Elephant in the Room

== Elephant in the Room: Feat Taxes in Pathfinder ==
The following is a rehost of parts of the following document of the same name, created by Mathew and Michael Iantorno. Some custom content has been integrated into the feat list and other features; this rehost is primarily for ease of access for server members and to integrate said custom content. All credit for content goes to their original owners. 
== Combat & Equipment Errata ==
===New Combat Maneuver: Hamstring===
==== Hamstring ====
You can attempt to hamstring your opponent’s movement in place of a melee attack. You can only hamstring an opponent who is no more than one size category larger than you. If you do not have the Powerful Maneuvers feat, or a similar ability, initiating a hamstring provokes an attack of opportunity from the target of your maneuver.
If your attack exceeds the target’s CMD, the target is entangled for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. Creatures that are immune to critical hits - such as elementals and oozes - cannot be hamstrung. Flying creatures can be hamstrung, but only if they use non-magical means for flight (such as wings).
===Risky Strike===
Usable by any character with a base attack bonus of at least +1. Counts as Power Attack, Deadly Aim, and Piranha Strike, as applicable. 
You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a onehanded weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
You do not benefit from the two-handed bonus if you are using bows, crossbows, or two-handed firearms. 
===Defensive Stance===
Usable by any character with a base attack bonus of at least +1. Counts as Combat Expertise as applicable. 
You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, the penalty increases by -1 and the dodge bonus increases by +1.
You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn.
You may take the fighting defensively action as normal. 
===Strike Back===
Usable by any character with a base attack bonus of at least +1.
You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach.
===Non-Lethal Damage===
Nonlethal damage represents harm to a character that is not life-threatening. Unlike normal damage, nonlethal damage is healed quickly with rest. 
Dealing Nonlethal Damage: Certain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage. When you take nonlethal damage, keep a running total of how much you’ve accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not “real” damage. Instead, when your nonlethal damage equals your current hit points, you’re staggered (see below), and when it exceeds your current hit points, you fall unconscious.
Nonlethal Damage with a Weapon that Deals Lethal Damage: You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you cannot confirm critical hits when doing so.
Lethal Damage with a Weapon that Deals Nonlethal Damage: You can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a –4 penalty on your attack roll.
===Weapon Finesse===
Any character may choose to use their dexterity bonus to hit with light melee weapons. 
As a consequence, the Light Melee Weapons designation has been renamed to Finesse Melee Weapons. A new special weapon feature called agile has been added for melee weapons that are one-handed or two-handed but can still be finessed, such as the rapier.
Finesse, One-Handed, and Two-Handed Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon’s size category, is considered a finesse weapon, a one-handed weapon, or a two-handed weapon.
Finesse: A finesse weapon is used in one hand. It is easier to use in one’s off hand than a one-handed weapon is and can be used while grappling.
A wielder may choose to use their Dexterity modifier instead of their Strength modifier on attack rolls with a finesse weapon. In either case, add the wielder’s Strength modifier to damage rolls for melee attacks if it is used in the primary hand, or half the wielder’s Strength bonus if it is used in the off hand. Using two hands to wield a finesse weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s primary hand only.
Unarmed strikes and natural attacks are always considered finesse weapons.
Like Trip and Disarm, if you are using a Finesse Weapon, you can use your dexterity modifier to perform Dirty Trick, Steal or Reposition maneuvers.
You require the Agile Combatant feat in order to use your Dexterity modifier to perform a Drag maneuver.
===Weapon Qualities===
Agile: You can apply your Dexterity modifier instead of your Strength modifier to attack rolls when wielding an agile weapon sized for you, even though it isn’t a finesse weapon.
Weapons with the Agile Special Feature: Elven curve blade, rapier, spiked chain, and whip.
===Weapon Selection===
Feats or class features that require you to select a weapon (Weapon Focus, Slashing Grace, etc) now select a fighter weapon group instead. This does not apply to feats like Dervish Dance that call out specific weapons in their text. Some of these have been listed in the table below, but not all. 
Additionally, any Ioun Stone that requires a singular weapon now instead works off a weapon group instead. For example, an Opalescent White Pyramid (Cracked) Ioun Stone would grant weapon familiarity with the keyed group. This would apply to the Weapon Focus it would give if it resonated. 
=== Point-Blank Shot ===
No longer a prerequisite for any other feat. Any feat that previously had Point-Blank Shot as a prerequisite now uses Precise Shot. Precise Shot no longer has any prerequisites. 
== Feat Descriptions ==
Feat Name: The feat’s name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.
Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.
C: Whether or not the feat is combat or not. 
Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.
Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.
Special: Additional unusual facts about the feat.
Flavor Text: Descriptive text for fun. 
Feat Table: (Tip: Collapse the menu on the right side of the table to make it more readable.) 
Name 	Prerequisites 	C 	Benefit 	Normal 	Special 	Flavor Text
Agile Combatant 	 	C 	You may add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus. 	You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus. 	With or without this feat, when you are using a finesse weapon, you may use your Dexterity bonus in place of your Strength bonus when attempting a disarm, sunder, or trip maneuver. This feat allows you to add your Dexterity bonus in place of your Strength bonus when attempting a bull rush, grapple, hamstring, or overrun maneuver.	You’ve learned to use your quickness in place of brute force when performing combat maneuvers.
Airship Operation 	Dex 13 	C 	You gain Pilot and Navigate as class skills. 
When operating an airship, you gain the following benefits: 
# +1 dodge bonus to your airship’s AC per 5 ranks of your Pilot skill. 
# +4 dodge bonus against attacks caused when you move out of or within an airship’s threatened area. This stacks with the previous dodge bonus.
# Do not take a penalty on attack rolls when firing an airship weapon.
# May make a bluff check in Airship combat to feint as a move action. Additionally gain a +2 on these bluff checks.
# When using an attack action with an airship ranged weapon, you can move both before and after the attack, provided that the total distance does not exceed the airship’s movement. Moving in this way does not provoke an attack of opportunity from the defender you are attacking.	Without this feat, you do not gain the dodge bonus to your airship’s AC, and take a -4 non-proficient penalty on Attack rolls when firing an airship weapon. 	A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. 	You are skilled at airship operation and all manner of combat techniques with airships.
Catch Off-Guard 	 	C 	You do not suffer any penalties for using an improvised weapon. Unarmed opponents are flatfooted against any attacks you make with an improvised weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. 	You take a –4 penalty on attack rolls made with an improvised weapon. 	 	Foes are surprised by your skilled use of unorthodox and improvised weapons.
Deflect Arrows 	Dex 13, Unarmed Combatant or Shield Focus. 	C 	Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can’t be deflected.
You must have at least one hand free and holding nothing (Unarmed Combatant) or a shield in one of your hands (Shield Focus) to use this feat.	 	 	You can knock arrows and other projectiles off course, preventing them from hitting you.
Deft Maneuvers 	Dex 13 	C 	You do not provoke an attack of opportunity when performing a trip or disarm combat maneuver. In addition, you receive a +2 bonus on checks with trip and disarm combat maneuvers, and you can make a Bluff check to feint in combat as a move action. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip or disarm you. 	You provoke an attack of opportunity when performing a trip or disarm combat maneuver. Feinting in combat is a standard action. 	 	You are skilled in a variety of dextrous combat maneuvers.
Dodge 	Dex 13 	C 	You gain a +1 dodge bonus to your AC. This bonus increases to +5 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. 	 	 	Your training and reflexes allow you to react swiftly to avoid an opponent’s attacks.
Elemental Focus 	 	C 	Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. 	 	You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new energy type. 	Your spells of a certain element are more difficult to resist.
Elemental Spell (Metamagic) 	 	 	You may replace a spell’s normal damage with one of the following energy types: acid, cold, electricity, or fire. You may also choose to split the spell’s damage, so that half is of that energy type and half is of its normal type. An elemental spell does not use up a higher-level spell slot than the spell’s actual level. 	 	 	You can manipulate the elemental nature of your spells.
Extra Rogue Talent 	Rogue talent class feature. 	 	You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent. 	 	You can gain this feat multiple times. Each time you take this feat, you may select a new rogue talent you meet the prerequisites for. 	Through constant practice, you have learned how to perform a special trick.
Greater Elemental Focus 	Elemental Focus. 	 	Choose an energy type to which you have already applied the Elemental Focus feat. Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. This bonus stacks with the bonus from Elemental Focus. 	 	You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new energy type to which you have already applied the Elemental Focus feat. 	Any spells you cast of this energy type are very hard to resist.
Greater Hamstring 	Powerful Maneuvers, base attack bonus +6, Str 13. 	C 	You receive a +2 bonus on checks made to hamstring a foe. This bonus stacks with the bonus granted by Powerful Maneuvers. When you successfully hamstring an opponent using an attack of opportunity, that opponent cannot move for the rest of his turn. 	 	 	
Greater Shield Focus 	Shield Focus, Shield Proficiency, base attack bonus +1, 8th-level fighter. 	C 	Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus. Additionally, the AC bonus against ranged weapons granted by Shield Focus now affects ranged touch attacks (including rays and similar magical effects). 	 	 	You are skilled at deflecting blows with your shield.
Greater Two-Weapon Fighting 	Dex 15, Two-Weapon Fighting, base attack bonus +6. 	C 	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. When your base attack bonus reaches +11, you also gain a third attack with your off-hand weapon, albeit at a -10 penalty. 	Without this feat, you can only get a single extra attack with an off-hand weapon. 	 	You are skilled at fighting with two weapons.
Improvised Weapon Mastery 	Unarmed Combatant, Catch OffGuard, base attack bonus +6. 	C 	Increase the amount of damage dealt by an improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19-20, with a critical multiplier of ×2. 	 	 	You can turn nearly any object into a deadly weapon, from a razor-sharp chair leg to a sack of flour.
Iron Guard 	Shield Focus, Shield Proficiency, base attack bonus +6. 	C 	You gain the benefits of the rogue’s evasion class ability as long as you have a heavy shield or tower shield in one hand. Unlike evasion, you do not need to be wearing light or medium armor to benefit from this effect. 	 	 	You are skilled at shielding yourself from flames and magical effects.
Natural Spell 	Wis 13, change shape or wild shape class feature. 	 	You can complete the verbal and somatic components of spells while using change shape or wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using change shape or wild shape.	 	 	You can cast spells even while transformed.
Parting Shot 	Dex 13, Dodge, Shot on the Run, base attack bonus +6. 	C 	Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement. 	You cannot attack when using the withdraw action. 	 	You are an expert skirmisher, able to rain missiles upon your enemies whether advancing or retreating.
Point-Blank Master 	Weapon Specialization with the selected weapon group. 	C 	Choose the bows, crossbows, or thrown group listed under the fighter’s Weapon Training class feature. You do not provoke attacks of opportunity when firing any weapon from the selected group while threatened. 	Using a ranged weapon while you are threatened provokes attacks of opportunity. 	 	You are adept at firing ranged weapons in close quarters.
Power Weapon Wielder 	Caster Level 7th 	C 	As a full-round action, you may make an additional attack with a wielded power weapon (other than an animated doll) at a -5 penalty to the attack roll. In addition, the range of a ranged power weapon is increased to 45 feet.
When you reach Caster Level 13th, you may make a second additional attack with a wielded power weapon (other than an animated doll) at a -10 penalty to the attack roll. In addition, the range of a ranged power weapon is increased to 60 feet.	 	 	
Powerful Maneuvers 	Str 13, base attack bonus +1 	 	You do not provoke an attack of opportunity when performing a bull rush, drag, hamstring, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush, hamstring, or overrun you or sunder your gear.
Targets of your overrun attempts may not choose to avoid you. 	 	 	You are skilled in a variety of strength-focused combat maneuvers.
Powerful Stride 	Str 15, Dex 13, Nimble Moves. 	 	Once per day, you can take a 10-foot step in place of a 5-foot step. This movement must be made in a straight line. 	 	If you have the Step Up feat, you may still take a 5-foot step during your next turn after benefiting from its effects. In addition, any movement you make using Step Up does not subtract any distance from your movement during your next turn. 	Your movements on the battlefield are swift and steady.
Rapid Reload 	Proficiency with at least one weapon from the selected weapon group. 	C 	The time required for you to reload a weapon from the selected group [crossbow or thrown] is reduced to a free action (for a hand crossbow, light crossbow, sling, or halfling sling staff) or a move action (for a heavy crossbow). Reloading no longer provokes an attack of opportunity. For all these weapons but the heavy crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.	A character without this feat needs a move action to reload a hand crossbow, light crossbow, sling, or halfling sling staff, or a full-round action to reload a heavy crossbow.	You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new weapon group. 	Choose the crossbows or thrown group listed under the fighter’s Weapon Training class feature. You can reload such weapons quickly.
Savage Charge 	Str 15, Spring Attack, Vital Strike, base attack bonus +8. 	C 	You can Vital Strike as part of a charge action or Spring Attack. 	 	 	You fearlessly dive into battle, bringing the full weight of your weapon down on your opponent.
Scorpion Stance 	Unarmed Combatant, Deft Maneuvers, Trickster's Maneuvers, or Powerful Maneuvers.	 	You can bull rush, drag, hamstring, overrun, reposition, or trip an opponent who is up to two size categories larger than you. You are treated as one size category larger while grappling. 	You can only bull rush, drag, hamstring, overrun, reposition, or trip an opponent who is no more than one size category larger than you. 	By spending 1 point from his ki pool, a monk can bull rush, drag, hamstring, overrun, reposition, or trip an opponent who is up to three size categories larger than him and is treated as two size categories larger while grappling. This effect lasts for a number of rounds equal to his Wisdom modifier. 	You are skilled at incapacitating larger opponents.
Shield Focus 	Shield Proficiency, base attack bonus +1. 	C 	Increase the AC bonus granted by any shield you are using by 1. This bonus increases to 5 against ranged attacks (not including spell effects, natural attacks, or massive ranged weapons). 	 	 	You are skilled at deflecting blows with your shield.
Trickster's Maneuvers 	Dex 13 	C 	You do not provoke an attack of opportunity when performing a dirty trick, steal or reposition combat maneuver. In addition, you receive a +2 bonus on checks with dirty trick, steal and reposition combat maneuvers. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to use the dirty trick, steal or reposition maneuvers against you. You can make a Bluff check to feint in combat as a move action. 	You provoke an attack of opportunity when performing a dirty trick, steal or reposition combat maneuver. Feinting in combat is a standard action. 	This feat counts as the prerequisite feat for, and stacks with, the respective Greater Maneuver feats. 	You are skilled in a number of wily combat maneuvers.
Two-Weapon Fighting 	Dex 15 	C 	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. See table below:
 
{| class="fandom-table" 	Circumstances 	Primary Hand 	Off Hand
Normal penalties 	–6 	–10	 	 	 	
Off-hand weapon is a finesse weapon 	–4 	–8 	 	 	 	
Two-Weapon Fighting feat 	–4 	–4 	 	 	 	
Off-hand weapon is a finesse weapon and Two-Weapon Fighting feat	–2 	–2 	 	 	 	
== Removed Feats ==
* Combat Expertise
* Deadly Aim
* Exotic Weapon Proficiency 
* Improved Bull Rush/Disarm/Feint/Grapple/Overrun/Sunder/Trip/Two-Weapon Fighting/Unarmed Strike
* Martial Weapon Proficiency 
* Mobility
* Power Attack
* Scorpion Style
* Stand Still
* Throw Anything
* Weapon Finesse
== Class Errata ==
=== Druid ===
The druid’s animal companion feats have been adjusted to account for changes in the feat tree.
===== Animal Feats =====
Animal companions can select from the following feats: Acrobatic, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Initiative, Improved Natural Attack (see the Pathfinder RPG Bestiary), Intimidating Prowess, Iron Will, Lightning Reflexes, Powerful Maneuvers, Run, Skill Focus, Spring Attack, Stealthy, Toughness, and Weapon Focus. Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using. 
=== Monk (Unchained) ===
The bonus feat for the monk’s unarmed strike class feature has been changed from Improved Unarmed Strike to Unarmed Combatant. Additional, the monk’s bonus feats have been adjusted to account for changes in the feat tree.
===== Bonus Feat =====
At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, and Scorpion Stance. At 6th level, the following feats are added to the list: Deft Maneuvers, Gorgon’s Fist, Greater Grapple, Powerful Maneuvers, and Trickster's Maneuvers. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
=== Ranger ===
The ranger’s combat style feats have been adjusted to account for the changes in the feat tree.
===== Combat Style Feat (Ex) =====
At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point-Blank Shot, Precise Shot, Rapid Reload, and Rapid Shot. At 6th level, he adds Improved Precise Shot, Manyshot, Parting Shot, and Point-Blank Master to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, Shield Focus, and Two-Weapon Fighting. At 6th level, he adds Greater Two-Weapon Fighting, Shield Focus, and Two-Weapon Defense to the list. At 10th level, he adds Shield Slam and Two-Weapon Rend to the list.
The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
=== Classes with Finesse Training ===
The finesse training class feature has been adjusted to account for equipment rule changes - specifically in regard to finesse and agile weapons. Additionally, the combat swipe rogue talent is no longer available.
===== Finesse Training =====
At 1st level, you gain Deft Maneuvers as a bonus feat. In addition, starting at 3rd level, you can select any one weapon group listed under the fighter’s Weapon Training class feature. Once this choice is made, it cannot be changed. Whenever you make a successful melee attack with a finesse weapon or an agile weapon from this group, you adds your Dexterity modifier instead of your Strength modifier to the damage roll. If any effect would prevent you from adding your Strength modifier to the damage roll, you do not add your Dexterity modifier. You can select a second weapon group at 11th level and a third at 19th level.
=== Classes with Bonus Feats ===
When determining bonus feats granted by a class feature, replace removed feats according to the following table while ignoring duplicate feats.
Characters that receive the same bonus feat more than once from class features may select another feat they qualify for.
===== Old Feat                                    New Feat =====
Combat Expertise 	Deft Maneuvers
Improved Bull Rush 	Greater Bull Rush
Improved Disarm 	Greater Disarm
Improved Feint 	Greater Feint
Improved Grapple 	Greater Grapple
Improved Overrun 	Greater Overrun
Improved Sunder 	Greater Sunder
Improved Trip 	Greater Trip
Improved Unarmed Strike	Unarmed Combatant
Mobility 	Spring Attack
Power Attack 	Powerful Maneuvers
Weapon Finesse 	Agile Combatant
Category:Systems