Home-brew Feats


Homebrew and House Rules


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So I'm playing a home-brew game and some of my players and I have discussed a few possible changes to feats in the game (see spoilers). We're set to start using them next session but I'd like to get some opinions on the feats; whether they're good or not and what could be improved on.

Removed Feats:
(Power Attack, Deadly Aim, & Combat Expertise) Anyone with BAB +1 or higher has access to it and it progresses normally; feats that used it as a prerequisite no longer have that restriction.

(Weapon Finesse) Light weapons can now be 'finessed' by using either STR or DEX to hit, as can weapons with the "finesse" quality.

(Agile Maneuvers) DEX can be used for CMB when wielding a 'finessable' weapon.


Martial Mastery:
(Changed from Weapon Focus) Choose one group of weapons from the fighter weapon groups.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon types.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group.

This changes from a singular weapon to a group of like weapons- similar feats are also changed likewise, those being: Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Point-Blank Master, Close-Quarters Thrower, etc.

Deft Maneuvers:
(From Improved Trip,Improved Disarm, Improved Dirty Trick, Improved Feint, Improved Reposition, Improved Steal)

You are more skilled at performing certain combat maneuvers.
Prerequisites: Base attack bonus +1.
Benefit: You do not provoke attacks of opportunity when making a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. You also get a +2 on checks with these maneuvers.

Powerful Maneuvers:
(From Improved Bull Rush, Improved Drag, Improved Overrun, Improved Sunder)

You are more skilled at performing certain combat maneuvers.
Prerequisites: Base attack bonus +1.
Benefit: You do not provoke attacks of opportunity when making a bull rush, drag, overrun, or sunder combat maneuver. You also get a +2 on checks with these maneuvers.

Point-Blank Shot:
Precise Shot replaces it as a prerequisite for archery feats

Dodge:
(Dodge & Mobility) Prerequisites: Dex 13
Benefit: +1 Dodge bonus to AC, another +4 bonus is granted when taking attacks of opportunity from movement.

Improved Two-Weapon Fighting:
(Improved Two-Weapon Fighting & Greater Two-Weapon Fighting) Prerequisites: Dex 17, Two-Weapon Fighting, BAB +6
Benefit: In addition to the standard single extra attack from an off-hand weapon, you get a second attack with it, at a -5 penalty. Once your BAB reaches +11, you gain a third attack with your off-hand, at -10 penalty.

Whew, it's a bit of reading but thanks for doing that - any advice you have is greatly appreciated! :)


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I liked the removed feats, I like martial mastery, and I like the maneuver feats simply because combat maneuvers are used so rarely anyway and only in hyper specialized builds that these feats won't make a huge difference. Everything seems pretty good.


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Sounds cool! I had a similar thread sometime back, consider poking around there. Be sure to read beyond the first post.

I like the maneuvers section thing and Martial Mastery. However, Agile Maneuvers might be useful for a mancatcher-using or DEX-based grappler, if there are any of those.

I'd try to find a way to avoid chain-ifying archery. If anything, people are going to have to take more feats to get archery going, because Point-Blank Shot is a good feat, regardless of if it's prerequisite.

Lantern Lodge

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I dot for interest.

Removing Tax feat is allways a good start.


So far I'm getting vibes that you like the ideas. We've managed to play a session now and so far the removed feats have all worked well, having access to power attack hasn't been a game changer and the other feats likely wouldn't have been taken anyways. Our party rouge/gunslinger/investigator did take advantage of the new dodge feat (which is basically dodge & mobility) so his AC is quite high when provoking attacks of opportunity. In fact enemies with a critical range of 19-20 still had to roll nat 20s to hit him, although that's probably because they were skeletons (which suck against third level characters). I'm actually planning on starting them on Carrion Crown at third level with these feat rules, so if you have advice please feel free to post here.


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I dig these. I'm sure there are ways to exploit them, but if no one in your group is really looking for that, it isn't really a problem.

I've always kind of felt AoOs got too much love; if I have 3 attacks, a 16 Dex, and Combat Reflexes, then in a perfect 6-second round I get 6 attacks. Tack on the TWF tree, and that's really pretty ridiculous; I don't mind if, using your system, a character gets higher AC vs AoOs. They -should- miss more.

Grand Lodge

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magispitt wrote:

Improved Two-Weapon Fighting: Hide

(Improved Two-Weapon Fighting & Greater Two-Weapon Fighting) Prerequisites: Dex 17, Two-Weapon Fighting, BAB +6
Benefit: In addition to the standard single extra attack from an off-hand weapon, you get a second attack with it, at a -5 penalty. Once your BAB reaches +11, you gain a third attack with your off-hand, at -10 penalty.

The crappy part is that, even with your feat change, two weapon fighting still sucks. How about a new feat that lets you make one attack with each weapon as a standard action?


Headfirst wrote:
magispitt wrote:

Improved Two-Weapon Fighting: Hide

(Improved Two-Weapon Fighting & Greater Two-Weapon Fighting) Prerequisites: Dex 17, Two-Weapon Fighting, BAB +6
Benefit: In addition to the standard single extra attack from an off-hand weapon, you get a second attack with it, at a -5 penalty. Once your BAB reaches +11, you gain a third attack with your off-hand, at -10 penalty.
The crappy part is that, even with your feat change, two weapon fighting still sucks. How about a new feat that lets you make one attack with each weapon as a standard action?

It was supposed to just be a merge of the two feats but I see what you mean. Would something like what My Self suggested work in your opinion?

My Self wrote:

Improved Two-Weapon Fighting v2

Prereqs: Dex 15
Benefit: As regular Two-Weapon Fighting. Gains the benefit of Improved TWF at BAB 6 and Greater TWF at BAB 11. Gains an additional attack at -15 at BAB 16. Can make an attack with both weapons as a standard action, with an additional -2 to hit.

Grand Lodge

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magispitt wrote:
It was supposed to just be a merge of the two feats but I see what you mean. Would something like what My Self suggested work in your opinion?

I'd probably just make it it's own feat. There's a difference between reducing feat tax and eliminating prerequisites altogether. Some more advanced combat styles should require a few feats to pull off.

Double Attack
Prerequisite: Dex 13, BAB +1, Two-Weapon Fighting
Benefit: As a standard action, you can make one attack with both weapons with all of the standard penalties for two-weapon fighting.

Something like that.


Why not include this Double Attack ability as part of regular TWF?

Grand Lodge

My Self wrote:
Why not include this Double Attack ability as part of regular TWF?

"But why male models?"

Really? I literally just said why in my last post. :)

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