| Saint_Yin |
After being between a few different tables, I'd like to see how others prefer to handle feat requirements. To simply put it out there, here's the section I've found on feats:
Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he gains the prerequisite.
A character can't use a feat if he loses a prerequisite, but he does not lose the feat itself. If, at a later time, he regains the lost prerequisite, he immediately regains full use of the feat that prerequisite enables.
So there are two major things I take from it:
1) A character must meet all prerequisites to be able to take a feat.2) If a character does not meet the prerequisites, they lose access to that feat until they do.
Personally, I've seen the first rule smudged more often than not, and for good reason. Characters that use an alternate form or some temporary means of gaining abilities or effects cannot spend feats to improve those abilities without their normal form having them as well.
The most blaring example is a druid. Even if they can sit in Wild shape 24/7, it is their normal form that dictates whether they can pick up weapon focus with claws, or multiattack due to having 3 or more natural attacks available. Alternatively, the alchemist and anything gained through Mutagens do not count toward pre-requisites, even though its effects can be made essentially permanent by 7th level (sort of, not really).
There is a "fix" of sorts, in that the character purchases some item that passively grants a desirable effect for the purpose of meeting the prerequisite. For example, it's common practice to purchase an Anaconda's Coils belt to meet the pre-requisite for the Final Embrace featline, which then grants a stronger constrict effect as a part of the feat. Once the feats are taken, the belt comes off and some better passive is placed on, and the character goes about their day benefiting from the feat where they actually wanted it.
I, and several parties I've ran with, believe this is an archaic way to go about things when there's a simple solution through a shift in wording, by changing segment 1 to the following:
1) A character must be able to consistently meet all pre-requisites to take a given feat.
It goes the path of the Fly skill instead of being some mess to be subverted through purchasing random items to be worn until one levels up. A character obviously wouldn't benefit from the feat while they don't meet its requirements, but they will be able to focus their feats into alternate/semi-permanent forms with greater ease.
Anywho, that's my general way of going about it. What's yours? Would you consider this a fair enough houserule to try using yourself?
| Bardarok |
I never had a problem with the rules but I interpreted them differently from the get go. My interpretation was that as long as the character can meet the prerequisites by their own power they can take the feat. Eg a druid, or barbarian with animal fury rage power all qualify to take weapon focus (bite).
That said I still put limits on it a druid needs to choose a form to take weapon focus bite in so it is actually weapon focus (bear bite) or weapon focus (lion bite). Similarly Multiattack (bear form: one bite, two claws).
I don't use 3rd party material so I have only ever encountered this with characters wanting to take the monster feats. I guess this would mean that a transmuter could qualify for a bunch of physical feats if they have the spells in their book but I have never had anyone do that, would probably allow it.
I always assumed that you could not use an extrinsic power source such as a magic item to qualify for feats.