Physical Adept, a Balanced Feat?


Advice and Rules Questions

Dark Archive

Would any of those here allow this feat in any campaign they run, is there an issue with giving the likes of a Fighter, Rogue, Cavalier, Monk, Brawler, or other non-spellcasting classes the ability to have an extra standard action each turn? In this case, likely to make another attack.

Physical Adept
You constantly focus on training your body, often while your allies prepare their spells for the day.
Prerequisite: Athletic, no caster level.
Benefit: You can take an extra standard action at the beginning or end of your round. This standard action must be used for a purely physical action such as making an attack, readying an item, moving, or trying to lift or break something. You may do this once per day, plus once per day for every four full levels you have.
Special: If you have this feat and gain a caster level, you may immediately decide to permanently forgo any spellcasting ability and retain this feat. If you do not make this decision this feat is lost, and cannot be replaced.

Edit: Also, this feat was created by the 3rd Party group Rogue Genius Games‎


How about you just put "you can't use this standard action to cast a spell or use a spell like/supernatural ability", instead of the whole non-caster level and "must be a physical action" restriction?

Anyway, it's like having a hero point/day. It's very good, but probably not broken becase of the uses/day limitation. You probably want to limit it to once/round tho.


Needs a one/round limit, needs a "does not stack with other additional actions" limit, needs to better explain what's physical and what counts as a caster level.

Can my Tiefling Fighter (with an SLA) take it, or is he boned? What about a Qinggong Monk?

The 'cannot be replaced' part of losing it is also... to be frank, pretty stupid. Let them retrain it.


With out the theatrics i Think i would. Also to spell casters but it wouldent work in a round with spell casting. And i Think i would Call it a swift action move, attack, somthing in stead.


I'd say it needs to have a higher BAB requirement like +4 or +6. Otherwise we'll see Barbarians getting two attacks in on one charge at level 1.

Dark Archive

As I have just added above, this is a Rogue Genius Games feat.

Honestly, I would feel the wording of the feat is clear enough to imply that the feat can be used only once per round as you gain this extra standard action once each round.

Personally I like the flavor and balance of allowing only non-spellcasters to use the feat as it means it gives a neat trick that a Fighter, Rogue, and Monk can use (considered three of the weakest classes) can use but not a Wizard, Cleric, Druid, exc.

I would personally rule that racial spell like abilities do not count towards this restriction, that the restrictions on spellcasting classes not spell like abilities unrelated to class.

Though for the likes of a Rogue taking Minor and Major magic or a race with spell like abilities, they just can't use the additional standard action Physical Adept offers the same round they cast one of their limited use spells.

This is how I currently interpret the feat.

Dark Archive

HyperMissingno wrote:
I'd say it needs to have a higher BAB requirement like +4 or +6. Otherwise we'll see Barbarians getting two attacks in on one charge at level 1.

A possible concern but that restriction would hurt both the fighter and very much the rogue, which would most benefit from the extra damage having an additional attack would offer. I feel it would be too restrictive to add such a requirement.

What if a player wants to play a 1st level human Brawler that takes Athletic and Physical Adept as their starting feats? Which is another point... only humans could really benefit from this feat at first level with perhaps another race if they have an alternate racial ability that that gives them a free bonus feat.


Monk's utterly screwed due to Qinggong, so it's missed one of the three targets that you actually care about.

As-written, no, I would not allow it. I would (and do) just allow Heroic Surge instead. Same thing without all the convoluted wording and anti-caster trappings.

Dark Archive

... is there a problem with a feat that is anti-caster? As that is kind of the point. Perhaps I am missing something, since I can see concepts where a character shuns magic and focuses on their own physical ability.


JonathonWilder wrote:
... is there a problem with a feat that is anti-caster? As that is kind of the point. Perhaps I am missing something, since I can see concepts where a character shuns magic and focuses on their own physical ability.

Inherently? No, not if it's well-executed.

This mess? Yes. Again: it whiffs on the Qinggong Monk, which is basically every Monk ever, which means it's failed at one of the three classes you want.

It whiffs on entire races too.


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The effect is decent enough, but the execution is (like most Rogue Genius products) very poor, and oddly worded.

They could have nearly copied the Monk of the Four Winds' Slow Time ability word for word and it would have been less wonky.

At 12th level, a monk of the four winds can use his ki to slow time or quicken his movements, depending on the observer.[s] [s]As a swift action once per day, and an additional time for every 4 levels you have the user can the monk can expend 6 ki points to take three two standard actions during his turn instead of just one. The monk You can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity.

Completed text:

Once per day, and an additional time for every 4 levels you have, you can take two Standard actions during your turn instead of just one. You can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action.You cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions.

Still kinda wonky, but better and clearer than what's written at least.

Dark Archive

I disagree one Qinggong Monk being required for all monks, very much so, but even if it was does the archetype give the Monk a spellcaster level? If not I don't see the problem, nor how it would effect some races taking the feat. Some races may benefit more then others, but again unless I am mistaken spells gained through race doesn't make the race a spellcaster level?

Rynjin
Doesn't that make the feat weaker though? The above feat seems clearly intended that it would be used once every round if they do a physical action, while the one above as a limited use 'times per day' based on level.


Does Qinggong/Tiefling give a spellcaster level? No.

Do they give a caster level? Yes.

As you quoted the feat says:

Quote:
Special: If you have this feat and gain a caster level

The Qinggong Monk and a lot of races fail to qualify for the feat. Doesn't matter if it's a Gnome Fighter, he can't take this feat... but the Halfling Fighter can? That fails my logic test.

It also can't be used for most of the actual interesting things martials can do-- is Intimidating someone a physical action? How do I determine that short of pulling an answer out of my rear?

Also, the above feat has a daily cap on uses. That cap is exactly the same as what Rynjin posted.

It's very poorly worded and overengineered for a very simplistic ability. While I have zero problems with it, conceptually, the execution is... terrible.

Dark Archive

Ah, I apologize for missing that Kestral involving what Rynjin's post. My mistake


JonathonWilder wrote:

Rynjin
Doesn't that make the feat weaker though? The above feat seems clearly intended that it would be used once every round if they do a physical action, while the one above as a limited use 'times per day' based on level.

...Which is exactly the same as Physical Adept in uses. Go back and read the last line of the text.


Replace "no caster level" with "levels in a class that grants spellcasting" and the Qinggong issues are immediately resolved. I'm 100% positive that's what they meant anyways.

Dark Archive

Updated Feat
Physical Adept
You constantly focus on training your body, often while your allies prepare their spells for the day.
Prerequisite: Athletic, no levels in a class that grants spellcasting.
Benefit: Upon gaining these feat the user may make an extra standard action per round once per day and an additional time per day every 4 levels you have. This extra standard action may be used to do the following: make a melee attack action, use a skill, use an extraordinary ability, or take a move action. You cannot use this extra standard action to cast spells or use spell-like abilities, and cannot combine it with the standard action you already have to take full-attack actions.
Special: If you have this feat and later gain a level in a class that grants spellcasting, you may immediately decide to permanently forge taking a level in this class and retain this feat. If you do not make this decision this feat is lost, and cannot be replaced.

Dark Archive

Rynjin wrote:
JonathonWilder wrote:
...Which is exactly the same as Physical Adept in uses. Go back and read the last line of the text.

Again, I apologize. I might have missed that and I had gotten caught up in the moment. I was mistaken in thinking it was with every round and didn't have the times per day mechanic.

I have revised the feat to match up with suggestions, though that may begin putting it into homebrewing.


I don't really see why the "no caster level" restriction is necessary in the first place, really. Removing it lets Inquisitors and Bards and Magi get in on the fun.


I think the point is ensuring Inquisitors and Bards and Magi don't get in on the fun. They have spells instead, after all.

Dark Archive

Rynjin
Personally I would be against it, as this is a feat clearly intended to be a trick for non-spellcasters that give them something a spellcaster cannot. That and an extra standard action would help a combater to better fulfill their role in the party.

I feel it would be unfair to allow Inquisitors, Bards, and Magi to have access to the feat given they have access to spellcasting as well and this is for the physical classes that forgoes magical powers of a spellcaster class.

The character is meant to be a Physical Adept not one who relies on spells to get a job done or magical might.


JonathonWilder wrote:


...and cannot combine it with the standard action you already have to take full-attack actions.

I don't understand this part really. The original feat's intention is, IMO, to use it mostly for moving so you can take a full attack action. Your rewrite invalidates this, if I am reading this correctly.

Dark Archive

That was copied over from what Rynjin gave me, I could remove it if it is felt unnecessary or counterproductive.


What the feat is "intended" for doesn't matter much since it took us an hour to totally rewrite it.

And would also raise the question of what you would do with Heroic Surge (same thing, minus the anti-caster parts), which is "clearly intended" for everybody.

Especially since, while I'd have to check (and probably won't because that's too much work for a moot point), I'd bet that Heroic Surge came first.

Dark Archive

I don't think it should matter which came first, though perhaps comparing the Physical Adept with Heroic Surge would be beneficial to this discussion.


Well, it certainly feels so. IMO, original wording is clear enough, you can just tweak the prerequisites (Feats of Battle, the book in which this feat appears is strictly excluding gnomes, monks and true spellcasters, but your version of prerequisites is reasonable).


JonathonWilder wrote:

....

Rynjin
Doesn't that make the feat weaker though? The above feat seems clearly intended that it would be used once every round if they do a physical action, while the one above as a limited use 'times per day' based on level.

What you suggest here is madness IMOP. But the feat do say once pr 4 levels.

Edit: for precision.


kestral287 wrote:

What the feat is "intended" for doesn't matter much since it took us an hour to totally rewrite it.

And would also raise the question of what you would do with Heroic Surge (same thing, minus the anti-caster parts), which is "clearly intended" for everybody.

Especially since, while I'd have to check (and probably won't because that's too much work for a moot point), I'd bet that Heroic Surge came first.

Yes, but while I would take original Physical Adept, I would never take the rewrite that doesn't let me have a move+full attack. I don't know what Heroic Surge is and frankly don't care since I'm commenting a what I feel is a bad rewrite of a feat.

EDIT: Ha, I found the Heroic Surge. It's a d20Modern feat. Really relevant here.

Dark Archive

Necromental
Actually such restrictions makes sense when you get right down too it and once I had a moment to think on it. Gnomes are a smaller race that take pride in their magical heritage, as such wouldn't be the best fit for Physical Adept. Monk have at times for years been criticized for being too mystical or magical of a fighter despite the fact that it still manages to be considered underpowered by many. True spellcasters... well they depend on their spells and magical powers, often times excluding their physical stats in favor of mental stats.

I do understand your consideration though and feel it couldn't hurt to remove that last line, how about this:
------------------------------------------

Physical Adept
You constantly focus on training your body, often while your allies prepare their spells for the day.
Prerequisite: Athletic, no levels in a class that grants spellcasting.
Benefit: Upon gaining these feat the user may make an extra standard action per round once per day and an additional time per day every 4 levels you have. This extra standard action may be used to do the following: make a melee attack action, use a skill, use an extraordinary ability, or take a move action. You cannot use this extra standard action to cast spells or use spell-like abilities.
Special: If you have this feat and later gain a level in a class that grants spellcasting, you may immediately decide to permanently forge taking a level in this class and retain this feat. If you do not make this decision this feat is lost, and cannot be replaced.


necromental wrote:
kestral287 wrote:

What the feat is "intended" for doesn't matter much since it took us an hour to totally rewrite it.

And would also raise the question of what you would do with Heroic Surge (same thing, minus the anti-caster parts), which is "clearly intended" for everybody.

Especially since, while I'd have to check (and probably won't because that's too much work for a moot point), I'd bet that Heroic Surge came first.

Yes, but while I would take original Physical Adept, I would never take the rewrite that doesn't let me have a move+full attack. I don't know what Heroic Surge is and frankly don't care since I'm commenting a what I feel is a bad rewrite of a feat.

EDIT: Ha, I found the Heroic Surge. It's a d20Modern feat. Really relevant here.

Showed up in 3.5 too. In a really, really obscure place though.

But really, what's the difference? It's all the same basic system and all three were designed to be compatible with each other.

Still, kind of misses my point. My point was that the "intentions" of the feat are kind of a stupid thing to discuss. What matters is the results.

Also, the version with that restriction on full attacks built-in would still let you move+full attack. This is what happens:

You have:
Standard Action A
Move Action
Standard Action B

You may not, per that restriction, combine Standard Action B and Standard Action A into a full attack action. But you can combine Standard Action B with Move Action (a move action is not a standard action), and you may combine Standard Action A with Move Action (it specifically only refers to the bonus standard action).

The reason behind that wording is fine, and should probably stay in some form if we're not just outright banning "you cannot use multiple abilities to gain additional actions", it's just poorly worded because it was copied into the feat without comparing the differences between the feat and the Monk ability.


kestral287 wrote:
it's just poorly worded because it was copied into the feat without comparing the differences between the feat and the Monk ability.

Well, this. I understand the point of the wording now. Wonky as anything, and I stand by my statement that original wording is clear enough.

As for Heroic Surge and restriction of Physical Adept, well the later is probably the copy of the former, but same restriction is in many of the feats in Feats of Battle. Intention was probably giving martials exclusive toys (a sentiment I can get behind).


Sure. But, as I said-- given that this thread lasted an hour before we'd totally reworked the feat, how much do we care about original intent?

Now, if we want to argue that barring the feat from casters is good, we can do that. There's a whole spectrum there to discuss-- perhaps it'd be okay for Fighters and Rangers, but not Magi and Wizards? Or maybe everyone up to the full casters? That's a discussion. But "It's this way because the feat that it's now loosely based on is that way" is a shortsighted line of reasoning.

Dark Archive

@ Kestral287
Actually it is not 'because the feat that it's now loosely based on is that way" but the very point of why the feat was built the way it was. We can perhaps strength the flavor, better justify such a limitation, but the point is that one who would take this feat for non-spellcasters.

We can discuss allowing one to retrain the feat if the player decides to take a level in a spellcaster class, though I do have some concern on whether or not the player would rpleplay such a chance in direction for their character.


The point of the matter is that a fighter takes this feat then, say, grabs one level of witch and he suddenly forgets how to do it and I'm not seeing the justification neither from fluff or crunch.

This is further complicated when used with non-caster casters like Alchemist (I'm pretty sure drinking something, or throwing a bomb is well within the "something physical limit"), or since it's third party, martial initiators from PoW.

It's a very badly designed/worded feat with a pretty cool core idea, and it'd be very easy to just touch it up a bit instead of a binary yes/no without changing anything.

It's not broken on the power side, the player taking it probably won't break anything, but the game design side is just bad.


Oh, there are some really nasty things you can do with it on the power end. Grappling comes to mind; you pick up the ability to one-round-Pin a target (fun for Tetoris!).

We've seen more than a few Vital-Strike-Is-Obnoxious builds. They'd love having their firepower doubled (admittedly most use a caster).

As you mentioned, LoneKnave, Alchemists can exploit the merry hell out of it as it's currently written.

More than a few conditions require a standard or full-round action to break out of; having access to the ability to keep fighting after breaking one ruins their normal utility (in that they're a break-even at worst). It's invaluable in surprise rounds too, even if that's one of the few cases where the 'can't be combined with another standard action' clause kicks in.

At worst it's Pounce, or grants Pounce better mobility. How much do martials struggle to get Pounce access again?


This is true but it's also limited uses/day. Being able to pin a few opponents a day (which gets progressively harder with the CMB/CMDs being as they are), or pounce for a feat feels like a good spot to be in. If anything is too good about it, it's the versatility, but I like versatility when it's simple like this, so it gets a pass from me there.

Dark Archive

Sighs... how would both of you rewrite it then? Where it offers the same benefit for a restriction that works, rewording the feat as it were.

Really, apart from revising the feat to work as intended I can't seem much more that can be done.

I like the feat, or at least the idea behind it, and I feel classes like fighter, rogue, brawler, barbarian, could use the benefit of the feat to help them even somewhat compete with spellcasters (especially full casters).


Trying to keep in line with PF formatting:

Physical Adept
You constantly focus on training your body
Prerequisite: Athletic, STR 13, DEX 13, CON 13
Benefit: As a free action once per round, you may take an extra standard action. This standard action can't be used to cast a spell, or use any other spell-like or supernatural ability. You may use this feat once per day, plus once per day for every four levels you possess.

The "stat tax" makes it kinda hard to justify for casters but easier for the martial types, so it's an extra bonus to the more MAD ones.

Dark Archive

That works, though I could think of a few other feats from the book Feats of Battle by Rogue Genius Games‎ that would need to have the same changes in prerequisites since a number have the same restriction as shown before.

Hmm, thankfully it is the same feat in benefit... just with different wording and prerequisites have been altered. I will admit it simplifies the feat and makes the effect clearer to understand.

Thanks for the rewrite, I had this feat in mind for a particular NPC and for my players if they decided to take a more combative route.


The best version of the feat is the original one.

Frak Qinggong Monks. If you want to be a pseudo caster you lose this single advantage of being pure martial. And frak gnomes and other SLA races.

The only thing I would change is include extract makers as having caster levels for the purpose of this feat and allow it to be retrained if you get a level in a class with caster level. Mostly because this feat was published before Alchemists existed and before there were retraining rules.


I really, really think this feat needs to be kept exclusively within the realms of classes that have no spellcasting ability. Casters are constantly stealing martial tricks, the Fighter and it's cousins really need some things it can do that the Magus can't.

Dark Archive

Honestly I am finding myself in agreement with VM mercenario and Archnofiend, the latter piercing the heart of the issue.


JonathonWilder wrote:
Sighs... how would both of you rewrite it then? Where it offers the same benefit for a restriction that works, rewording the feat as it were.

Doesn't work for any character that can cast spells or use extracts. If a character gains the ability to cast spells or use extracts, the feat may be retrained immediately. I'd consider allowing Paladins/Rangers/Bloodragers to use it, personally, but you may differ on that front.

Pull the limits on what you can do with it. It's a standard action, do whatever you damn well please. At worst, ban the use of SLAs. Much easier than trying to create an inclusive list that winds up missing something really basic, like the original feat did with Intimidate.

Add a level restriction. 6th, at the lowest. The Fighter doesn't need a free extra full attack at low levels; he's already fine there (that's actually my one glaring issue with Heroic Surge. At worst, every character should be taking a strong look at it by level 5, and probably level 1).

Explicitly note that the character can only gain one additional standard action per round-- not just from this feat, one additional standard action period. I've had some fun stacking some various abilities that allow extra actions; the raw firepower it allowed was... hilarious. Well. For me at least.

Be aware that this is such an automatic-grab feat that you may just want to make it an inherent part of all martials in your game.

Be aware that you're creating incentives for builds that can cheese extra power out of their standard actions. You may or may not be okay with this, but you are certainly creating that incentive.

And finally... you do need to realize that this isn't going to fix martial/caster disparity. Not by a long shot. "I have a cool thing I can do five times a day" doesn't really change much on that front. Now, will it wind up trivializing a few tough fights? Yes, if your players are smart. But it's still not going to be used often, and I can see it hitting too-awesome-to-use territory rather quickly. If you actually want to solve the martial/caster divide, you're going to need to look elsewhere.


The magus is half fighter/half wizard. He should be able to grab fighter tricks, just at a reduced rate, the same way he can grab wizard tricks (spells) at a reduced rate.

If you think a class is weak, buff it directly instead of giving out indirect buffs like this feat. Give it class abilities that can not be taken by other classes. "Casters can't take this" also closes out the ranger, the Paladin, the Bloodrager; you know the casters which are actually balanced, from getting a cool feat.

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