Feat changes critiques.

B.T.

First Post
Sorry if I missed a subforum for houserules somewhere. Here are a bunch of feat changes I'm implementing whenever I next run Pathfinder. Note that some of these replace or merge feats that already exist because said feats are terrible.

Feats that I am completely excising from the game:

• Quicken Spell.
• Natural Spell.
• Point Blank Shot.

All three of these anger me for various reasons.

Arcane Armor Mastery
Prerequisite: Caster level third.
You reduce the total arcane spell failure of the armor and shields you wear by 20%.

Armor Proficiency
You gain proficiency with all armor and shields.

Bodyguard
When an ally within your reach is attacked, you may use an attack of opportunity to improve your ally’s AC by +2 or your shield bonus, whichever is higher.

Cleave
As a standard action, make a melee attack at your highest attack bonus against an enemy within reach. If it hits, you may make an attack against another enemy within reach. You may continue to make attacks against enemies as long as you continue to hit, but you may not attack the same target more than once.

Whenever you drop a target (typically by reducing it to 0 or fewer HP), you may make a melee attack at your highest attack bonus against an enemy within reach. If you hit and drop that enemy, you may continue to make melee attacks until you miss or an enemy survives your onslaught.

Combat Expertise
Prerequistes: Intelligence 13
You may add one point of your Intelligence bonus to your AC, CMB, and CMD for every two points of base attack bonus you have (with a minimum of a +1 bonus).

Deadly Aim
You gain a bonus on ranged damage rolls equal to one-third your base attack bonus (minimum 1).

Death or Glory
Prerequisite: Base attack bonus +6.
As a standard action, you can make a single melee attack roll against a creature, rolling twice and taking the better result. This attack deals additional damage, but the creature may immediately make an attack of opportunity against you in response (after you have finished rolling damage against it). However, the damage from the creature’s attack of opportunity is multiplied in a like fashion, making this quite a gambit. This damage done by you and the creature depends on your respective base attack bonuses.

+6 BAB: Double damage.
+11 BAB: Triple damage.
+16 BAB: Quadruple damage.

If you score a critical hit against the creature, you do not multiply the damage further. Just assume that you rolled max damage on your damage roll.

Diehard
When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were at 1 HP, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn).
In addition, your minimum negative hit points are equal to -10 - your Constitution score. If that makes sense.

Disruptive
Prerequisite: Base attack bonus +5.
All enemies that are within your threatened area cannot cast spells defensively. This only applies if you are aware of the enemy's location.

Exotic Weapon Training
Prerequisite: Training in simple and martial weapons.
You gain proficiency in all exotic weapons.

Fleet of Foot
Your base move speed increases by five feet. When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.

Great Fortitude
You gain a +2 bonus on Fortitude saves, and you gain +1 hit point per HD.

Improved Combat Maneuvers
You do not suffer an attack of opportunity for attempting any combat maneuver. In addition, you gain a +2 bonus to your CMB and CMD, and you may freely intersperse CMB checks in place of attacks in a full attack (taking appropriate penalties as if the attack were an iterative attack).

Improved Critical
Prerequisite: Base attack bonus +5.
All your critical hits automatically confirm.

Improved Feint
You can feint as a move action, and your opponent loses his Dexterity bonus against your attacks until the end of your next turn. In addition, you may treat your attack bonus as being equal to your HD when resisting a feint.

In Harm’s Way
Prerequisite: Bodyguard.
When using your Bodyguard feat and an attack hits your ally anyway, you may opt to take damage and all other associated effects (poison, disease, etc.) for him.

Iron Will
You gain a +2 bonus on Will saves. In addition, you gain the benefits of the Blind Fighting feat. (Which I am too lazy to reproduce here.)

Lightning Reflexes
You gain a +2 bonus on Reflex saves and a +1 dodge bonus to AC. In addition, you can draw or sheathe a weapon as a free action. (This feat replaces the Quick Draw and Dodge feats.)

Lightning Stance
Prerequisite: Tumble 10 ranks.
The miss chance from Wind Stance improves to 50%.

Lunge
Prerequisite: Base attack bonus +5.
Your reach increases by five feet.

Manyshot
Prerequisite: Precise Shot, base attack bonus +6.
As a standard action, you can make a number of ranged attacks against your enemies. You make a number of ranged attacks depending on your attack bonus (see below), each of which is made against a separate foe. These attacks are all made at your highest attack bonus, and they do additional damage based on your attack bonus (again, see below).

+6 BAB: Three attacks, +1d8 damage.
+11 BAB: Four attacks, +2d8 damage.
+16 BAB: Five attacks, +3d8 damage.

Martial Weapon Training
You gain proficiency in all simple and martial weapons.

Mounted Combat
Prerequisite: Ride 1 rank.
Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.

When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Nimble Moves
You may treat all difficult terrain as normal terrain.

Penetrating Strike
Prerequisite: Base attack bonus +6.
Your weapon attacks may ignore damage reduction based on your base attack bonus.

+6: DR 5/any.
+11: DR 10/any.
+16: DR 15/any.

Power Attack
You gain a bonus on melee damage rolls equal to half your base attack bonus (minimum 1).

Rapid Reload
All weapons you wield that have a reload time of one standard action or less have their reload times shortened to a free action. Weapons that you wield with reload times greater than a standard action have their reload times shortened to a move action.

Shield Master
You gain a +1 bonus to your AC when wielding a shield, you do not lose your shield bonus to AC when performing a shield bash, and you do not suffer a penalty on attack rolls when using a tower shield. In addition, you may apply your shield bonus to your touch AC.

Sidestep
Prerequisite: Dexterity 13.
Whenever an opponent misses you with a melee or ranged attack, you may move 5 feet as an immediate action.

Spring Attack
Prerequisite: Tumble 5 ranks.
As a full-round action, you can move up to twice your speed and make a single melee attack without provoking any attacks of opportunity due to movement. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than twice your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Your attack does additional damage based on your base attack bonus.

+1 BAB: +1d6 damage.
+6 BAB: +3d6 damage.
+11 BAB: +5d6 damage.
+16 BAB: +7d6 damage.

In addition, when you have 10 ranks in Tumble, you may make a second melee attack against a second creature.

Step Up
Prerequisite: Base attack bonus +5.
When an opponent that you threaten takes a five-foot step, you may take a five-foot step as an immediate action to follow him. This does not use up your five-foot step for the round. You may also make an attack of opportunity against your opponent when using this ability.

Strike Back
Prerequisite: Base attack bonus +5.
You can ready an action to make a full melee attack against any foe that attacks you in melee, even if the foe is outside of your reach.

Two-Weapon Fighting
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. You also get a +2 shield bonus to AC when fighting with two weapons.

In addition, once you have +6 BAB, you can make a second attack with your off-hand weapon at your full attack bonus (though you still take the penalties for fighting with two weapons). (This replaces the TWF, Improved TWF, and Two-Weapon Defense feats.)

Vital Strike
Prerequisites: Base attack bonus +6.
As a standard action, you can make a single attack at your highest attack bonus. If the attack hits, you do additional damage according to your base attack bonus.

+6: +2d8 damage (melee), +2d6 (ranged).
+9: +4d8 damage (melee), +4d6 (ranged).
+11: +7d8 damage (melee), +7d6 (ranged).
+13: +9d8 damage (melee), +9d6 (ranged).
+16: +12d8 damage (melee), +12d6 (ranged).

If you are wielding a weapon in two hands or two-weapon fighting, you do +1 damage per die rolled.

Special: You may use this ability with the melee attack at the end of a charge.

Weapon Focus
Prerequisites: One level in fighter.
Choose a single weapon group (as described in the fighter class description). When using a weapon in that group, you gain benefits depending on your fighter class level.

1st level: +1 on attack rolls.
4th level: +2 on damage rolls.
8th level: +1 on attack rolls (+2 total).
12th level: +2 on damage rolls (+4 total).

Special: You may take this feat more than once. Each time you take it, it applies to a new weapon group.

Wind Stance
Prerequisite: Tumble 5 ranks.
When you move more than five feet in a round, ranged and melee attacks suffer a 20% miss chance against you.
 

log in or register to remove this ad

Mr.E_Danger

First Post
As someone who plays a spell casting wild shaped druid, i would not want to play in a game of PF where Natural Spell does not exist. that screws over the druid class and no one else, while the other two can be taken by just about every other class.
 

Varthol

First Post
re

Its just plain wrong to cut off any of these feats.

Cutting off quicken spell from casters, you might as well tell full-BABers they can no longer use the full-attack action.

Point-Blank is a situational +1atk/+1dmg its certainly not op or anything. If its no longer a prerequisite its not that huge i guess.

And cutting off natural spell --> As if druids weren't overnerfed in PF already -_-.
 

Remove ads

Top