
Deadkitten |
2 people marked this as a favorite. |

So what Stamina feats are actually useful or helpful?
What are straight upgrades to their regular versions?
Which ones are actually really amazing?
Which ones are just plain sad?
Now lets start this discussion with....
Kirin Strike (Combat): As long as you have at least 1 stamina point in your stamina pool, when you hit a creature you have identified with Kirin Style, you add your Intelligence modifier to melee and ranged attack damage rolls against that creature for the next 24 hours. You still can take a swift action to add twice your Intelligence modifier to damage rolls, but that damage doesn't stack with the damage from this combat trick.
Kirin Strike is actually usable with stamina!!

Deadkitten |

Second gem:
Quarterstaff Master (Combat): When you use this feat
to wield a quarterstaff as a one-handed weapon, you can
spend 5 stamina points to retain the ability to use it as a
double weapon and still keep a hand free. This effect lasts
until the beginning of your next turn.
TWF staff magus!!

Runelord Apologist |

Step Up benefited greatly from stamina; you no longer lose movement or your five-foot-step in the turn after stepping up on someone.
The style chains that were previously dependent on Elemental and Stunning Fist (Djinni, Dragon, Efreeti, Mantis, Marid, and Shaitan) all got clauses that allow stamina to be spent as a partial substitute for Fist uses. Mantis, in particular, lets you convert 5 stamina to one Stunning Fist use at will, ensuring you can use Stunning Fist at least once per fight if you're invested in it.

Sumutherguy |

Five stamina points lol.
Kirin strike still takes like, three rounds to do anything. Not useful.
Actually, if you take Combat Style Master (which allows you to start combat in kirin style), you can do the new effect on the first round, as it only requires you to have made the knowledge check and doesn't need a second action.

Ventnor |

Combat Expertise (Combat): You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. If you spend stamina points to raise an attack roll using the Combat Stamina feat’s benefits, ignore an amount of your Combat Expertise penalty equal to the number of stamina points you spent.
With S-Combat Expertise, spending Stamina points to boost your attack roll also gives you a free AC bonus. It's actually not half-bad.
EDIT: I like Runelord Apologist's idea.

Runelord Apologist |

Spring Attack wrote:Does this give you pounce for 5 stamina?You can spend 5 stamina points to
use this feat as a standard action instead of a full-round action.
No, that would be S-Pummeling Style. S-Spring Attack lets you move and make a single attack as your standard, which leaves your second move action still available (to run away further, or stand up if you were prone, or use Improved Feint before spring attacking, etc).
Everyone needs to push S-[feat name] as the terminology for stamina feat uses.

Mark Seifter Designer |
2 people marked this as a favorite. |

that kirin strike sounds neat.
Gosh I hope this book is put on thePRD so my group will start considering using it.
It will make its way to the PRD for sure, guaranteed, as normal for all Pathfinder RPG line books! Until then, consider gifting your GM the pdf; our pdf prices for that line of books are incredibly discounted, since we want to get the rules out to all of you in the best way possible. Plus, you get pictures that won't be on the PRD like the laser beam flumph!

Zwordsman |
Zwordsman wrote:It will make its way to the PRD for sure, guaranteed, as normal for all Pathfinder RPG line books! Until then, consider gifting your GM the pdf; our pdf prices for that line of books are incredibly discounted, since we want to get the rules out to all of you in the best way possible. Plus, you get pictures that won't be on the PRD like the laser beam flumph!that kirin strike sounds neat.
Gosh I hope this book is put on thePRD so my group will start considering using it.
Oh I hadn't even considered the pdf version of things.. I forgot about them somehow (for this one). I have various hard covers. but we all play via skype or tabletop sim on steam.
Though generally speaking when i've had copies of things not on the main site they generally won't use it (they've got a thing about the "not in the core" stuff.. that I don't fully understand but They all agree on it so I'll go with it). I should buy this, and some of those suppliments on pdf for them and see if they'll use it.... it would be neat. (maybe i could get agile enchantment finally)I'll have to go do that on pay day~
(Coudln't find the hard copy in the local place anyway, and we play online so that would be easier for others)
Thanks!

Mark Seifter Designer |

Mark Seifter wrote:Zwordsman wrote:It will make its way to the PRD for sure, guaranteed, as normal for all Pathfinder RPG line books! Until then, consider gifting your GM the pdf; our pdf prices for that line of books are incredibly discounted, since we want to get the rules out to all of you in the best way possible. Plus, you get pictures that won't be on the PRD like the laser beam flumph!that kirin strike sounds neat.
Gosh I hope this book is put on thePRD so my group will start considering using it.
Oh I hadn't even considered the pdf version of things.. I forgot they existed haha. I have various hard covers..
Though generally speaking when i've had copies of things not on the main site they generally won't use it (they've got a thing about the "not in the core" stuff.. that I don't fully understand but They all agree on it so I'll go with it).I'll have to go do that on pay day~
(Coudln't find the hard copy in the local place anyway, and we play online so that would be easier for others)Thanks!
Hey, np. And the Pathfinder RPG line is probably what they call the "core" line. It's the one starting with the CRB and including APG and so on. Since Unchained is in that line, maybe that will count? Granted, it's variant rules, so if they're not open to mixing things up a bit and trying some variants on for size, it might not be something they would enjoy even once it's on the PRD. It's more for groups that love to experiment, tread different ground, and shake things up, especially if you want to run a game with a different theme, like a gritty low-magic game (with super gritty wound thresholds, new poison and disease, limited magic, and even automatic bonus progression to remove the necessity of +bonus magic items).

QuidEst |

S-Lookout is really nice. Increases the range from adjacent to within 10 feet while you've got stamina in your pool- especially nice since you almost always have it when Lookout takes effect. I'm looking through all the "While you have at least 1 stamina" options, since most of these seem to hemorrhage stamina like nobody's business.
S-Missile Shield is viable for more builds, since it now allows using a buckler. S-Mounted Shield is a nice AC boost to your mount.
S-Prone Shooter drastically increases usability by removing the "since last round" aspect.
S-Snapping Turtle style is a free point of AC (!).

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I was going to write a huge post, but I realized that it was becoming way too large. Instead here are the key points:
- Teamwork Feats=really good
- Ways to get Sneak Attack=a lot more(sniping is viable now)
- 1/day feats= X/encounter feats
- Swift actions= free actions/encounter
- Elves are awesome(the upgrades to the elven feats are super sweet)
- Goblin Torch Fighter is better
- Being Small is even better now
- I don't understand Weapon Finesse's combat trick's usefulness(seems like it was supposed to be for something to do with tower shields)

Puna'chong |

- I don't understand Weapon Finesse's combat trick's usefulness(seems like it was supposed to be for something to do with tower shields)
If you weapon finesse and use a shield, you reduce your chance to hit equal to your shield's check penalty. It's to prevent a character from being super hard to hit because they can jack up Dex so high.

Morzadian |

I love the stamina system, however the recharge mechanic, less so.
Every other pool, be it ki pool or arcana pool does not recharge. Inconsistencies in rules and balance plagued 3.5e, I certainly hope Pathfinder does not go down this path.
I'm thinking 5+BAB+Con bonus, no recharge, warriors are extreme, if they want to burn everything in one fight let them.
It also gets rid off the following: Wizard says "Oh might as well read over chapter 1 of my spell book again (rolls eyes) as the Fighters are all worn out"
Having fatigue that lasts for 1 minute if they run out of stamina points puts it in line with the Barbarian class.

kestral287 |
Without the recharge you might need to adjust costs downwards. Which is, to be fair, totally possible.
But the Magus' arcane pool, for example, is 1/2 lvl+Int. Puts it at oh, call it two-thirds of the size of a full martial's Stamina pool, since he's likely to have a higher Int than they do Con (Con's a secondary stat, remember).
But, here's the thing-- almost every use of the arcane pool is one point. Two points allows such incredible abilities as "target all attacks at enemy Touch AC for the round". The only ability that costs more than two is Reflection, which is an Immediate Action Spell Turning (a 7th-level spell).
So, if you're stripping away recharge because the arcane pool doesn't, just make sure you rebalance the costs in line with the arcane pool.

Morzadian |

Without the recharge you might need to adjust costs downwards. Which is, to be fair, totally possible.
But the Magus' arcane pool, for example, is 1/2 lvl+Int. Puts it at oh, call it two-thirds of the size of a full martial's Stamina pool, since he's likely to have a higher Int than they do Con (Con's a secondary stat, remember).
But, here's the thing-- almost every use of the arcane pool is one point. Two points allows such incredible abilities as "target all attacks at enemy Touch AC for the round". The only ability that costs more than two is Reflection, which is an Immediate Action Spell Turning (a 7th-level spell).
So, if you're stripping away recharge because the arcane pool doesn't, just make sure you rebalance the costs in line with the arcane pool.
Ah yes the Arcana Pool and its abilities is very impressive.
Is it possible to scale the cost of stamina feat abilities down? They are mostly 5, some are 2.
Adding 5 is like adding a 5 minute rest per day.
Any recommendations about an increase? I did consider 10 but thought it might be too much.

kestral287 |
1 person marked this as a favorite. |
If it's not recharging?
Ten points becomes 3 (though Improved Initiative should maybe still be more... that one is very strong), five points becomes 1-2 (you'll probably have to case by case this one), two points becomes one or "as long as you have at least one point in your stamina pool" (again, case by case it).

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josto wrote:Spring Attack wrote:Does this give you pounce for 5 stamina?You can spend 5 stamina points to
use this feat as a standard action instead of a full-round action.No, that would be S-Pummeling Style. S-Spring Attack lets you move and make a single attack as your standard, which leaves your second move action still available (to run away further, or stand up if you were prone, or use Improved Feint before spring attacking, etc).
Everyone needs to push S-[feat name] as the terminology for stamina feat uses.
i wonder if this would allow the combining of spring attack and vital strike now... probably not... remember this new trick allows for moving attacking and moving back as a standard!

kestral287 |
Runelord Apologist wrote:i wonder if this would allow the combining of spring attack and vital strike now... probably not... remember this new trick allows for moving attacking and moving back as a standard!josto wrote:Spring Attack wrote:Does this give you pounce for 5 stamina?You can spend 5 stamina points to
use this feat as a standard action instead of a full-round action.No, that would be S-Pummeling Style. S-Spring Attack lets you move and make a single attack as your standard, which leaves your second move action still available (to run away further, or stand up if you were prone, or use Improved Feint before spring attacking, etc).
Everyone needs to push S-[feat name] as the terminology for stamina feat uses.
It does not. Spring Attack is not an "attack action" and stamina does nothing to change that.
Stamina gives you some more mobility when you Spring Attack, or lets you set up something like early-game Studied Target. But definitely no Vital Strike.

Morzadian |

Greater Dirty Trick seems pretty sweet for a dirty trick heavy character, especially if you can get multiple dirty tricks in a round. 5 stamina to make the condition a full-round action to remove can be pretty brutal.
I wouldn't use the word brutal. Place it alongside a deep slumber or hold person spell and its nothing special.
S-feats by design are not powerful, they are designed to make martial characters less predictable.
Before S-feats everyone knew to delay their actions after their enemy does a Cleave attack to get a better chance at landing a hit and that Dodge just gives a +1 Dodge bonus. Not the case now, provides agency to martial characters in controlling the flow of battle and to sabotage the tactics of their enemies.
I'm interested to hear the 'success' stories of S-feats and if they in fact can change the tide of battle. And you can only find that out by playing.

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Dazzling Display: Choose to make a standard action attack, if you hit, you can choose as many opponents as you like within 30 ft. to demoralize, cost 2 Stamina per target choosen.
Enforcer: on crit spend 5 stamina to make frightened for 1d4 rounds instead of 1 round.
no Hurtful listed.
But if you are into such builds Skill Unlock for Intimidate is absurdly powerful.

chbgraphicarts |

I love the stamina system, however the recharge mechanic, less so.
Every other pool, be it ki pool or arcana pool does not recharge. Inconsistencies in rules and balance plagued 3.5e, I certainly hope Pathfinder does not go down this path.
Ki doesn't recharge until you rest, but there are items that can let you recharge Ki, particularly weapons.
Arcane Pools are basically the same way.
Grit, Panache, and Luck Pools fluctuate constantly, as you gain it back whenever you make a Crit or kill an enemy.
Stamina is sort of the middle-man: it's small, like Grit & Panache, but it refuels after fights.