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Yep, RAW those feats should stack with each other...
Please note:
Extreme Mood Swings is not PFS Legal, which might indicate a balance issue.
Amplified Rage (Teamwork) seems like it could be a bit of a nightmare if movement ends up activating and deactivating the feat every round (we're flanking! Foe Stepped, so we're not flanking! I step, but we're not flanking! Ally steps, and now we're flanking again!).

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Please note:
Extreme Mood Swings is not PFS Legal, which might indicate a balance issue.
More likely it's because PFS doesn't use the Inner Sea Taverns rules for levels of drunkenness.
Amplified Rage (Teamwork) seems like it could be a bit of a nightmare if movement ends up activating and deactivating the feat every round (we're flanking! Foe Stepped, so we're not flanking! I step, but we're not flanking! Ally steps, and now we're flanking again!).
Yeah, if it had just been a Strength bonus it wouldn't have been a big deal. Recalculating the Con can be a mess.

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Taja the Barbarian wrote:Please note:
Extreme Mood Swings is not PFS Legal, which might indicate a balance issue.More likely it's because PFS doesn't use the Inner Sea Taverns rules for levels of drunkenness.
...
Perhaps, but it is a rather powerful for a 'no prerequisites' feat considering re-investing the points you could save in character creation from reducing your starting Str & Con by 1 and investing those points in Wisdom should easily offset the save penalty it grants: Going from a (pre-racial adj) 16 Str to a 15 Str would free up enough points to get your Wis from 10 to 13, which completely offsets the base penalty to specific Will saves...
Once Heroism comes into play, the penalty is entirely offset by its own buff.