Larkas
2012-05-13, 06:45 PM
I've seen people commenting time and again that Pathfinder failed greatly at one thing: it actually managed to make non-casters WORSE. Mainly, people complain that some vital feats were made much worse and that alone make some character classes or archetypes virtually unplayable. The ones below are generally seen as the greatest offenders. Let me know what you think of the fixes, and please tell me if I missed anything.
Deadly Aim (Combat)
You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to gain a bonus on all ranged damage rolls. If you do, you take a penalty on all ranged attack rolls equal to half that bonus, rounded up. That bonus may not exceed your base attack bonus. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to gain a bonus on all melee damage rolls. If you do, you take a penalty on all melee attack rolls and combat maneuver checks equal to half that bonus, rounded up. That bonus may not exceed your base attack bonus. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Improved Bull Rush (Combat)
You are skilled at pushing your foes around, and your bull rush attacks throw enemies off balance.
Prerequisite: Str 13, Power Attack, base attack bonus +1.
Benefit: You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +4 bonus on checks made to bull rush a foe. You also receive a +4 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).
Normal: You provoke an attack of opportunity when performing a bull rush combat maneuver. Creatures moved by bull rush do not provoke attacks of opportunity.
Improved Disarm (Combat)
You are skilled at knocking weapons far from a foe's grasp.
Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +4 bonus on checks made to disarm a foe. You also receive a +4 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you. Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction.
Normal: You provoke an attack of opportunity when performing a disarm combat maneuver. Disarmed weapons and gear land at the feet of the disarmed creature.
Improved Feint (Combat)
You are skilled at fooling your opponents in combat.
Prerequisites: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat as a move action. Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack.
Normal: Feinting in combat is a standard action. A creature you feint loses its Dexterity bonus against your next attack.
Improved Grapple (Combat)
You are skilled at grappling opponents, and maintaining a grapple is second nature to you.
Prerequisite: Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +4 bonus on checks made to grapple a foe. You also receive a +4 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Normal: You provoke an attack of opportunity when performing a grapple combat maneuver. Maintaining a grapple is a standard action.
Improved Overrun (Combat)
You are skilled at running down your foes, and enemies must dive to avoid your dangerous move.
Prerequisite: Str 13, Power Attack, base attack bonus +1.
Benefit: You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +4 bonus on checks made to overrrun a foe. You also receive a +4 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.
Normal: You provoke an attack of opportunity when performing an overrun combat maneuver. Creatures knocked prone by your overrun do not provoke an attack of opportunity.
Improved Sunder (Combat)
You are skilled at damaging your foes' weapons and armor. Your devastating strikes cleave through weapons and armor and into their wielders, damaging both item and wielder alike in a single terrific strike.
Prerequisite: Str 13, Power Attack, base attack bonus +1.
Benefit: You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +4 bonus on checks made to sunder an item. You also receive a +4 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's wielder. No damage is transferred if you decide to leave the item with 1 hit point.
Normal: You provoke an attack of opportunity when performing a sunder combat maneuver.
Improved Trip (Combat)
You are skilled at sending your opponents to the ground, and you can make free attacks on foes that you knock down.
Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +4 bonus on checks made to trip a foe. You also receive a +4 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. Whenever you successfully trip an opponent, you may immediately make a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Normal: You provoke an attack of opportunity when performing a trip combat maneuver. Making a trip attempt uses up your attack for the turn.
Note that these fixes require the removal of the respective "Greater" feats from the game.
PS: Yeah, yeah, people actually say that Deadly Aim is something Pathfinder did RIGHT, by actually redeeming archers and such. But if I'm fixing Power Attack, I have to mess with it too, right?
Deadly Aim (Combat)
You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to gain a bonus on all ranged damage rolls. If you do, you take a penalty on all ranged attack rolls equal to half that bonus, rounded up. That bonus may not exceed your base attack bonus. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to gain a bonus on all melee damage rolls. If you do, you take a penalty on all melee attack rolls and combat maneuver checks equal to half that bonus, rounded up. That bonus may not exceed your base attack bonus. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Improved Bull Rush (Combat)
You are skilled at pushing your foes around, and your bull rush attacks throw enemies off balance.
Prerequisite: Str 13, Power Attack, base attack bonus +1.
Benefit: You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +4 bonus on checks made to bull rush a foe. You also receive a +4 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).
Normal: You provoke an attack of opportunity when performing a bull rush combat maneuver. Creatures moved by bull rush do not provoke attacks of opportunity.
Improved Disarm (Combat)
You are skilled at knocking weapons far from a foe's grasp.
Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +4 bonus on checks made to disarm a foe. You also receive a +4 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you. Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction.
Normal: You provoke an attack of opportunity when performing a disarm combat maneuver. Disarmed weapons and gear land at the feet of the disarmed creature.
Improved Feint (Combat)
You are skilled at fooling your opponents in combat.
Prerequisites: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat as a move action. Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack.
Normal: Feinting in combat is a standard action. A creature you feint loses its Dexterity bonus against your next attack.
Improved Grapple (Combat)
You are skilled at grappling opponents, and maintaining a grapple is second nature to you.
Prerequisite: Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +4 bonus on checks made to grapple a foe. You also receive a +4 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Normal: You provoke an attack of opportunity when performing a grapple combat maneuver. Maintaining a grapple is a standard action.
Improved Overrun (Combat)
You are skilled at running down your foes, and enemies must dive to avoid your dangerous move.
Prerequisite: Str 13, Power Attack, base attack bonus +1.
Benefit: You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +4 bonus on checks made to overrrun a foe. You also receive a +4 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.
Normal: You provoke an attack of opportunity when performing an overrun combat maneuver. Creatures knocked prone by your overrun do not provoke an attack of opportunity.
Improved Sunder (Combat)
You are skilled at damaging your foes' weapons and armor. Your devastating strikes cleave through weapons and armor and into their wielders, damaging both item and wielder alike in a single terrific strike.
Prerequisite: Str 13, Power Attack, base attack bonus +1.
Benefit: You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +4 bonus on checks made to sunder an item. You also receive a +4 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's wielder. No damage is transferred if you decide to leave the item with 1 hit point.
Normal: You provoke an attack of opportunity when performing a sunder combat maneuver.
Improved Trip (Combat)
You are skilled at sending your opponents to the ground, and you can make free attacks on foes that you knock down.
Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +4 bonus on checks made to trip a foe. You also receive a +4 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. Whenever you successfully trip an opponent, you may immediately make a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Normal: You provoke an attack of opportunity when performing a trip combat maneuver. Making a trip attempt uses up your attack for the turn.
Note that these fixes require the removal of the respective "Greater" feats from the game.
PS: Yeah, yeah, people actually say that Deadly Aim is something Pathfinder did RIGHT, by actually redeeming archers and such. But if I'm fixing Power Attack, I have to mess with it too, right?