icefractal
2012-11-30, 03:52 AM
I've been playing Pathfinder for a while now, and one thing is obvious - the feats could really use some work. Either intentionally or by mistake, the pattern - seen across all books - is a few good feats in a sea of chaff. While the sheer number of feats means you can usually strain enough decent ones out of the mess to make a character, this is - to me - an unsatisfactory situation. Feats should be something you look forward to, and remember that you have. So with that in mind, here's my attempt to normalize the feats to a standard, so that as many as possible will be worth taking. I'll be starting with the Player's Handbook, and cover more books if I have the time to.
Disclaimer: I'm not sure if this should be here or in Homebrew. Since it's a rebalancing with (hopefully) minor changes, rather than new material, this seemed like the place.
The Pathfinder PRD can be found at paizo.com/pathfinderRPG/prd (http://paizo.com/pathfinderRPG/prd), for reference.
The Standard: I'm looking for something around the level of Improved Initiative, Combat Reflexes, or Ride-by Attack. Something you can feel comfortable taking, which will be useful enough you always remember it, and have some moments of glory.
Not a Feat
Some things shouldn't actually be a feat, but an ability open to all characters. As feats, they just serve as a tax.
Finesse - Any light or specifically finesse-able weapon can use your Dexterity bonus to attack instead of Strength.
Changes by Category
+2/+2 Skill Feats - In addition to the bonus, you get 1 reroll/day on each skill. At 10 ranks, you get 2 rerolls/day. Also, if your associated ability score is less than 16, it counts as 16 for these skills.
Combat Manuever Feats - These are a bit anemic, and I don't like the design encouraging people to spam the same manuever repeatedly. Also some manuevers are just worse than others. Therefore, the feats are combined - one "Improved" feat covers multiple manuevers, and the corresponding "Greater" feat gives you the greater form of the same ones. The "Improved" feats have no prerequisites. The sets are:
* Disarm, Feint, Steal, Dirty Trick
* Trip, Bull Rush, Overrun
* Grapple, Drag, Sunder, Reposition
NOTE: I tried to give the sets an equal share of strong and weak manuevers
Metamagic Feats - I feel like these are a bit underwhelming in general, unless you have methods to not pay the full cost for them. Tentatively, my solution would be that, in addition to the normal use, you can apply these for free a number of times equal to 4 minus the adjustment (minmum 1). So Silent Spell 3/day, Maximize Spell 1/day.
Power Attack / Piranha Strike / Deadly Aim - For melee weapons, the ratio is 2:1 if using two weapons, 3:1 if using a single weapon, regardless of the weapon's handed-ness. For ranged weapons, the ratio is 2:1 if using Rapid Shot / Manyshot, 3:1 otherwise.
NOTE: Why screw over einhander types? They already get less base damage
Critical Feats - Critical Focus is not required, and you can use multiple at the same time.
NOTE: These were balanced by someone who didn't do the math for crits. They are woefully deficient at present.
Player's Handbook
Alignment Channel - At the time of use, you can choose which alignment to channel.
Arcane Armor Training / Mastery - Gives you the armor proficiency instead of requiring it.
Armor Proficiency - One feat, gives you proficiency in all armor.
Augment Summoning - No prerequisites.
Brew Potion - Includes potion-like Wondrous Items like Elixirs. No level limit on potions.
Combat Casting - Applies to all Concentration checks.
Combat Expertise - +2 AC for every -1 to attack.
Craft Wand - Includes Craft Staff, Craft Rod.
Craft Wondrous Item - Includes Forge Ring.
Defensive Combat Training - Adds an additional +2 CMD
Deflect Arrows - Includes Snatch Arrows
Disruptive - Includes Spellbreaker
Dodge - Includes Mobility
Double Slice - Additionally, when you attack as a standard action or charge, you can attack (once) with both weapons.
Wind Stance - Includes Lightning Stance
Elemental Channel - At the time of use, you can choose which element to channel.
Endurance - Additionally, lets you automatically stabilize and remain concious below 0 hp. Because...
Diehard - When you would be taken completely out (dead, petrified, unconcious), you get one last round of actions before it takes effect.
Fleet - Includes Run, Lightning Stance
Great Fortitude / Iron Will / Lightning Reflexes - Includes the Greater version.
Improved Counterspell - Additionally, 1 + CL/4 times per day, you can counterspell as an immediate action.
Improved Critical - Applies to all weapons.
Improved Unarmed Strike - Does 1d6 for a Medium character, 1d4 for Small.
Leadership - Is now split into two feats. Leadership gives you the followers, Cohort (with a prerequisite of Leadership) gives you the cohort. This may still be too strong if used to its full potential.
Natural Spell - While still strong, this is less dominant than in 3.5, due to the Druid already having a number of speaking and arm-having forms available. Keep in mind the qualification that it does not act as Still or Silent spell - you still move and make noise when using it. It should probably require a Bluff check to have this seem like natural animal behavior.
Nimble Moves - Includes Acrobatic Steps
Precise Shot - Includes Point Blank Shot
Penetrating Strike - Works for an entire weapon category (ala Unearthed Arcana), includes Greater PS.
Quick Draw - Also for sheathing. Does work with wands.
Rapid Reload - Always a free action, does not provoke AoO.
Scorpion Style - Includes Gorgon's Fist
Skill Focus - In addition to the bonus, you get 1 reroll/day on the skill. At 10 ranks, you get 2 rerolls/day. Also, if your associated ability score is less than 16, it counts as 16 for this skill. At 10 ranks, you can take 10 for the skill under any conditions.
Spell Focus - Pick a subschool: you get an addition +1 DC for that subschool.
Spell Focus, Greater - Pick two schools, at least one of which you have Spell Focus in.
NOTE: These are tricky. +1 is a bit anemic, but a straight +2 seemed too good.
Spell Penetration - Includes Greater Spell Penetration
Toughness - Additionally, all healing - including magical healing and fast healing - is doubled.
Two Weapon Defense - +2 to AC, not +1.
Two Weapon Fighting - Includes Improved TWF, Greater TWF, once you reach the appropriate BAB.
NOTE: Two-handed weapon warriors only need one feat to be effective their entire career. TWF types shouldn't need three.
Vital Strike - Includes Improved VS, Greater VS, once you reach the appropriate BAB.
Weapon Focus - Works for an entire weapon category (ala Unearthed Arcana), also applies to CMB with those weapons.
Weapon Specialization - Works for an entire weapon category, includes Greater WS at 12th.
Weapon Finesse - Gives Dexterity to damage, instead of attack. See "Not a Feat" section above.
Weapon Proficiency - One feat, all weapons.
Whirlwind Attack - Prerequisites are Dex 13, BAB +4
So - do these seem like an improvement in parity? If not, how would you change them? And are there any underperforming feats I've missed?
Finally - I'm aware that the amount of changes is rather extensive. Would the size of these changes turn you off of a campaign, bearing in mind that they're almost entirely beneficial?
Disclaimer: I'm not sure if this should be here or in Homebrew. Since it's a rebalancing with (hopefully) minor changes, rather than new material, this seemed like the place.
The Pathfinder PRD can be found at paizo.com/pathfinderRPG/prd (http://paizo.com/pathfinderRPG/prd), for reference.
The Standard: I'm looking for something around the level of Improved Initiative, Combat Reflexes, or Ride-by Attack. Something you can feel comfortable taking, which will be useful enough you always remember it, and have some moments of glory.
Not a Feat
Some things shouldn't actually be a feat, but an ability open to all characters. As feats, they just serve as a tax.
Finesse - Any light or specifically finesse-able weapon can use your Dexterity bonus to attack instead of Strength.
Changes by Category
+2/+2 Skill Feats - In addition to the bonus, you get 1 reroll/day on each skill. At 10 ranks, you get 2 rerolls/day. Also, if your associated ability score is less than 16, it counts as 16 for these skills.
Combat Manuever Feats - These are a bit anemic, and I don't like the design encouraging people to spam the same manuever repeatedly. Also some manuevers are just worse than others. Therefore, the feats are combined - one "Improved" feat covers multiple manuevers, and the corresponding "Greater" feat gives you the greater form of the same ones. The "Improved" feats have no prerequisites. The sets are:
* Disarm, Feint, Steal, Dirty Trick
* Trip, Bull Rush, Overrun
* Grapple, Drag, Sunder, Reposition
NOTE: I tried to give the sets an equal share of strong and weak manuevers
Metamagic Feats - I feel like these are a bit underwhelming in general, unless you have methods to not pay the full cost for them. Tentatively, my solution would be that, in addition to the normal use, you can apply these for free a number of times equal to 4 minus the adjustment (minmum 1). So Silent Spell 3/day, Maximize Spell 1/day.
Power Attack / Piranha Strike / Deadly Aim - For melee weapons, the ratio is 2:1 if using two weapons, 3:1 if using a single weapon, regardless of the weapon's handed-ness. For ranged weapons, the ratio is 2:1 if using Rapid Shot / Manyshot, 3:1 otherwise.
NOTE: Why screw over einhander types? They already get less base damage
Critical Feats - Critical Focus is not required, and you can use multiple at the same time.
NOTE: These were balanced by someone who didn't do the math for crits. They are woefully deficient at present.
Player's Handbook
Alignment Channel - At the time of use, you can choose which alignment to channel.
Arcane Armor Training / Mastery - Gives you the armor proficiency instead of requiring it.
Armor Proficiency - One feat, gives you proficiency in all armor.
Augment Summoning - No prerequisites.
Brew Potion - Includes potion-like Wondrous Items like Elixirs. No level limit on potions.
Combat Casting - Applies to all Concentration checks.
Combat Expertise - +2 AC for every -1 to attack.
Craft Wand - Includes Craft Staff, Craft Rod.
Craft Wondrous Item - Includes Forge Ring.
Defensive Combat Training - Adds an additional +2 CMD
Deflect Arrows - Includes Snatch Arrows
Disruptive - Includes Spellbreaker
Dodge - Includes Mobility
Double Slice - Additionally, when you attack as a standard action or charge, you can attack (once) with both weapons.
Wind Stance - Includes Lightning Stance
Elemental Channel - At the time of use, you can choose which element to channel.
Endurance - Additionally, lets you automatically stabilize and remain concious below 0 hp. Because...
Diehard - When you would be taken completely out (dead, petrified, unconcious), you get one last round of actions before it takes effect.
Fleet - Includes Run, Lightning Stance
Great Fortitude / Iron Will / Lightning Reflexes - Includes the Greater version.
Improved Counterspell - Additionally, 1 + CL/4 times per day, you can counterspell as an immediate action.
Improved Critical - Applies to all weapons.
Improved Unarmed Strike - Does 1d6 for a Medium character, 1d4 for Small.
Leadership - Is now split into two feats. Leadership gives you the followers, Cohort (with a prerequisite of Leadership) gives you the cohort. This may still be too strong if used to its full potential.
Natural Spell - While still strong, this is less dominant than in 3.5, due to the Druid already having a number of speaking and arm-having forms available. Keep in mind the qualification that it does not act as Still or Silent spell - you still move and make noise when using it. It should probably require a Bluff check to have this seem like natural animal behavior.
Nimble Moves - Includes Acrobatic Steps
Precise Shot - Includes Point Blank Shot
Penetrating Strike - Works for an entire weapon category (ala Unearthed Arcana), includes Greater PS.
Quick Draw - Also for sheathing. Does work with wands.
Rapid Reload - Always a free action, does not provoke AoO.
Scorpion Style - Includes Gorgon's Fist
Skill Focus - In addition to the bonus, you get 1 reroll/day on the skill. At 10 ranks, you get 2 rerolls/day. Also, if your associated ability score is less than 16, it counts as 16 for this skill. At 10 ranks, you can take 10 for the skill under any conditions.
Spell Focus - Pick a subschool: you get an addition +1 DC for that subschool.
Spell Focus, Greater - Pick two schools, at least one of which you have Spell Focus in.
NOTE: These are tricky. +1 is a bit anemic, but a straight +2 seemed too good.
Spell Penetration - Includes Greater Spell Penetration
Toughness - Additionally, all healing - including magical healing and fast healing - is doubled.
Two Weapon Defense - +2 to AC, not +1.
Two Weapon Fighting - Includes Improved TWF, Greater TWF, once you reach the appropriate BAB.
NOTE: Two-handed weapon warriors only need one feat to be effective their entire career. TWF types shouldn't need three.
Vital Strike - Includes Improved VS, Greater VS, once you reach the appropriate BAB.
Weapon Focus - Works for an entire weapon category (ala Unearthed Arcana), also applies to CMB with those weapons.
Weapon Specialization - Works for an entire weapon category, includes Greater WS at 12th.
Weapon Finesse - Gives Dexterity to damage, instead of attack. See "Not a Feat" section above.
Weapon Proficiency - One feat, all weapons.
Whirlwind Attack - Prerequisites are Dex 13, BAB +4
So - do these seem like an improvement in parity? If not, how would you change them? And are there any underperforming feats I've missed?
Finally - I'm aware that the amount of changes is rather extensive. Would the size of these changes turn you off of a campaign, bearing in mind that they're almost entirely beneficial?