What feats would you change the prerequisites for?


Pathfinder First Edition General Discussion


What feats would you change the prerequisites for and what would you change them to?


Precise shot requiring no prerequisites as it's really dumb you're basically not allowed to hit things until lvl 3 or play a human if you have anyone in your party that is melee.

Also change all crafting feat prerequisites to be worded to allow classes like alchemists or kineticists to use them as they don't technically have caster levels.

Scarab Sages

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Remove anything that requires combat expertise. It the worst tax in the game. There are new ways around it, but it's still annoying as hell.


Pathfinder Rulebook Subscriber

This might seem a *little* weird, but I'd add prerequisites to all of the metamagic feats.

I just think it's odd that a 1st level Commoner can have Quicken Spell. I don't know that many people have issues with this, but it's definitely a trap option if you're not paying attention.


ZZTRaider wrote:

This might seem a *little* weird, but I'd add prerequisites to all of the metamagic feats.

I just think it's odd that a 1st level Commoner can have Quicken Spell. I don't know that many people have issues with this, but it's definitely a trap option if you're not paying attention.

I am OK with it, since metamagic reducers let you use it earlier than you should otherwise get it. Also, it is nice to be able to pick up quicken at level 7 as a bloodline feat if there isn't a better option.


I'd remove combat expertise and power attack from the maneuver feats. If needed make a new feat that gives a +1 to all the maneuvers CMB and CMD, that makes it a decent feat to take by itself and naturally grows into the specializations.

I'd really like to remove BAB requirements. It'll change things up, make feats more interesting. Do you rush for a lv5 Greater 2wf? Lets you get all the archery feats just as fast as you can get them. Really makes the fighter's bonus feats nice, as now you really get good at stuff quickly. Improved precise shot lv4? yes please! For most classes it's still gated by prereq feats and how slowly they gain feats. And I feel the options you get make for interesting choices. Greater vital strike at lv7? Not a waste of an action. Still probably not the best idea, but at least now you can feel worth it going into these trees.


Remove Greater cleave, have Cleave use Great Cleaves old text.

Have Whirlwind attack use Cleave and a BAB pre-req as its pre req

Either make combat expertise good, such as removing penalties to attack from TWF and Power Attack when making an attack roll that deals no damage (includes most combat maneuvers) or remove it. Also kill the Int pre-req.


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Imbicatus wrote:
Remove anything that requires combat expertise. It the worst tax in the game. There are new ways around it, but it's still annoying as hell.

Enthusiastically seconded. It's needlessly punishing to martials who want to do something interesting.


Remove combat expertise and the Int 13 requirement for combat maneuvers. CE is easily one of the worst feats in the game, and the Int requirement is a killer as well.


Imbicatus wrote:
Remove anything that requires combat expertise. It the worst tax in the game. There are new ways around it, but it's still annoying as hell.

Either that, or remove the Intelligence minimum for Combat Expertise, and then making Combat Expertise worth taking. (At the very least, remove the requirement that it can only be used during an Attack or Full Attack action so it could stack with fighting defensively or be used while making tactical movement.)

(Edited for typographical error.)


Insain Dragoon wrote:

removing penalties to attack from TWF and Power Attack when making an attack roll that deals no damage (includes most combat maneuvers) Also kill the Int pre-req.

A good Combat Expertise. In fact, why not remove it as a pre-req because if it became as above people would willingly take it.


I would remove power attack from cleave... I understand the reasoning for having it there(you make a stronger attack to cut through multiple opponents), but I have a GM who is dead set on penalizing cleave in my ranger build(where you are supposed to be able to bypass it) because it's there and power attack(which I dislike in general) isn't.

My thought is that in such a build the explanation for how he bypasses PA is that he is not directly cutting through so much as putting a proper slash at such an angle that it cuts both(attempting to cut as with a Katana, as opposed to cutting someone in half with a Claymore), but because PA is a requirement that doesn't work with my GM, and honestly, I don't think PA should be required for it in any build for the same reason.

I have that problem with a lot of the abilities PA is a requirement for tbh, I don't like using the term "feat tax" a lot, especially for abilities that are technically a straight mechanical boon, but for a bonus with negatives I would never use, that essentially by mechanics my backstory is saying, "I never use this, but I wasted years learning to do this when I could have learned x, y, or z that I always do/try to do..." yeah, I consider that a tax....


I understand not wanting to use Power Attack as a tax, but why so averse to taking it?

You're using the 2 handed Style if Cleave is a combat style feat for you, so why the disdain?


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I've personally tested removing all ability score prereqs from feats and it completely balanced and had opened up some interesting builds.


Insain Dragoon wrote:

I understand not wanting to use Power Attack as a tax, but why so averse to taking it?

You're using the 2 handed Style if Cleave is a combat style feat for you, so why the disdain?

Because I prefer a more dex over str build type fighter, the guy who goes in swinging and leaves everything bleeding while defending himself rather than just focus on target, kill, focus again... specifically I want to pair cleave with Shield of swings at low level, I don't like PA because it's mostly done all or never... yet I would RP it as a "sometimes"... and if I only do it occasionally it might as well have limits per day like smite... except it's not powerful enough for that to really be justifiable for me... I would have to be all about the DPS to then use it all the time... which I am not. I also rarely get beyond 3rd level... so yeah, it gets really old.

Scarab Sages

Power Attack is also not always the right move. The accuracy penalty makes it less of a bonus when fighting high-AC opponents. I prefer damage boosters that don't reduce accuracy.


Oh, remove any and all skill focus (and similar like the deceitful feat) and save boost feat prereqs. Like the skill focus prereq for Eldritch Heritage. Also remove all of the feat taxes like those for skills or saves for prestige classes. The fact you need Iron Will for a Master Spy is infuriating. I mean, sure, deceitful makes sense, but you already need ranks in disguise, why force them to blow a precious feat as well?


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Saldiven wrote:
Imbicatus wrote:
Remove anything that requires combat expertise. It the worst tax in the game. There are new ways around it, but it's still annoying as hell.

Either that, or remove the Intelligence minimum for Combat Expertise, and then making Combat Expertise worth taking. (At the very least, remove the requirement that it can only be used during an Attack or Full Attack action so it could stack with fighting defensively or be used while making tactical movement.)

(Edited for typographical error.)

Honestly, I'd just merge fighting defensively and Combat Expertise. There's no reason to have two different "Trade out accuracy for AC" mechanics.


Chengar Qordath wrote:
Saldiven wrote:
Imbicatus wrote:
Remove anything that requires combat expertise. It the worst tax in the game. There are new ways around it, but it's still annoying as hell.

Either that, or remove the Intelligence minimum for Combat Expertise, and then making Combat Expertise worth taking. (At the very least, remove the requirement that it can only be used during an Attack or Full Attack action so it could stack with fighting defensively or be used while making tactical movement.)

(Edited for typographical error.)

Honestly, I'd just merge fighting defensively and Combat Expertise. There's no reason to have two different "Trade out accuracy for AC" mechanics.

That's totally legitimate.

As I said, either remove the CE pre-requisite entirely, or make the feat worth having. That idea was merely one possibility of how it could be changed.

The problem is that it currently is both a pre-requisite and isn't worth having.

Scarab Sages

Saldiven wrote:

The problem is that it currently is both a pre-requisite and isn't worth having.

Which is why the Dirty Fighting feat I linked earlier is so nice. It's actually worth having on it's own, and counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting manuever prerequisites.

I see myself taking this feat on several characters.


I've already eliminated Combat Expertise as a prerequisite from my games along with it's +13 Int. Everything is much better for it. I guess it isn't that far-fetch to just replace fighting defensively with it since it's not that great and might as well be the same thing.

Scarab Sages

Why would you want to nerf fighting defensively by making it combat expertise? Fighting defensively is much better than CE. You get a bonus for acrobatics, a blocking weapon, crane style, or a madu, and it's +5 to AC for a -1 penalty to attack.


Imbicatus wrote:
Why would you want to nerf fighting defensively by making it combat expertise? Fighting defensively is much better than CE. You get a bonus for acrobatics, a blocking weapon, crane style, or a madu, and it's +5 to AC for a -1 penalty to attack.

If you replace it it takes over it's job at other things too, as it it would be equivalent for feats and stuff. At that point it's better because

"fighting defensively: You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 to AC until the start of your next turn."

So you can get more AC at a lower penalty and when it's the same penalty the bonus AC has doubled. Seems good.


Another one would be removing the Channel Smite and Channel Energy requirements for Guided Hand. Firstly, Channel Smite is a terrible feat, and personally I don't think Guided Hand should be limited to energy channelers. A more suitable pre-requisite would be "Ability to cast 2nd level Divine Spells" or something like that.

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