New and Custom Feats
Some parts are shamelessly based on: http://theworldissquare.com/feat-taxes-in-pathfinder/
New Feat Rules/ Free Feats:
Gone. Combat feats like Weapon Focus now apply to weapon groups instead of a specific weapon by default.
Pathfinder frequently forces a player to invest heavily in a single weapon. For instance, two-weapon fighting rogues are stuck with mirrored weapons so their Weapon Finesse and Weapon Focus benefits apply to both their attacks. Expanding these feats to cover the weapon groups mentioned under the fighter’s Weapon Training would make things much more flexible. We might finally see a samurai wielding a daisho.
Gone. Precise Shot replaces it as a prerequisite for further archery feats.
I like Point-Blank Shot, but Precise Shot is the real breadwinner for any ranged build. It’s the one trick every archer wants out of the gate and the one combat feat many wizards and sorcerers would love to cherry pick to aid their ray spells. The loss of Point-Blank Shot can easily be compensated for by Weapon Focus or Weapon Specialization, but it’s not like archery builds are hurting anyhow.
Gone. The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute like “brace” or “trip,” allowing a weapon in another category to be finessed (like the rapier).
Weapon Finesse is the ultimate feat tax. It’s begrudgingly mandatory for most rogues, specifically two-weapon fighting builds. I understand Paizo worries that dexterity might become an uber stat, but weapon finesse still doesn’t grant a damage bonus. It’s really the only thing rogue’s have to compensate for their lackluster BAB.
Gone. A character adds their dexterity to the CMB if they’re wielding a finesse weapon and their strength otherwise.
This goes hand and hand with the previous change. Making combat maneuvers more accessible will be a recurring theme of this article.
Gone. Now simple a combat option for any class with at least +1 BAB.
The most heinous feat tax next to Weapon Finesse. Combat Expertise is taken to progress to better feats then promptly forgotten about. I like it as an option, but it’s not worth spending a feat on.
Gone. Now simple a combat option for any class with at least +1 BAB.
Like Power Attack, Deadly Aim is another mandatory feat that should be available to everyone. It takes a high BAB to abuse Deadly Aim, so I’m not overly concerned about the change throwing a wrench into class balance.
Gone. Now simply a combat option for any class with at least +1 BAB.
Power Attack is too useful to be a feat. It’s the first feat taken by any character with the strength and BAB to abuse it and likely ranks as the single most popular feat in Pathfinder. Turning it into a combat option available to anyone with at least +1 BAB is a reasonable change and still stalls caster and hybrid classes from grabbing specialized combat feats too early.
New Feats (combined old feats):
Mobility: merged with Dodge.
Revised. You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Spring Attack isn’t a great feat, but it lends itself to interesting builds. Unfortunately, the prerequisites of Dodge and Mobility are often too much for a player to stomach. Merging these feats makes Spring Attack more accessible and subsequently transforms two mediocre feats into a single spectacular one.
Replaces: Improved Trip, Improved Disarm, Improved Dirty Trick, Improved Feint, Improved Reposition, Improved Steal
New. You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.
Why is it so hard to pull off combat maneuvers in this game? It seems like you need three feats before you can attempt to trip someone without impaling yourself on your own polearm. Eliminating Combat Expertise as a prerequisite and wrapping up all these improved combat maneuver feats into a single package simplifies things. It would prevent fighters from being stonewalled if a monster is immune to their combat maneuver of choice and make the feats much more attractive to feat-starved classes.
Replaces: Improved Bull Rush, Improved Drag, Improved Overrun, Improved Sunder
New. You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.
The same deal as Deft Maneuvers. More combat maneuvers at a lower feat investment is just a good idea all around.
Improved Two-Weapon Fighting
Greater Two-Weapon Fighting is no more
Prerequisites now Dex 17, Two-Weapon Fighting, BAB +6. In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty. Once your BAB reaches +11, you also gain a third attack with your off-hand weapon, albeit at a –10 penalty.
Two-weapon fighting isn’t as good as Paizo seems to think it is. Pathfinder Society scenarios are seemingly designed to prevent full-attacks; I’ve rarely encountered one without difficult terrain, magical entanglement, or some other battlefield hindrance. The massive feat investment only adds insult to injury. Coupled with the Weapon Finesse change, this feat merger puts two-weapon fighting more in line with the generally much stronger two-handed weapon builds.
New Feats (changed old feats):
Rapid Shot (Combat)
Prerequisites: Dex 13, Precise Shot
When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot. By using an advanced action (2acts) you can fire 3 shots, but all of them with a -2 to hit, this counts for all attacks until the following round.
You don’t need quick draw to get this feat. If you have this feat and you have +3 bab you get quick draw for freehttp://www.d20pfsrd.com/feats/combat-feats/quick-d….
at +4 bab turns into Great Cleave http://www.d20pfsrd.com/feats/combat-feats/great-c….
Prerequisites changes to: Str 13, Cleave, Great Cleave, base attack bonus +8
Prerequisite(s): Str 13, Power Attack, Cleave, Vital Strike, base attack bonus +8
Benefit(s): Whenever you use Cleave or Great Cleave, you can apply the additional damage you would gain from Vital Strike, Improved Vital Strike, or Greater Vital Strike the target of your attacks. When you do so, the strain on your body causes you to take an amount of damage equal to 2 (3 if improved, 4 if greater vital strike) multiplied by the number of attacks you made. This self-inflicted damage is not reduced by damage reduction.
Prerequisite changes to: Dex 13, Point-Blank Shot, Rapid Shot, base attack bonus +6.
at +9 snap shots turns into http://www.d20pfsrd.com/feats/combat-feats/improve…
at +12 turns into Greater Snap shot: which now means that you threaten 20 feet with snap shot.
at +15 you threaten 25 feet with snap shot.
at +18 you threaten 30 feet with snap shot.
Ranged Weapon Finesse
You have learned to aim your ranged weapons towards more vulnerable spots on your opponents.
Prerequisite(s): Precise Shot, base attack bonus +5.
Benefit: When using ranged weapon, you may use your Dexterity modifier instead of your Strength modifier on your damage rolls.
at +11 vital strike turns into http://www.d20pfsrd.com/feats/combat-feats/improve…
at +16 vital strike turns into http://www.d20pfsrd.com/feats/combat-feats/greater…
Prerequisites changes to: Weapon profficiency (whip), base attack bonus +1.
at +5 turns into http://www.d20pfsrd.com/feats/combat-feats/improve…
at +1 and if you have Two-Weapon Fighting you get net and trident for free http://www.d20pfsrd.com/feats/combat-feats/net-and…
at +3 get net manuevering for free http://www.d20pfsrd.com/feats/combat-feats/net-man…
at 10(5) perception turns into http://www.d20pfsrd.com/feats/combat-feats/improve…
at 15(7) perception turns into http://www.d20pfsrd.com/feats/combat-feats/greater…
Will do something about shields, unsure what…
Works for all the maneuvers: Dirty Trick, Disarm, Drag, Grapple, Overrun, Reposition, Steal, Sunder, Trip (remember different bab requirements)
Improved Bull Rushhttp://www.d20pfsrd.com/feats/combat-feats/improve…
at +6 turns into http://www.d20pfsrd.com/feats/combat-feats/greater…
at +9 turns into http://www.d20pfsrd.com/feats/combat-feats/bull-ru…
Grabbing one feat gives you the upgrades when you get the Prerequisites for the upgrades.
Improved Eldritch Heritage
Turns into greater eldritch heritage when you reach lvl 17 http://www.d20pfsrd.com/feats/general-feats/greate…
Gives Dimensional Assault aswell http://www.d20pfsrd.com/feats/general-feats/dimens…
-Gives you Dimensional Savant at BAB +9 http://www.d20pfsrd.com/feats/general-feats/dimens…
Let me know if there are any other feats that might fit this pattern that you desire to use…
No critical failure
Benefit: you can no longer critically fail rolls.