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  1. - Top - End - #1
    Barbarian in the Playground
     
    Zancloufer's Avatar

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    Default Fixing the sub-par feats

    Maybe my search-fu is weapon but don't think I've found a general/combat feat fix for D&D 3.x.

    There are many complaints about mundanes or Fighters sucking but a big problem of that is some sub-par feats. So many feats that are VERY specific, or have no scaling. I mean compare Weapon Focus to Extend Spell. Hmm, +1 to hit with a single weapon vs +100% duration to ANY spell you want?! So one is VERY specific and scales worth crap, and the other can apply to just about ANY spell and scales beautifully.

    I've poked through a bunch of core feats and a few others I remembered and came up with this. Also worth noting that I think weapon groups alternate rule is a great idea that needs just a little tweak.

    Spoiler
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    Weapon Focus
    Prerequisite: BaB +1, Proficiency with weapon group.

    Benefit: When making attacks with the chosen weapon group you gain +1 to hit. For every 4 BaB past +1 you gain an additional +1 to hit (+2 at BaB 5, +3 at BaB 9 etc).

    Weapon Specialization
    Prerequisite: BaB +3 Proficiency with weapon group.

    Benefit: When making attacks with the chosen weapon group you gain +2 damage. If using multiple weapons in the same attack (IE: Many-Shot) you add the +2 for each weapon (projectile) used. For every 4 BaB past +3 you gain an additional +2 damage(+4 at BaB 7, +6 at BaB 11 etc).

    Improved Critical
    Prerequisite: BaB +8 Proficiency with weapon group.

    Benefit: When using the selected weapon group your critical threat increases by 100%. This increases to 200% at BaB +16. This stacks with Keen/Weapon of Impact spell/enchantment. IE: With a weapon that threatens on a 20 it becomes 19-20. if it is keen or you have BaB +16 is becomes 18-20. With both at BaB 16+ it becomes 17-20.

    Combat Expertise
    Prerequisite: BaB +1, 13 Int

    Benefit: When making an attack action or full attack you make take a penalty to hit or damage. The combined penalty cannot exceed your BaB or make your damage or to-hit negative. For every -1 to hit and/or damage you gain +1 to you base/touch AC until your next attack.

    Improved Combat Manoeuvre
    Prerequisite: Combat Expertise OR Power Attack

    Benefit: When making an opposed combat manoeuvre (Trip, Disarm, Feint, Bull-Rush, Overrun, Sunder) you do not provoke an Attack of Opportunity. Improved Feint is also reduced to a move action to preform. If you have at least 8 BaB you add +4 to any of these checks.

    Power Attack
    Prerequisite: +1 BaB, 13 Str

    Benefit: As a free action you can take a penalty to hit or AC up to your BaB when using a melee weapon. You gain +1 damage per penalty you take from this feat. If you are using a two-handed weapon you gain +2 damage per -1 to hit/AC you have. You cannot reduce our to hit or AC below 0 this way. This penalty lasts until the beginning of your next turn.

    Power Shot
    Prerequisite: +1 BaB. 13 Str or Dex

    Benefit: As a free action you can take a penalty to hit or AC up to your BaB with a ranged weapon. You gain +1 damage per penalty you take from this feat. If you are using a two-handed weapon you gain +2 damage per -1 to hit/AC you have. You cannot reduce your to hit or AC below 0 this way. This penalty lasts until the beginning of your next turn.

    Precise Attack
    Prerequisite: +1 BaB. 13 Str or Dex

    Benefit: As a free action you can take a penalty to damage or AC up to your BaB. You gain +1 to hit per penalty you take from this feat. You cannot reduce your to damage or AC below 0 this way. This penalty lasts until the beginning of your next turn.

    Dodge
    Prerequisite: 13 Dex

    Benefit: You gain +1 dodge AC from any one enemy of your choice. For every 2 BaB you have you may select an additional enemy or increase to dodge bonus you already have by +1. The total dodge bonus to AC you gain from this feat cannot exceed your Dexterity modifier.

    Mobility
    Prerequisite: 13 Dex, Dodge

    Benefit: You gain +4 dodge AC against any attacks of opportunity you provoke.

    Point Blank Shot
    Prerequisite: BaB +1, proficiency with a ranged/thrown weapon.

    Benefit: When ever making an attack with a ranged or thrown weapon within 10 ft or 1/4th of the range increment (whichever is greater) you gain +1 to hit and damage. For every 4 BaB you have past 1 you gain an additional +1 to hit and damage (+2 at BaB 5, +3 at BaB 9 etc).

    Precise Shot
    Prerequisite: Point Blank Shot.

    Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

    Far Shot
    Prerequisite: Point Blank Shot.

    Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1½). When you use a thrown weapon, its range increment is doubled.

    Rapid Shot
    Prerequisites: Dex 13, Point Blank Shot.

    Benefit: You can get one extra attack per round with a ranged/thrown weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat. If your BaB is 8+ you gain a second extra attack. If you have a BaB of 16+ you no longer suffer a penalty to hit.

    Manyshot
    Prerequisites: Dex 15, Point Blank Shot, Rapid Shot, base attack bonus +6

    Benefit: When attacking with a bow (or thrown weapon), you may fire two arrows (or throw multiple projectiles) at a single opponent within half your range increment. Both projectiles use the same attack roll (with a -2 penalty) to determine success and have their damage combined for overcoming damage reduction

    For every five points of base attack bonus you have above +6, you may add one additional projectile to this attack. However, each projectile after the second adds a cumulative -2 penalty on the attack roll (for a penalty of -6 for three, -8 for four etc).

    Special
    Regardless of the number of projectiles you fire, you apply precision-based damage only once (sneak attack, death attack etc). If you score a critical hit the damage of all the arrows is multiplied.

    Ranged Combat Manoeuvre

    Prerequisite: BaB +4, Point-Blank Shot, Precise Shot.

    Benefit: You may attempt to disarm, pin*, sunder or trip an enemy with a ranged weapon.
    *Special: A ranged pin is a new combat manoeuvre. If the enemy is within 5ft of a wall, tree or other surface you may attempt to pin them. Make a ranged attack and if you hit make a grapple check (though you may use your Dex in place of Str). If you succeed they are considered pinned cannot move and are considered flat-footed. As a standard action they can make a Str check or escape artist check (DC = 10 +1/2 your BaB + Dex or Str mod) to break the pin.

    Two-Weapon Fighting
    Prerequisite: Dex 15.

    Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6 (to -4/-4). If the either weapon is light the penalty reduces by 2 and 4 (to -2/-2). If you have more than one attack from having a BaB of 6+ you make make off hand attacks with the cumulative -5 to hit per extra attack.
    See the Two-Weapon Fighting special attack for more details.

    Skill Focus
    Choose a skill.

    Benefit: You get a +2 bonus on all checks involving that skill. For every 5 ranks you have in that skill the bonus increases by +1.

    Toughness

    Prerequisite: Base Fortitude save +1

    Benefit: You gain +1 HP per HD/Class level. If you have the potential for 10+ HP per HD/level you gain +2 HP instead, 20 HP+ you gain +3 HP HD/Level. (IE: d8 HD and +2 Con mod = 10 potential HP). The HP increase is added retroactively for all levels and should your inherit Con (or other stat if HP bonus is not derived from CON) the bonus from this feat increases.

    Snap Kick

    Prerequisite: Improved-Unarmed Strike, BaB +6

    Benefit: When making a full attack unarmed (or using Flurry of Blow) you may make an additional unarmed strike with your leg at your highest BaB. All attacks that round suffer a -2 to hit. If your BaB is at least +11 you may make two extra strikes, and at BaB +16 you no longer suffer a -2 to hit.


    So I think it's a start. Any terrible feats in other books we can add to the list? Is this in the generally correct direction for a fix?

  2. - Top - End - #2
    Ogre in the Playground
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    Default Re: Fixing the sub-par feats

    This seems decent. A couple points -

    1) Using Power Attack and Precise Attack simultaneously while wielding a 2handed weapon gives you +BAB to damage at no penalty. Is this intentional?
    2) The scaling on Improved Critical is rather extreme. With BAB +16, a keen rapier threatens on 9-20, which strikes me as being a bit too wide a threat range.

  3. - Top - End - #3
    Barbarian in the Playground
     
    Zancloufer's Avatar

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    Default Re: Fixing the sub-par feats

    Quote Originally Posted by InvisibleBison View Post
    This seems decent. A couple points -

    1) Using Power Attack and Precise Attack simultaneously while wielding a 2handed weapon gives you +BAB to damage at no penalty. Is this intentional?
    2) The scaling on Improved Critical is rather extreme. With BAB +16, a keen rapier threatens on 9-20, which strikes me as being a bit too wide a threat range.
    1) That is and isn't intentional. I did intend for one to be allowed to use those abilities at the same time but not to grant extra damage for free. Not sure how to write it in a way that would let you use both at the same time, but not for free damage.

    2) Oh my. A level 16+ character using a weapon that deals 1d6+not much damage will now deal 2x damage every other hit.
    Actually it's a little scary with a Falchion (I think that's the weapon). Two-Handed Sword with the same threat range as a Rapier. Mind you if you build your character to be a crazy max damage no-defence build with full power attack I don't see how critical 60% of the time with ~70 damage an attack is game breaking by that point. When you building a mundane character in D&D it's main shticks are going to be DPS or crowd control. Being able to drop the Tarrasque from full to zero in 2-3 rounds is hardly game breaking.

    Also not much interest in this? Got around to fixing some other feats:

    Spoiler
    Show
    Run
    Prerequisite: Dex or Str 13

    Benefit: The speed penalty for encumberment or armour is halfed. When runing you now move at 5x speed in light or medium armour or with a light or medium load, and at 4x speed when under a heavy load or in heavy armour. You also no longer loose your Dex bonus to AC when running.

    Deflect Arrows
    Prerequisites: Dex 13, Improved Unarmed Strike.

    Benefit: You must have at least one hand free (holding nothing) to use this feat. When you would normally be hit with a ranged weapon, you may attempt deflect it so that you take no damage from it. You make an attack roll with your free hand and if you beat the enemy's attack roll the projectile. You must be aware of the attack and not flat-footed.
    Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons (Weapons more than two size catagories larger than you) and ranged attacks generated by spell effects can’t be deflected.

    Special: A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites.

    Stunning Fist
    Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

    Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per encounter for every four levels you have attained (but see Special). Creatures immune to critical hits cannot be stunned.

    Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per encounter equal to her half her monk level, plus one more time per encounter for every four levels she has in classes other than monk.

    Superior Unarmed Strike
    Prerequisite: Improved-Unarmed Strike, BaB +3

    Benefit: When striking unarmed you deal damage as if you had levels in monk equal to your total class level and/or HD. Should the character have monk levels (or be considered a monk for the sake of unarmed strike damage) they deal damage as if they where one size category larger.

    Mage Slayer
    Prerequisite: Spellcraft 2 rank, Combat Reflexs

    Benefit: Spell-casters you threaten cannot cast defensively (they automatically fail any attempt to). However they are aware of their inability to cast defensively while being threatened by you.

    Pierce Magical Concealment
    Prerequisite: Blind Fight, Mage Slayer

    Benefit: Your fierce focus when fighting spell-casters allows you to ignore miss chance and concealment granted by spells and SLAs (including spell trigger or spell completion items). Any spell that grants miss chance or concealment (Mirror Image, Invisibility, Displacement, Permanent Image etc) does not grant concealment or a miss chance against any of your attacks.

    Pierce Magical Protection
    Prerequisite: Mage Slayer

    Benefit: Your attacks posses an unnerving ability to sunder magical armour. Any attack you make ignores any armour bonus granted by spells and SLAs (including spell trigger or spell completion items). In addition if you successfully deal damage to a target with a magical bonus to armour the bonus is suppressed for a number of rounds equal to your Str OR Dex mod. Consecutive strikes increase will add to any existing duration on suppressed spell effects.

    Use to be Epic Feats

    Bane Of Enemies
    Prerequisites: Survival 12 ranks, favoured enemy class feature.
    Benefit: Any weapon you wield against one of your favoured enemies is treated as a bane weapon for that creature type (thus, its enhancement bonus is increased by +2 and it deals +2d6 points of damage). This ability doesn’t stack with the Bane weapon enchantment (or a spell/SLA/Su ability that mimics it).

    Blinding Speed
    Prerequisite: Dex 16, Run.

    Benefit: You base land speed increases by +10ft. Should you have a fly or swim speed not based off your land speed, those speeds also increase by +10ft.

    Combat Archery
    Prerequisites: Point Blank Shot, Precise Shot

    Benefit: You do not incur any attacks of opportunity for firing a bow when threatened.

    Damage Reduction
    Prerequisite: Con 19, Base Fort Save +6.

    Benefit: You gain damage reduction 3/-. This does not stack with damage reduction granted by magic items or non-permanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, or this feat itself.

    Special: You can gain this feat multiple times. Each time you gain the feat, your damage reduction increases by 3.

    Dire Charge
    Prerequisite: Improved Initiative, BaB +6

    Benefit: If you charge a foe during the first round of combat (or the surprise round, if you are allowed to act in it), you can make a full attack against the opponent charged.

    Deafening Song
    Prerequisites: Perform 12 ranks, bardic music class feature.

    Benefit: You can use song or poetics to temporarily deafen all enemies within a 30-foot spread. A successful Fortitude save (DC 10 + ½ your class level + the your Charisma modifier) negates the effect. The deafening effect lasts for as long as you continue the deafening song. You can choose to exclude any characters from this effect. You may sing, play, or recite a deafening song while taking other mundane actions, but not magical ones (see the bard’s inspire courage ability for more details). You may keep up the deafening song for a maximum of 10 rounds. Using the deafening song counts as one of your uses of song or poetics for the day.

    Distant Shot
    Prerequisites: Dex 22, Far Shot, Point Blank Shot, Spot 10 ranks.

    Benefit: You may throw or fire a ranged weapon at any target within line of sight, with no penalty for range.

    Energy Resistance
    Prerequisite: Con 19, Base Fortitude save +6

    Benefit: Choose a type of energy (acid, cold, electricity, fire, or sonic). You gain resistance 10 to that type of energy, or your existing resistance to that type of energy increases by 10.

    Special: You can gain this feat multiple times. If the same type of energy is chosen, the effects stack.

    Exceptional Deflection
    Prerequisites: Dex 19, Wis 19, Deflect Arrows, Improved Unarmed Strike.

    Benefit: You can deflect any ranged attacks (including spells that require ranged touch attacks) as if they were arrows.

    Hindering Song
    Prerequisite: Deafening Song, Perform 12 ranks, bardic music class feature.

    Benefit: You can use song or poetics to hinder enemy spellcasters within a 30-foot spread centered on you. To successfully cast a spell within this area, a spellcaster must make a Concentration check as if he or she were casting defensively, and all such checks have a penalty equal to half your level. You can choose to exclude any characters from this effect. You may sing, play, or recite a hindering song while taking other mundane actions, but not magical ones (see the bard’s inspire courage ability for more details). You may keep up the hindering song for a maximum of 10 rounds. Using the hindering song counts as one of your uses of song or poetics for the day.

    Holy Strike
    Prerequisites: Smite evil class feature, any good alignment.

    Benefit: Any weapon you wield is treated as a holy weapon (is good-aligned for overcoming damage reduction and deals an extra 2d6 points of damage against creatures of evil alignment).

    Unholy Strike
    Prerequisites: Smite good class feature, any evil alignment.

    Benefit: Any weapon you wield is treated as an unholy weapon (is evil-aligned for overcoming damage reduction and deals an extra 2d6 points of damage against creatures of good alignment).

    Improved Combat Reflexes
    Prerequisites: Dex 21, Combat Reflexes.

    Benefit: There is no limit to the number of attacks of opportunity you can make in one round. (you still can’t make more than one attack of opportunity for a given opportunity.)

    Improved Sneak Attack
    Prerequisite: Sneak attack +5d6.

    Benefit: Add +1d6 to your sneak attack damage.

    Special: You can gain this feat multiple times. Its effects stack.

    Improved Whirlwind Attack
    Prerequisites: Int 13, Dex 13, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack BaB +11

    Benefit: As a standard action, you can make one melee attack for every five points of your base attack bonus (including epic attack bonus, round fractions down). You cannot attack any one opponent more than once as part of this action.

    Instant Reload
    Prerequisite: Quick Draw, Rapid Reload, Weapon Focus (crossbow type to be selected).

    Benefit: You may fire the selected type of crossbow at your full normal attack rate. Reloading the crossbow does not provoke attacks of opportunity.

    Keen Strike
    Prerequisites: Str 20 OR Dex 20, Improved Critical (unarmed strike), Improved Unarmed Strike, Suppirour Unarmed Strike OR Monk Unarmed strike damage progression.

    Benefit
    Your unarmed strike has a critical threat range of 18-20 and deals slashing damage (at your option any attack can deal bludgeoning damage, but cannot then take advantage of the enhanced threat range).

    Legendary Climber
    Prerequisites Dex 13, Climb 10 ranks.

    Benefit: You can ignore any check penalties applied for accelerated climbing or rapid climbing.

    Legendary Leaper
    Prerequisite: Jump 10 ranks.

    Benefit: You need only move 5 feet in a straight line to make a running jump. In addition you add your base movement speed to any jump jump check you make if you have a running start. This is in addition to any bonuses you get from a high speed.

    Legendary Tracker
    Prerequisites: Wis 12, Track, Knowledge (nature) 10 ranks, Survival 10 ranks.

    Benefit: You can track creatures across water, under-water, or through the air. This adds the surfaces of water, underwater, and air to the list of surfaces found under the Track feat.

    Legendary Wrestler

    Prerequisite: Str 13, Dex 13, Improved Unarmed Strike, Escape Artist 10 ranks.

    Benefit: You add your escape artist check bonus to any grapple check you make.

    Lingering Damage
    Prerequisite: Sneak attack +7d6, crippling strike class feature.

    Benefit: Any time you deal damage with a sneak attack, that target takes damage equal to your sneak attack bonus damage on your next turn as well.


    Mighty Rage
    Prerequisites: Str 20, Con 20, greater rage class feature.

    Benefit: When you rage, you gain an additional +4 bonus to Strength and Constitution and a +2 morale bonus on Will saves.

    Overwhelming Critical
    Prerequisites: Str 20 (or Dex 20 for ranged/light weapons), Cleave, Improved Critical (chosen weapon), Power Attack (or Power Shot for ranged weapon).

    Benefit: When using the weapon you have selected, you deal an extra 2d6 points of bonus damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add +3d6 points of bonus damage instead, and if the multiplier is ×4, add +4d6 points of bonus damage etc . Creatures immune to critical hits can’t be affected by this feat.

    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different type of weapon.

    Penetrate Damage Reduction
    Select a special material, such as adamantine.

    Prerequisite: Weapon Focus (Chosen Weapon Group)

    Benefit: Your chosen weapons are treated as being crafted from the chosen special material for the purposes of bypassing the damage reduction of any creature you strike. None of the other special properties of special materials are gained by your melee weapons.

    Special: You can gain this feat multiple times. Each time the feat is selected you select a different special material or a different weapon group. Your melee attacks are treated as being crafted of all chosen materials for the purposes of bypassing damage reduction.

    Reflect Arrows
    Prerequisites: Dex 22, Deflect Arrows, Improved Unarmed Strike.

    Benefit: When you deflect an arrow or other ranged attack, the attack is reflected back upon the attacker at your base ranged attack bonus.

    Fast Healing
    Prerequisite: Con 19, Base Fort Save +6.

    Benefit: You gain fast healing 3, or your existing fast healing increases by 3. This feat does not stack with fast healing granted by magic items or nonpermanent magical effects.

    Special: You can gain this feat multiple times. Its effects stack.

    Swarm Of Arrows
    Prerequisites: Dex 20, Point Blank Shot, Rapid Shot; Weapon Focus (type of bow used) OR Weapon Focus (type of crossbow) AND Instant Reload.

    Benefit: As a full-round action, you may fire an arrow at your full base attack bonus at each opponent within half of your range increment. If you posses the Instant Reload feat you may fire from a crossbow instead of a bow.

    Storm Of Throws
    Prerequisite Dex 20, Point Blank Shot, Quick Draw, Rapid Shot.

    Benefit: As a full-round action, you may throw a weapon at your full base attack bonus at each opponent within 30 feet. All weapons thrown need not be the same type.

    Sneak Attack Of Opportunity
    Prerequisites: Sneak attack +6d6, opportunist class feature.

    Benefit: Any attack of opportunity you make is considered a sneak attack.

    Terrifying Rage
    Prerequisites: Intimidate 13 ranks, Rage

    Benefit: While you are raging, any enemy that views you must make a Will save opposed by your Intimidate check of become panicked (if it has HD less than your character level) or shaken (if it has HD equal to or up to twice your character level) for 4d6 rounds. An enemy with Hit Dice greater than twice your character level is not affected by this feat.

    Two-Weapon Rend
    Prerequisites: Base attack bonus +9, Two-Weapon Fighting.
    Benefit: If you hit an opponent with a weapon in each hand in the same round, you may automatically rend the opponent. This deals additional damage equal to the base damage of both weapons plus 1 ½ times your Strength modifier. Base weapon damage includes active enhancements on damage, if any.

    Trap Sense
    Prerequisites: Search 13 ranks, Spot 13 ranks.

    Benefit: If the character passes within 5 feet of a trap, he or she is entitled to a Search check, as a free action, to notice it as if the character was actively looking for it.

    Uncanny Accuracy
    Prerequisites: Dex 21, base attack bonus +11, Point Blank Shot, Precise Shot, Improved Precise Shot, Spot 13 ranks.

    Benefit: Your ranged attacks ignore the miss chance granted to targets by total concealment. You must aim your attacks at the correct square to take advantage of this feat.


    I did actual buff a bunch of these epic feats beyond the whole reducing the per-requists. I mean some of these are just dumb. "Oh look your level 21+! Now you can take this one feat with 10 per-requests feats and requiring an insane strength score. What does it do? You now deal +1d6 damage 10% of the time! Woohoo! Oh BTW casters, if you didn't dump your CL or spell-craft skill you can now instantly win at everything for a single feat."

    Also got rid of the whole "Can only be used with melee weapons AND gibs any magical casting ability you have" part of the anti-mage feats. You know, in-case like a Ranger or Paladin wants to be able to threaten Wizards without murdering their already terrible caster level. Or shoot a Wizard with a bow and not have a massive miss chance.

    Is worth noting that except the ones obviously designed for Barbarian, Bard, Paladin, Rouge, and Ranger I would think these should all be considered valid fighter bonus feats.

  4. - Top - End - #4
    Ettin in the Playground
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    Default Re: Fixing the sub-par feats

    Quote Originally Posted by Zancloufer View Post
    Maybe my search-fu is weapon but don't think I've found a general/combat feat fix for D&D 3.x.
    Wrong solution.

    If you want to fix feats, you´ve got to regard them as being on a power scale from 1 to 6, pick a point to be your sweet spot (say: 4) and up- and downgrade all feats to meet that sweet spot.

    Ultimately, that changes nothing. Stuff that synergies well will keep doing so, stuff that stands alone will keep doing so, too.

    What you want is to adapt the class that picks the feat and make the difference there.

  5. - Top - End - #5
    Ettin in the Playground
     
    Godskook's Avatar

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    Default Re: Fixing the sub-par feats

    I did a fix on Weapon Focus and similar feats back in the day, and I think it is mostly finished. You can find it in my signature(weapon training).
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    Bugbear in the Playground
     
    ElfRangerGuy

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    Default Re: Fixing the sub-par feats

    I use this:
    http://theworldissquare.com/feat-taxes-in-pathfinder/

    Furthermore:
    Use weapon groups from UA.
    Weapon Finesse is a weapon-specific property.
    TWF: Additionally, at BAB+6 you can attack with both weapons as a standard action.
    Improved TWF: Grants a progression with the off-hand, like the main hand. This obsoletes Greater TWF and Perfect TWF.
    TW Defense: You receive the benefits of each successive feat automatically when you meet its prerequisites.
    Can be "bought" with 3 BAB: Improved Unarmed Strike, Combat Expertise, Power Attack, Precise Shot, Quick Draw, Rapid Reload, Mounted Combat, Weapon, Shield and Armor proficiencies.
    Spring Attack works like Flyby Attack.
    Combat Experise: You can trade the other way, +1 for -2AC.
    Power attack is: Light/Offhand/Secondary natural = +1; One-handed/Primary nat with +Str mod = +2; 2H/Primary nat with 1-1/2 Str = +3

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    Bugbear in the Playground
     
    RogueGuy

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    Default Re: Fixing the sub-par feats

    Any new feature that you want to offer to many characters has to be a feat, which has the problem that it's price will be "one feat" regardless of how powerful it is. Something like spring attack can't really be tuned, so there is no way to balance it other than change the price. My solution would be to charge a flat xp rate for feats, which can depend on the feat in question. There is no longer any need to fix anything, you simply make them cheaper. You might want to require additional xp investment to scale up scaling feats (metamagic feats for example, see automatic metamagic for how to do it), but that is much easier to implement than making arbitrary feats scale.

    I know it sacrifices some of the simplicity of "level x, get a feat", but I can't see a way to balance cleave with spring attack if you insist that they must be the same value. Feat design becomes considerably easier if you don't have to think "is this worth a feat?", and instead ask "How much is this worth".
    I play dwarf mode: Play to win, never be sober, and always die horribly despite everyone's best efforts (DM included).

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    Kobold

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    Default Re: Fixing the sub-par feats

    Quote Originally Posted by InvisibleBison View Post
    This seems decent. A couple points -

    1) Using Power Attack and Precise Attack simultaneously while wielding a 2handed weapon gives you +BAB to damage at no penalty. Is this intentional?
    I think that's good; they're not gettin it for free, they paid 2 feats for that (and get some flexibility on top of that).

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    GreataxeFighterGuy

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    Default Re: Fixing the sub-par feats

    Quote Originally Posted by Zancloufer View Post
    Maybe my search-fu is weapon but don't think I've found a general/combat feat fix for D&D 3.x.

    There are many complaints about mundanes or Fighters sucking but a big problem of that is some sub-par feats.


    I feel your pain brother!

    Me and a buddy of mine have been writing our own game, and we're in the middle of buffing and balancing 1082 feats.

    Yeah. Over a thousand.

    So stay strong, friend! You're not alone! :)

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    Default Re: Fixing the sub-par feats

    Quote Originally Posted by Florian View Post
    Wrong solution.

    If you want to fix feats, you´ve got to regard them as being on a power scale from 1 to 6, pick a point to be your sweet spot (say: 4) and up- and downgrade all feats to meet that sweet spot.

    Ultimately, that changes nothing. Stuff that synergies well will keep doing so, stuff that stands alone will keep doing so, too.

    What you want is to adapt the class that picks the feat and make the difference there.
    So the fact that many mundane feats are hidden behind massive feat chains, are incredibly specific and/or just plain suck compared to other feats doesn't matter? I don't think all feats have to be on the same level, but fixing the majorly under-preforming ones (which are mostly aimed at mundanes) I think would help. Even if it doesn't make a huge difference in balance I think people who play fighters and other feat intensive mundanes would appreciate the change.

    Quote Originally Posted by Godskook View Post
    I did a fix on Weapon Focus and similar feats back in the day, and I think it is mostly finished. You can find it in my signature(weapon training).
    It's a solid idea, and the reduced penalties for irradiate attacks is something I might steal and make a feat out of. It doesn't work for fighters IMHO though: Sacrifice one of your 2-4 skill points to replace 3-4 of your ~20 feats doesn't balance out well. Also I did add BaB specific scaling to many feats here.

    Quote Originally Posted by martixy View Post
    I use this:
    http://theworldissquare.com/feat-taxes-in-pathfinder/

    Furthermore:
    Use weapon groups from UA.
    Weapon Finesse is a weapon-specific property.
    TWF: Additionally, at BAB+6 you can attack with both weapons as a standard action.
    Improved TWF: Grants a progression with the off-hand, like the main hand. This obsoletes Greater TWF and Perfect TWF.
    TW Defense: You receive the benefits of each successive feat automatically when you meet its prerequisites.
    Can be "bought" with 3 BAB: Improved Unarmed Strike, Combat Expertise, Power Attack, Precise Shot, Quick Draw, Rapid Reload, Mounted Combat, Weapon, Shield and Armor proficiencies.
    Spring Attack works like Flyby Attack.
    Combat Experise: You can trade the other way, +1 for -2AC.
    Power attack is: Light/Offhand/Secondary natural = +1; One-handed/Primary nat with +Str mod = +2; 2H/Primary nat with 1-1/2 Str = +3
    1) Weapon groups are awesome. I have it typed out myself with a few minor tweaks but it does really help
    2) Weapon Finesse should be weapon specific now that I think about it.
    3) Already done. TWF improves with BaB in my fix. Also 4 attacks per hand after BaB 16 instead of 4/3. Never understood that missing final feat.
    4) Yes, with TWF having a scaling bonus TWD should to.
    5) Not sure about free feats. Definitely buffed some of those, but handing them out for free. . .
    6) Have a fix for Spring Attack and Shot on the Run coming up.
    7/8) Yeah, having more than a 1-1 ratio can get ugly. Still a bit iffy on the whole "Free +1 to damage per BaB if you select two feats" thing I have going right now. With those two final suggestions tacked onto my feat fix you will be getting some insanely huge number bonuses for free.


    Quote Originally Posted by mauk2 View Post
    I feel your pain brother!

    Me and a buddy of mine have been writing our own game, and we're in the middle of buffing and balancing 1082 feats.

    Yeah. Over a thousand.

    So stay strong, friend! You're not alone! :)
    To be fair I just obsolete a few feats with my fix, and just axe a bunch of others. Yeah I do agree that it can be troubling to try and fix a few hundred feats, even a SRD fix would take a good 3-4 hours without any sort of review/play-testing.

    Also FIXES. New in this addition: Mobility has been axed, Dodge buffed, Weapon Finesse is now weapon dependant option, added the "Great Ability" feat (Like Great Charisma, Dexterity etc from epic, except there is a prerequisite now). Also Shot on the Run and Spring Attack are almost like Pounce now! Full attack and move at the same time!

    Oh and I added my weapon groups as well. I'll just post one giant spoiler here of all the feats.

    Spoiler
    Show
    D&D 3.x General and Combat Feats Fix

    Weapon groups in this spoiler. Though it's 95% ripped from the UA there are a few minor tweaks (some weapon "groups" are a bit lacking as groups).

    Spoiler
    Show


    Proficiency (Related) Feats:

    Weapon Grouping. Instead of proficiencies and other feats being Simple. Martial, or Exotic (or single weapons) they are now weapon groups.

    Class and Weapon Group Proficiencies at 1st Level:

    Barbarian: Basic weapons, plus any other three

    Bard: Basic weapons, plus any other two

    Cleric: Basic weapons, plus any other two

    Druid: Basic weapons, plus druid weapons and spears

    Fighter: Basic weapons, plus any other four

    Monk: Basic weapons, monk weapons, plus any other one

    Paladin: Basic weapons, plus any other three

    Ranger: Basic weapons, plus any other three

    Rouge: Basic weapons, plus any other two

    Sorcerer: Basic weapons, plus spears and crossbows

    Wizard
    Basic weapons, plus crossbows
    *Add Weapon Group (any) to the fighter's list of bonus feats.

    Weapon Group (Axes)

    You make attack rolls with the following weapons normally: handaxe, battleaxe, greataxe, and dwarven waraxe (two-handed use).

    Weapon Group (Basic Weapons)

    You make attack rolls with the following weapons normally: club, dagger, and quarterstaff.

    Weapon Group (Bows)

    You make attack rolls with the following weapons normally: shortbow, longbow, composite shortbow, and composite longbow.

    Weapon Group (Natural Weapons)

    You make attack rolls with the following weapons normally: spiked gauntlet, armour spikes, unarmed and natural attacks (if not already proficient).


    Weapon Group (Crossbows)

    You make attack rolls with the following weapons normally: heavy crossbow, light crossbow, repeating heavy crossbow, and repeating light crossbow.

    Weapon Group (Druid Weapons)

    You make attack rolls with the following weapons normally: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.


    Weapon Group (Exotic Double Weapons)

    Prerequisite

    Base attack bonus +1.

    Axes
    Orc double axe, dwarven urgrosh (must also have Weapon Group [spears and lances]).

    Flails and Chains
    Dire flail, gyrspike (must also have Weapon Group [heavy blades]).

    Heavy Blades
    Double scimitar, gyrspike (must also have Weapon Group [flails and chains]), two-bladed sword.

    Maces and Clubs
    Double mace

    Picks and Hammers
    Double hammer, gnome hooked hammer.


    Weapon Group (Exotic Weapons)

    Prerequisite
    Base attack bonus +1.

    Axes
    Dwarven waraxe (one-handed use).

    Bows
    Elven double bow, greatbow, composite greatbowW


    Claw weapons
    Bladed gauntlet, claw bracer, panther claw, stump knife, tiger claws, ward cestus.

    Clubs and Maces
    Warmace (one-handed use), tonfa.

    Crossbows
    Great crossbow, hand crossbow.

    Flails and chains
    Chain-and-dagger, scourge, spiked chain, three-section staff, whip, whipdagger.

    Heavy Blades
    Bastard sword (one-handed use), khopesh, mercurial longsword, mercurial greatsword.

    Light Blades
    Kukri, sapara, triple dagger, war fan.

    Monk Weapons
    Butterfly sword, tonfa.

    Picks and Hammers
    Dire pick, gnome battlepick, maul (one handed use).

    Polearms
    Heavy poleaxeW.

    Slings and Thrown Weapons
    Bolas, chakram, gnome calculus, halfling skiprock, orc shotput, shuriken, throwing iron.

    Spears and Lances
    Duom, greatspear, harpoon, manti, spinning javelin.


    Weapon Group (Flails and Chains)

    You make attack rolls with the following weapons normally: light flail and heavy flail.

    Weapon Group (Heavy Blades)

    You make attack rolls with the following weapons normally: longsword, greatsword, falchion, scimitar, and bastard sword (two-handed use).

    Weapon Group (Light Blades)

    You make attack rolls with the following weapons normally: dagger, punching dagger, rapier, and short sword.

    Weapon Group (Maces and Clubs)

    You make attack rolls with the following weapons normally: club, light mace, heavy mace, greatclub, quarterstaff, sap, and warmace (two-handed use).

    Weapon Group (Monk Weapons)

    You make attack rolls with the following weapons normally: kama, nunchaku, quarterstaff, sai, shuriken, and siangham.

    Weapon Group (Picks and Hammers)

    You make attack rolls with the following weapons normally: light pick, heavy pick, light hammer, lucerne hammer, warhammer, scythe, and maul (two handed use).

    Weapon Group (Polearms)

    You make attack rolls with the following weapons normally: glaive, guisarme, halberd, and ranseur.

    Weapon Group (Slings and Thrown Weapons)

    You make attack rolls with the following weapons normally: dart and sling.

    Weapon Group (Spears and Lances)

    You make attack rolls with the following weapons normally: javelin, lance, longspear, shortspear, and trident.


    Feats:

    Weapon Focus
    Prerequisite: BaB +1, Proficiency with weapon group.

    Benefit: When making attacks with the chosen weapon group you gain +1 to hit. For every 4 BaB past +1 you gain an additional +1 to hit (+2 at BaB 5, +3 at BaB 9 etc).

    Weapon Specialization
    Prerequisite: BaB +3 Proficiency with weapon group.

    Benefit: When making attacks with the chosen weapon group you gain +2 damage. If using multiple weapons in the same attack (IE: Many-Shot) you add the +2 for each weapon (projectile) used. For every 4 BaB past +3 you gain an additional +2 damage(+4 at BaB 7, +6 at BaB 11 etc).

    Improved Critical
    Prerequisite: BaB +8 Proficiency with weapon group.

    Benefit: When using the selected weapon group your critical threat increases by 100%. This increases to 200% at BaB +16. This stacks with Keen/Weapon of Impact spell/enchantment. IE: With a weapon that threatens on a 20 it becomes 19-20. if it is keen or you have BaB +16 is becomes 18-20. With both at BaB 16+ it becomes 17-20.

    Combat Expertise
    Prerequisite: BaB +1, 13 Int

    Benefit: When making an attack action or full attack you make take a penalty to hit or damage. The combined penalty cannot exceed your BaB or make your damage or to-hit negative. For every -1 to hit and/or damage you gain +1 to you base/touch AC until your next attack.

    Improved Combat Manoeuvre
    Prerequisite: Combat Expertise OR Power Attack

    Benefit: When making an opposed combat manoeuvre (Trip, Disarm, Feint, Bull-Rush, Overrun, Sunder) you do not provoke an Attack of Opportunity. Improved Feint is also reduced to a move action to preform. If you have at least 8 BaB you add +4 to any of these checks.

    Power Attack
    Prerequisite: +1 BaB, 13 Str

    Benefit: As a free action you can take a penalty to hit or AC up to your BaB when using a melee weapon. You gain +1 damage per penalty you take from this feat. If you are using a two-handed weapon you gain +2 damage per -1 to hit/AC you have. You cannot reduce our to hit or AC below 0 this way. This penalty lasts until the beginning of your next turn.

    Power Shot
    Prerequisite: +1 BaB. 13 Str or Dex

    Benefit: As a free action you can take a penalty to hit or AC up to your BaB with a ranged weapon. You gain +1 damage per penalty you take from this feat. If you are using a two-handed weapon you gain +2 damage per -1 to hit/AC you have. You cannot reduce your to hit or AC below 0 this way. This penalty lasts until the beginning of your next turn.

    Precise Attack
    Prerequisite: +1 BaB. 13 Str or Dex

    Benefit: As a free action you can take a penalty to damage or AC up to your BaB. You gain +1 to hit per penalty you take from this feat. You cannot reduce your to damage or AC below 0 this way. This penalty lasts until the beginning of your next turn.

    Dodge
    Prerequisite: 13 Dex

    Benefit: You gain +1 dodge AC from any one enemy of your choice. For every 2 BaB you have you may select an additional enemy or increase to dodge bonus you already have by +1. The total dodge bonus to AC you gain from this feat cannot exceed your Dexterity modifier.
    Additionally you gain this dodge bonus to AC automatically to any attack of opportunity that you provoke from movement.

    Mobility
    Prerequisite: 13 Dex, Dodge

    Benefit: You gain +4 dodge AC against any attacks of opportunity you provoke.

    Point Blank Shot
    Prerequisite: BaB +1, proficiency with a ranged/thrown weapon.

    Benefit: When ever making an attack with a ranged or thrown weapon within 10 ft or 1/4th of the range increment (whichever is greater) you gain +1 to hit and damage. For every 4 BaB you have past 1 you gain an additional +1 to hit and damage (+2 at BaB 5, +3 at BaB 9 etc).

    Precise Shot
    Prerequisite: Point Blank Shot.

    Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

    Special: If you have at least +11 BaB your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

    Far Shot
    Prerequisite: Point Blank Shot.

    Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1½). When you use a thrown weapon, its range increment is doubled.

    Rapid Shot
    Prerequisites: Dex 13, Point Blank Shot.

    Benefit: You can get one extra attack per round with a ranged/thrown weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat. If your BaB is 8+ you gain a second extra attack. If you have a BaB of 16+ you no longer suffer a penalty to hit.

    Manyshot
    Prerequisites: Dex 15, Point Blank Shot, Rapid Shot, base attack bonus +6

    Benefit: When attacking with a bow (or thrown weapon), you may fire two arrows (or throw multiple projectiles) at a single opponent within half your range increment. Both projectiles use the same attack roll (with a -2 penalty) to determine success and have their damage combined for overcoming damage reduction

    For every five points of base attack bonus you have above +6, you may add one additional projectile to this attack. However, each projectile after the second adds a cumulative -2 penalty on the attack roll (for a penalty of -6 for three, -8 for four etc).

    Special
    Regardless of the number of projectiles you fire, you apply precision-based damage only once (sneak attack, death attack etc). If you score a critical hit the damage of all the arrows is multiplied.

    Ranged Combat Manoeuvre
    Prerequisite: BaB +4, Point-Blank Shot, Precise Shot.

    Benefit: You may attempt to disarm, pin*, sunder or trip an enemy with a ranged weapon.
    *Special: A ranged pin is a new combat manoeuvre. If the enemy is within 5ft of a wall, tree or other surface you may attempt to pin them. Make a ranged attack and if you hit make a grapple check (though you may use your Dex in place of Str). If you succeed they are considered pinned cannot move and are considered flat-footed. As a standard action they can make a Str check or escape artist check (DC = 10 +1/2 your BaB + Dex or Str mod) to break the pin.

    Two-Weapon Fighting
    Prerequisite: Dex 15.

    Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6 (to -4/-4). If the either weapon is light the penalty reduces by 2 and 4 (to -2/-2). If you have more than one attack from having a BaB of 6+ you make make off hand attacks with the cumulative -5 to hit per extra attack.
    See the Two-Weapon Fighting special attack for more details.

    Skill Focus
    Choose a skill.

    Benefit: You get a +2 bonus on all checks involving that skill. For every 5 ranks you have in that skill the bonus increases by +1.

    Toughness
    Prerequisite: Base Fortitude save +1

    Benefit: You gain +1 HP per HD/Class level. If you have the potential for 10+ HP per HD/level you gain +2 HP instead, 20 HP+ you gain +3 HP HD/Level. (IE: d8 HD and +2 Con mod = 10 potential HP). The HP increase is added retroactively for all levels and should your inherit Con (or other stat if HP bonus is not derived from CON) the bonus from this feat increases.

    Snap Kick
    Prerequisite: Improved-Unarmed Strike, BaB +6

    Benefit: When making a full attack unarmed (or using Flurry of Blow) you may make an additional unarmed strike with your leg at your highest BaB. All attacks that round suffer a -2 to hit. If your BaB is at least +11 you may make two extra strikes, and at BaB +16 you no longer suffer a -2 to hit.

    Run
    Prerequisite: Dex or Str 13

    Benefit: The speed penalty for encumberment or armour is halfed. When runing you now move at 5x speed in light or medium armour or with a light or medium load, and at 4x speed when under a heavy load or in heavy armour. You also no longer loose your Dex bonus to AC when running.

    Deflect Arrows
    Prerequisites: Dex 13, Improved Unarmed Strike.

    Benefit: You must have at least one hand free (holding nothing) to use this feat. When you would normally be hit with a ranged weapon, you may attempt deflect it so that you take no damage from it. You make an attack roll with your free hand and if you beat the enemy's attack roll the projectile. You must be aware of the attack and not flat-footed.
    Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons (Weapons more than two size catagories larger than you) and ranged attacks generated by spell effects can’t be deflected.

    Special: A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites.

    Stunning Fist
    Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

    Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per encounter for every four levels you have attained (but see Special). Creatures immune to critical hits cannot be stunned.

    Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per encounter equal to her half her monk level, plus one more time per encounter for every four levels she has in classes other than monk.

    Superior Unarmed Strike
    Prerequisite: Improved-Unarmed Strike, BaB +3

    Benefit: When striking unarmed you deal damage as if you had levels in monk equal to your total class level and/or HD. Should the character have monk levels (or be considered a monk for the sake of unarmed strike damage) they deal damage as if they where one size category larger.

    Mage Slayer
    Prerequisite: Spellcraft 2 rank, Combat Reflexs

    Benefit: Spell-casters you threaten cannot cast defensively (they automatically fail any attempt to). However they are aware of their inability to cast defensively while being threatened by you.

    Pierce Magical Concealment
    Prerequisite: Blind Fight, Mage Slayer

    Benefit: Your fierce focus when fighting spell-casters allows you to ignore miss chance and concealment granted by spells and SLAs (including spell trigger or spell completion items). Any spell that grants miss chance or concealment (Mirror Image, Invisibility, Displacement, Permanent Image etc) does not grant concealment or a miss chance against any of your attacks.

    Pierce Magical Protection
    Prerequisite: Mage Slayer

    Benefit: Your attacks posses an unnerving ability to sunder magical armour. Any attack you make ignores any armour bonus granted by spells and SLAs (including spell trigger or spell completion items). In addition if you successfully deal damage to a target with a magical bonus to armour the bonus is suppressed for a number of rounds equal to your Str OR Dex mod. Consecutive strikes increase will add to any existing duration on suppressed spell effects.

    Shot On The Run
    Prerequisites: Dex 13, Dodge, Point Blank Shot, base attack bonus +4.

    Benefit: When using a(n full) attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
    Special

    Spring Attack
    Prerequisites: Dex 13, Dodge, base attack bonus +4.

    Benefit: When using a(n full) attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate.

    You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.

    Whirlwind Attack
    Prerequisites: Dex 13, Dodge, Spring Attack, base attack bonus +4.

    Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.

    When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

    Weapon Finesse
    Prerequisite: None

    Benefit: With a light weapon, natural weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

    Special: This use to be a feat. Now all weapons that the weapon finesse feat use to apply to can automatically gain it's benefit.

    Two-Weapon Defense
    Prerequisite: Two-Weapon-Fighting, Dex 15, BaB +2

    Benefit: When fighting with two weapons you gain a +2 shield bonus to your AC. This improves by an additional +1 for every 5 BaB you have (+3 at BaB 5, +4 at BaB 10 etc). Additionally should either of your weapons have the Defending enchantment you gain +2 AC for every -1 on the enchantment bonues instead of the standar +1/-1.

    Rapid Reload

    Prerequisite: Weapon Proficiency (crossbow).

    Benefit: The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy or repeating crossbow). Reloading a crossbow as a move action still provokes an attack of opportunity.
    Special: If you have a BaB of 11 or greater you can reload any type of crossbow as a free action.

    If your reload time is reduced to a free action, you may fire your crossbow as many times in a full attack action as you could attack if you were using a bow. You may also use the Rapid shot feat with said crossbow.


    Use to be Epic Feats

    Bane Of Enemies
    Prerequisites: Survival 12 ranks, favoured enemy class feature.
    Benefit: Any weapon you wield against one of your favoured enemies is treated as a bane weapon for that creature type (thus, its enhancement bonus is increased by +2 and it deals +2d6 points of damage). This ability doesn’t stack with the Bane weapon enchantment (or a spell/SLA/Su ability that mimics it).

    Blinding Speed
    Prerequisite: Dex 16, Run.

    Benefit: You base land speed increases by +10ft. Should you have a fly or swim speed not based off your land speed, those speeds also increase by +10ft.

    Combat Archery
    Prerequisites: Point Blank Shot, Precise Shot

    Benefit: You do not incur any attacks of opportunity for firing a bow when threatened.

    Damage Reduction
    Prerequisite: Con 19, Base Fort Save +6.

    Benefit: You gain damage reduction 3/-. This does not stack with damage reduction granted by magic items or non-permanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, or this feat itself.

    Special: You can gain this feat multiple times. Each time you gain the feat, your damage reduction increases by 3.

    Dire Charge
    Prerequisite: Improved Initiative, BaB +6

    Benefit: If you charge a foe during the first round of combat (or the surprise round, if you are allowed to act in it), you can make a full attack against the opponent charged.

    Deafening Song
    Prerequisites: Perform 12 ranks, bardic music class feature.

    Benefit: You can use song or poetics to temporarily deafen all enemies within a 30-foot spread. A successful Fortitude save (DC 10 + ½ your class level + the your Charisma modifier) negates the effect. The deafening effect lasts for as long as you continue the deafening song. You can choose to exclude any characters from this effect. You may sing, play, or recite a deafening song while taking other mundane actions, but not magical ones (see the bard’s inspire courage ability for more details). You may keep up the deafening song for a maximum of 10 rounds. Using the deafening song counts as one of your uses of song or poetics for the day.

    Distant Shot
    Prerequisites: Dex 22, Far Shot, Point Blank Shot, Spot 10 ranks.

    Benefit: You may throw or fire a ranged weapon at any target within line of sight, with no penalty for range.

    Energy Resistance
    Prerequisite: Con 19, Base Fortitude save +6

    Benefit: Choose a type of energy (acid, cold, electricity, fire, or sonic). You gain resistance 10 to that type of energy, or your existing resistance to that type of energy increases by 10.

    Special: You can gain this feat multiple times. If the same type of energy is chosen, the effects stack.

    Exceptional Deflection
    Prerequisites: Dex 19, Wis 19, Deflect Arrows, Improved Unarmed Strike.

    Benefit: You can deflect any ranged attacks (including spells that require ranged touch attacks) as if they were arrows.

    Great Ability
    Prerequisite: At least an inherit 16 in the chosen ability, ECL OR HD 5

    Benefit: Choose any ability that you have at least a 16 in naturally. Your chosen ability gains an inherit +1 increase.

    Special: You can gain this feat multiple times. Its effects stack.

    Hindering Song
    Prerequisite: Deafening Song, Perform 12 ranks, bardic music class feature.

    Benefit: You can use song or poetics to hinder enemy spellcasters within a 30-foot spread centered on you. To successfully cast a spell within this area, a spellcaster must make a Concentration check as if he or she were casting defensively, and all such checks have a penalty equal to half your level. You can choose to exclude any characters from this effect. You may sing, play, or recite a hindering song while taking other mundane actions, but not magical ones (see the bard’s inspire courage ability for more details). You may keep up the hindering song for a maximum of 10 rounds. Using the hindering song counts as one of your uses of song or poetics for the day.

    Holy Strike
    Prerequisites: Smite evil class feature, any good alignment.

    Benefit: Any weapon you wield is treated as a holy weapon (is good-aligned for overcoming damage reduction and deals an extra 2d6 points of damage against creatures of evil alignment).

    Unholy Strike
    Prerequisites: Smite good class feature, any evil alignment.

    Benefit: Any weapon you wield is treated as an unholy weapon (is evil-aligned for overcoming damage reduction and deals an extra 2d6 points of damage against creatures of good alignment).

    Improved Combat Reflexes
    Prerequisites: Dex 21, Combat Reflexes.

    Benefit: There is no limit to the number of attacks of opportunity you can make in one round. (you still can’t make more than one attack of opportunity for a given opportunity.)

    Improved Sneak Attack
    Prerequisite: Sneak attack +5d6.

    Benefit: Add +1d6 to your sneak attack damage.

    Special: You can gain this feat multiple times. Its effects stack.

    Improved Whirlwind Attack
    Prerequisites: Int 13, Dex 13, Combat Expertise, Dodge, Spring Attack, Whirlwind Attack BaB +11

    Benefit: As a standard action, you can make one melee attack for every five points of your base attack bonus (including epic attack bonus, round fractions down). You cannot attack any one opponent more than once as part of this action.

    Instant Reload
    Prerequisite: Quick Draw, Rapid Reload, Weapon Focus (crossbow type to be selected).

    Benefit: You may fire the selected type of crossbow at your full normal attack rate. Reloading the crossbow does not provoke attacks of opportunity.

    Keen Strike
    Prerequisites: Str 20 OR Dex 20, Improved Critical (unarmed strike), Improved Unarmed Strike, Suppirour Unarmed Strike OR Monk Unarmed strike damage progression.

    Benefit
    Your unarmed strike has a critical threat range of 18-20 and deals slashing damage (at your option any attack can deal bludgeoning damage, but cannot then take advantage of the enhanced threat range).

    Legendary Climber
    Prerequisites Dex 13, Climb 10 ranks.

    Benefit: You can ignore any check penalties applied for accelerated climbing or rapid climbing.

    Legendary Leaper
    Prerequisite: Jump 10 ranks.

    Benefit: You need only move 5 feet in a straight line to make a running jump. In addition you add your base movement speed to any jump jump check you make if you have a running start. This is in addition to any bonuses you get from a high speed.

    Legendary Tracker
    Prerequisites: Wis 12, Track, Knowledge (nature) 10 ranks, Survival 10 ranks.

    Benefit: You can track creatures across water, under-water, or through the air. This adds the surfaces of water, underwater, and air to the list of surfaces found under the Track feat.

    Legendary Wrestler

    Prerequisite: Str 13, Dex 13, Improved Unarmed Strike, Escape Artist 10 ranks.

    Benefit: You add your escape artist check bonus to any grapple check you make.

    Lingering Damage
    Prerequisite: Sneak attack +7d6, crippling strike class feature.

    Benefit: Any time you deal damage with a sneak attack, that target takes damage equal to your sneak attack bonus damage on your next turn as well.


    Mighty Rage
    Prerequisites: Str 20, Con 20, greater rage class feature.

    Benefit: When you rage, you gain an additional +4 bonus to Strength and Constitution and a +2 morale bonus on Will saves.

    Overwhelming Critical
    Prerequisites: Str 20 (or Dex 20 for ranged/light weapons), Cleave, Improved Critical (chosen weapon), Power Attack (or Power Shot for ranged weapon).

    Benefit: When using the weapon you have selected, you deal an extra 2d6 points of bonus damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add +3d6 points of bonus damage instead, and if the multiplier is ×4, add +4d6 points of bonus damage etc . Creatures immune to critical hits can’t be affected by this feat.

    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different type of weapon.

    Penetrate Damage Reduction
    Select a special material, such as adamantine.

    Prerequisite: Weapon Focus (Chosen Weapon Group)

    Benefit: Your chosen weapons are treated as being crafted from the chosen special material for the purposes of bypassing the damage reduction of any creature you strike. None of the other special properties of special materials are gained by your melee weapons.

    Special: You can gain this feat multiple times. Each time the feat is selected you select a different special material or a different weapon group. Your melee attacks are treated as being crafted of all chosen materials for the purposes of bypassing damage reduction.

    Reflect Arrows
    Prerequisites: Dex 22, Deflect Arrows, Improved Unarmed Strike.

    Benefit: When you deflect an arrow or other ranged attack, the attack is reflected back upon the attacker at your base ranged attack bonus.

    Fast Healing
    Prerequisite: Con 19, Base Fort Save +6.

    Benefit: You gain fast healing 3, or your existing fast healing increases by 3. This feat does not stack with fast healing granted by magic items or nonpermanent magical effects.

    Special: You can gain this feat multiple times. Its effects stack.

    Swarm Of Arrows (Bolts)
    Prerequisites: Dex 20, Point Blank Shot, Rapid Shot; Weapon Focus (type of bow used) OR Weapon Focus (type of crossbow).

    Benefit: As a full-round action, you may fire an arrow at your full base attack bonus at each opponent within half of your range increment. If you can reload a crossbow as a free action you may fire from a crossbow instead of a bow.

    Storm Of Throws
    Prerequisite Dex 20, Point Blank Shot, Quick Draw, Rapid Shot.

    Benefit: As a full-round action, you may throw a weapon at your full base attack bonus at each opponent within 30 feet. All weapons thrown need not be the same type.

    Sneak Attack Of Opportunity
    Prerequisites: Sneak attack +6d6, opportunist class feature.

    Benefit: Any attack of opportunity you make is considered a sneak attack.

    Terrifying Rage
    Prerequisites: Intimidate 13 ranks, Rage

    Benefit: While you are raging, any enemy that views you must make a Will save opposed by your Intimidate check of become panicked (if it has HD less than your character level) or shaken (if it has HD equal to or up to twice your character level) for 4d6 rounds. An enemy with Hit Dice greater than twice your character level is not affected by this feat.

    Two-Weapon Rend
    Prerequisites: Base attack bonus +9, Two-Weapon Fighting.
    Benefit: If you hit an opponent with a weapon in each hand in the same round, you may automatically rend the opponent. This deals additional damage equal to the base damage of both weapons plus 1 ½ times your Strength modifier. Base weapon damage includes active enhancements on damage, if any.

    Trap Sense
    Prerequisites: Search 13 ranks, Spot 13 ranks.

    Benefit: If the character passes within 5 feet of a trap, he or she is entitled to a Search check, as a free action, to notice it as if the character was actively looking for it.

    Uncanny Accuracy
    Prerequisites: Dex 21, base attack bonus +11, Point Blank Shot, Precise Shot, Improved Precise Shot, Spot 13 ranks.

    Benefit: Your ranged attacks ignore the miss chance granted to targets by total concealment. You must aim your attacks at the correct square to take advantage of this feat.


  11. - Top - End - #11
    Halfling in the Playground
     
    GreataxeFighterGuy

    Join Date
    Mar 2016

    Default Re: Fixing the sub-par feats

    Quote Originally Posted by Zancloufer View Post
    So the fact that many mundane feats are hidden behind massive feat chains, are incredibly specific and/or just plain suck compared to other feats doesn't matter?

    Of course it matters. The feats in Pathfinder are...not so good.

    It's like the people writing these feats have never actually PLAYED.


    Just today, as a matter of fact, I went over the stack of Cleave feats for Epic Path, the game I'm writing with a buddy of mine. There's seven Cleave feats in the rules we're working on, and I just updated all of them to make sure they worked well and inter-operated with each other smoothly.

    For example:

    http://www.epicpath.org/index.php/Cl...ved_%28Feat%29

    This is a hard feat to get, takes four other feats, a stat and BAB+6. And before, it frankly SUCKED. Now? It adds a buff to ALL Cleave attempts, on top of a fat stack of other goodies. It's worth taking, even though it's frankly painful to get to.

    So keep up the good work, brother! Your point of view is not wrong. :)

  12. - Top - End - #12
    Halfling in the Playground
     
    GreataxeFighterGuy

    Join Date
    Mar 2016

    Default Re: Fixing the sub-par feats

    Quote Originally Posted by mauk2 View Post
    Me and a buddy of mine have been writing our own game, and we're in the middle of buffing and balancing 1082 feats.

    Annnnnd, over six weeks later, we're FINALLY done.

    https://www.epicpath.org/index.php/Master_Feats_List

    One thousand and seventy-two feats, and all but one of the stinkers have been re-written and rebalanced.

    Phew!

    On to the next thing! :)
    Epic Path is a D20 game made by fans, for fans. Try it! You 'll like it!


    www.epicpath.org

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