| Artificial 20 |
| 3 people marked this as a favorite. |
You know that feat you like?
Not that one you actually use, not the one that's mechanically viable.
That one with flavour you like, yet your characters never select it, because it costs a whole feat.
Post about that feat, why you like it, where it falls short, what it has to do to earn a home in your build.
---
For myself I'll mention Nimble Moves. Ignoring a space of difficult terrain sounds interesting. With its successor Acrobatic Steps I could make really creative movements around exciting terrain layouts, but my feats are prioritised toward meeting more fundamental needs.
If Nimble Moves was Acrobatic Steps, or the DEX-based characters it fits had fewer holes to patch, I'd adopt and love you so.
| Malk_Content |
| 1 person marked this as a favorite. |
Any of the manouvre feats. Basically needing 2 or 3 feats just to make a core part of the combat rules usuable wasn't acceptable to me. Maybe if I was making characters of a higher level, but going from level 1 starting on that path just seemed like throwing feat after feat and not using them until I had them all.
"Ooh I want to reposition people, move them around so my allies can get free hits and put enemies into dangerous areas." 2 Feats later "woot I can reposition without taking an Attack of Opportunity. Can't do any of the other stuff yet though."
| David knott 242 |
Do any of you remember the D&D 3.5 supplement Races of Destiny? PF1 invalidated more content from that book than any other D&D 3.5 book in terms of Pathfinder applicability.
At this point, I am wondering how many PF1 feats will have "grown up" and how many will have to be "buried" because of systematic game changes.
| Wei Ji the Learner |
| 3 people marked this as a favorite. |
'Improved' Great Fortitude
'Improved' Iron Will
'Improved' Lightning Reflexes
Typically, when I see something say 'Improved', it should indicate... y'know, a mechanical increase from the 'base model'.
But no, these are called 'Improved' for 'a single reroll per day'.
When 'Improving' should be something like +4 to a given save, or if the clunky reroll mechanic is retained, something like 2-4 times per day.
This could also lead to Greater 'Save Boost' being reroll at will plus a higher bonus on the reroll.
| Dekalinder |
Do any of you remember the D&D 3.5 supplement Races of Destiny? PF1 invalidated more content from that book than any other D&D 3.5 book in terms of Pathfinder applicability.
At this point, I am wondering how many PF1 feats will have "grown up" and how many will have to be "buried" because of systematic game changes.
God i love that book. Illumian are the single most interesting race ever created, and the charmeleon where pure genius.
| ChaiGuy |
| 4 people marked this as a favorite. |
I guess I'd go with Endurance, it can really put an emphasis on having a tough as nails character, but it's benefit depends on the type of game being run. The ability to sleep in medium armor is the bright spot IMO, but it only really applies when there are night time battles, which depends on GM style. I've had GMs who did so rather often, other who never did so.
In a gritty low level, low magic campaign it may be worth taking, in most games I've played in it's only good if you can get it with little investment, like the half-orc racial to trade a -2 to intimidate for the feat.
Speaking of half-orcs Endurance leads to several other cool themed feats, the Deathless line, with 3 feats in that line. They really give the flavor of a tough as nails character that refuses to die (similar to die-hard). The problem is spending feats to gain benefits when you're at negative hit points, isn't optimal, to say the least. By the time you get deathless initiate if you're in the negatives the character is probably not going to make it, since many enemies at that level will have their secondary attacks. I had a GM allow a character of mine, a half-orc to take deathless initiate early (I had met the other pre recs), I never really used it, but I felt it added to that character's flavor.
To really shine Endurance and the associated tree, would need to apply to things that happen more often, such I suppose as reduce bleed damage, help resist poison, being transformed against your characters will (like turned to stone, or baleful polymorph), ect...
| Anguish |
| 1 person marked this as a favorite. |
Fleet; I love faster move speed, but a whole feat for a meer 5 feet of movement? When comparable class features, magic items, and spells work in 10 ft increments? Nope, just not tenable.
Especially since it doesn't work if you need it. I mean... if you've got heavy armor. I'd be totally okay with the feat if a full plate wearing character could pick it up four times to get +20 to movement. I mean, how awesome would move 40 be? For the price of four feats. But no.
| Rules Artificer |
I've got a whole orphanage just by myself.
Not all of these feats are orphans, but a good chunk of the ones in the "free feats" section and some of the ends of the feat chains are. Those that are either "Really, I need a feat to do that?" or "Man, this feat seems cool; sucks that it requires so many annoying prerequisites though..."
| Artificial 20 |
I've got a whole orphanage just by myself.
Not all of these feats are orphans, but a good chunk of the ones in the "free feats" section and some of the ends of the feat chains are. Those that are either "Really, I need a feat to do that?" or "Man, this feat seems cool; sucks that it requires so many annoying prerequisites though..."
That is an impressive institution there.
Going to mention Quick Draw next. It seems so neat and deft, but once you have any BAB you can draw while you move, and being positioned to full-attack, yet having no weapon in hand, seems such a vanishingly rare case.
Unless you're throwing knives or such, you'd seemingly hardly ever use it.
I wish it let you switch weapons as a swift or something.
| Dasrak |
| 1 person marked this as a favorite. |
But if counterspelling is an automatic reaction for one or more spellcasting classes, then it will happen more often because nobody who would be any good at it would have to pay the opportunity cost of readying an action to do it.
Oh definitely! The handful of options that let you perform counterspells as an immediate action in PF1 are excellent (even a bit cheesy for how they just shut down enemy casters so effortlessly) and serve as good models for how PF2 could do counterspelling better. It's the basic counterspelling feature that I'm complaining about, which without some sort of action economy boost just doesn't get used.
| Artificial 20 |
Catch Off-Guard / Throw Anything.
I like Catch Off-Guard's theme, but honestly don't know what I would do to make it better. Any ideas?
Here's another neat concept, Landing Roll. A move that has situational use, aaand requires 2 feats plus itself. For that much I'd want to negate the trip or something similar.
| Artificial 20 |
Has anyone mentioned the whip mastery feats?
I had to look those up.
At first glance the basic Whip Mastery feat almost looks okay. I think it falls down due to the whip being an exotic weapon to begin with. So short of picking up free proficiency somehow, it's basically 3 feats to use the whip proficiently, have Weapon Focus with whips and finally Whip Mastery.
Yeah, that is quite a lot, and the later feats seem worse. I think simply replacing Weapon Focus with requiring whip proficiency would elevate Whip Mastery to decent usefulness. Modifying Improved Whip Mastery and Greater Whip Mastery to actually improve the effects of Whip Mastery, rather than just adding exotic new tricks, would help them. Like if Improved gave the benefit of Weapon Focus and Greater the benefit of Weapon Specialisation.