiar
Normal: A character with the ability to bind a familiar may only have one at any time

when i was reading through the Familiar Folio i was quite saddened when i found that a feat like this was not in there :(

that could get overly powerful quick with some of tge options in that book.


Heroic surge

Defensive martial arts


Tiny Coffee Golem wrote:
messy wrote:
it exists already, but i wish this was core.
That would have interesting consequences. Mystic Theurges would be that much easier.

Not only that, but in the absence of archetypes to do this, it would make building an Enchanter Wizard easier. As things stand now, an optimized Enchanter Wizard is pressured to dump Charisma . . . .


A feat for each class that would make multiclassing more appealing by letting you count 1/2 of your new class as your old class for progressing a key feature.

Like one that grants half sneak attack progression for multiclassing rogues, half spell progression for sorcerers/wizards, half unarmed damage progestin for monks, etc.

Pathfinder discourages multiclassing a little too much, imo.


Edymnion wrote:

A feat for each class that would make multiclassing more appealing by letting you count 1/2 of your new class as your old class for progressing a key feature.

Like one that grants half sneak attack progression for multiclassing rogues, half spell progression for sorcerers/wizards, half unarmed damage progestin for monks, etc.

Pathfinder discourages multiclassing a little too much, imo.

A bit of a kneejerk to 3.5, I guess. Staying single classed was practically pointless as far as I know.


Hazrond wrote:

not sure if this has been done already but

Extra Familiar
Prerequisites: Ability to bind a familiar
Benefit: You can have one more familiar bound at a time than is usual for your class, using your highest effective level in a class that grants a familiar
Special: You can take this feat more than once, for each time this feat is taken you gain the ability to bind another familiar
Normal: A character with the ability to bind a familiar may only have one at any time

There's something really similar in one of the Dragon issues published by Paizo, I think it was Dragon 280.


DominusMegadeus wrote:
Edymnion wrote:

A feat for each class that would make multiclassing more appealing by letting you count 1/2 of your new class as your old class for progressing a key feature.

Like one that grants half sneak attack progression for multiclassing rogues, half spell progression for sorcerers/wizards, half unarmed damage progestin for monks, etc.

Pathfinder discourages multiclassing a little too much, imo.

A bit of a kneejerk to 3.5, I guess. Staying single classed was practically pointless as far as I know.

Yeah, in 3.5 a straight 1-20 build was all but unheard of, and most optimized characters wound up splashing multiple PrCs. As I recall, the last high-level 3.5 character I ever ran was a Cloistered Cleric 4/Warlock 1/Eldritch Disciple 10/Hellfire Warlock 3/Mystic Theurge 2.

I can't exactly blame Paizo for wanting to cut down on how crazy multi-classing could get in 3.5. At the same time, I do feel like Pathfinder seriously discourages multi-classing for anything more than the occasional 1 or 2 level dip to gain a specific ability, and even that is rare.


^Druid 20 was decently common if Eberron material wasn't usable.


deuxhero wrote:
^Druid 20 was decently common if Eberron material wasn't usable.

True, though that was mainly because 3.5 Druid was so crazily powerful to begin with that even the scariest Prestige classes were hard-pressed to compete. The old polymorph rules were crazy, and druids were the best class in the game at breaking them wide open. Especially once splat books made it easy to expand your wild shape options and pick up all the abilities of whatever form you assumed, then start adding beneficial templates on top of that, get pounce on any form you wanted, etc.

'Tis rather telling that the Druid is the only Pathfinder class that was directly, unambiguously, and undeniably nerfed in the transition to Pathfinder.


Something called ... Hmm ... Momentum? Which is somewhat like cleave except at the end of a successful hit you instead get say a free five foot step, or say a free ten feet or whatever ends up balanced. Just a murky concept of a feat chain in my head to help with mobile fighters. Maybe a minimum dex requirement of some sort. So instead of a guy whirlwind in gin place you might have a guy carving a line straight towards someone..then you could have "greater momentum" which again acts sort of like great cleave but with motion.

So as long as you keep hitting, you can keep moving, leading to the fighter carving a straight line through an evil wizards minions towards him, as they part like the Red Sea.


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I'd rather see LESS feats, and make the existing feats stronger, especially ones geared towards non-casting classes.


1)A feat similar to Superior Unarmed Strike
because you're NOT gonna get far with ONLY 1d3 points of base damage if you're not a monk or brawler.

2)A feat that allows spellcasters to learn spells from similar classes
such as a paladin learning cleric/oracle spells (I think there is, but I'm not sure), a magus learning sorcerer/wizard spells and whatnot

3)A feat that boosts spellcasting according to the caster level
A 10-th level sorcerer with Cha 20 (+5) casting a 5th-level spell now has a DC of 25 (base 10 + spell level 5 + cha mod 5 + 1/2 caster level 5). I'm so sorry, but spellcasting SHOULD take in consideration the actual caster level, or half of it.

4)A feat that makes 1st-level domain/bloodline/school abilities useable at will
Considering the weak damage output and such, I don't see how making them at will instead of limited per day would be broken.


JiCi wrote:


3)A feat that boosts spellcasting according to the caster level
A 10-th level sorcerer with Cha 20 (+5) casting a 5th-level spell now has a DC of 25 (base 10 + spell level 5 + cha mod 5 + 1/2 caster level 5). I'm so sorry, but spell-casting SHOULD take in consideration the actual caster level, or half of it.

This would break the game. Spellcasting DC's are already really hard to save against. Increasing spell DC's across the board by 10 points at level 20 would make character save progression basically irrelevant.


I don't have a specific feat in mind, per se, but I do want a feat that's so good, every class wants it, but I want it to have a heavy set of prerequisites of just awful feats. I want to bask in the hatred and cries of "feat tax" that arise as a result, and I want to bathe in the collective outrage.

Liberty's Edge

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Seriously? No one wants to help me balance a monk using someones internal organs as a whip? I am totally aware that this might be a bad topic while eating spaghetti and meatballs.

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