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More Bennenite Staff Mastery Feats for PF1

I’ve dipped into my old campaign files to post lore about the holy warriors known as Bennenites, and converted some of their concepts from previous game editions to PF1, including Staff Mastery feats.

So, here are more.

Defensive Bennenite Training
You are as good at defending with an attack as you are attacking.
Prerequisites: Bennenite Training, base attack bonus +1 or 1 rank Knowledge (religion)
Benefit: When equipped with a quarterstaff, as part of any other action that is not any kind of attack, you can choose rather than treating it as a quarterstaff or longsword and shortsword, to treat it as a longsword and a light wooden shield, or a longsword and a heavy wooden shield. You can stop treating it as a longsword and shield at the beginning of your turn, or as part of any standard action, move action, or full action.

Holy Staff
You can channel the grace of St. Bennen through a staff.
Prerequisites: Bennenite Training, good alignment, base attack bonus +1 or 1 rank Knowledge (religion)
Benefit: When using a quarterstaff, your attacks bypass any DR that has “good” as one of the elements to bypass it. For example, you could bypass “DR 5/good and cold iron,” even if your staff was not cold iron. (The exception to this is if an attack normally also has to be mythic to bypass the DR, in which case you only bypass it if you are 15th level or higher.) Against targets with the evil descriptor, you gain a +4 bonus to staff attack rolls made to confirm a critical threat.
Additionally, you can use a staff as a holy symbol, and fullfil somatic spell components with a hand holding a staff.

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Bennenite Staff Mastery Feats for PF1

In my longest-running fantasy RPG group campaign, The Sovereign Kingdoms, there was a famous religious order who revered Saint Bennen. Known as “Bennenites,” they were warrior-priests who were considered masters of quarterstaff fighting. They were a popular piece of lore for the world, and anytime a character was described as wearing heavy armor and carrying a wooden staff, shod in cold iron at one end and silver at the other, players knew to take them seriously because they obviously had received Bennenite training.

Bennenites were one of the major Good Guy organizations, and included clerics, fighters, priests, and “Kirks” (which were a form of religious order given roughly the same authority and respect as Knights, but only where that religion was acknowledged). However, Bennenite training was made available to anyone not known to be of foul character, and young peasants, squires, mercenaries, and craftsmen often trained at Bennenite Chapterhouses. If those trainees later turned evil, that did not somehow take away the benefits of their training. (One major villain was a mage with Bennenite Training, and a magic staff).

I had begun to work on Bennenite training feats for 3.0 and 3.5 fantasy RPG rules, but never finished them. Here is a new take on the ideas, at least to start, for Pathfinder 1st edition.

Bennenite Training
You have been trained in the fighting style of St. Bennen, who said “Let none who can pick up a stick see themselves as unarmed against adversity.”
Prerequisite: Proficiency with quarterstaff, base attack bonus +1 or 1 rank Knowledge (religion)
Benefit: When equipped with a quarterstaff, you can use it as if it was a longsword, shortsword, or one of each, except the weapon damage type is bludgeoning. You are still considered proficient with the weapons when you use the quarterstaff as a longsword and shortsword, even if you aren’t proficient with longsword and/or shortsword. You can use this as proficiency for feats (such as Weapon Focus: Longsword), but if you only meet the proficiency as a result of Bennenite Training you can only use those feats with a quarterstaff. Any feat, ability, or action you have access to you can apply to a quarterstaff you can continue to use even when treating the quarterstaff as a longsword, short sword, or both. You cannot gain the same benefit twice by using one version for quarterstaff and one for another weapons (for example if you have Weapon Focus with both longsword and quarterstaff, you cannot apply both to the same attack).

If you take an action that normally requires two weapons (such as attacking with two weapons), you must treat the two ends of your quarterstaff as the two weapons.

If you are proficient with quarterstaff, longsword, and short sword, this feat acts as Weapon Focus for any attack you make with a quarterstaff.

Bennenite Training Specialization
You have learned advanced teachings of St. Bennen.
Prerequisites: Bennenite Training, base attack bonus +4 or 4 ranks Knowledge (religion).
Benefit: When you make an attack with a quarterstaff, regardless of what weapon you treat it as, you gain a +2 bonus to damage dealt. This counts as Weapon Specialization, and does not stack with other forms of Weapon Specialization.

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Genre Conventions as Game Rules

Years ago when I ran an RPG campaign called “the Masked Alliance,” (an alternate-history pulp masked-men campaign set in the 1930s on the cusp of the arrival of true powered superheroes), I borrowed from a lot of different game systems to create Detective! as a feat. (The core system was a no-Jedi Star Wars Saga kludge).

With Detective!, if you made an investigation check the worst result you could be stuck with was to figure out a location of another encounter that would give you more clues. No matter how badly you rolled, you got that at minimum.

So, if you rolled well, you might figure the whole thing out, and know where the main encounter was that would end that part of the plot. “This isn’t a typical stain. This is a splatter of Falernian wine, also known as “Cult Wine.” No one makes this anymore, except members of the Pantheon crime family. The pottery shards are new, made from clay available to the north of the city. A movie producer with suspected mob ties built a huge Greek temple out there he claimed was for an upcoming movie, but clearly it’s a Pantheon front. That’s where we’ll find the hostages.”

If you rolled badly, you at least figured out enough to get to another encounter (possibly just with thugs – masked pulp heroes do well with thugs).

“This is ‘Old Meadow” tobacco, which isn’t sold here. There’s only one importer in 200 miles that handles it, and they went out of business last month. They DO have a warehouse in receivership down on the docks… “

Only one player took that feat, for the Great Detective Vigilante character, but all the players loved it. The plot always moved forward, and no one complained if I had to come up with another colorful pulp-era encounter on the fly.

Last last bit it the rub, of course. Since I was kitbashing a game and I am comfortable with extemporaneous creation of new ttRPG scenes for my players, I was okay creating a system that depended on me being able to do that at the drop of a hat. But it does put a lot more work on the GM, and in a polished, professional release of the same idea I would feel the need to have a lot more guidance on how to do that (likely with tons of examples).

But it worked well in the game I used it, and it continues to be a thing I keep in the back of my mind.

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Barbaric Axe Fighting, for Pathfinder 1st edition

Jacob Blackmon noted yesterday that there are a LOT of illustrations of barbaric characters fighting with two axes. He’s right, and I also noticed that often that art shows them using 2-handed axes in each hand.

I thought it was a shame it’s not something the 1st edition Pathfinder RPG supports well as a character concept.

And then, this idea hit me.

(Art by Konstantin Gerasimov)

BARBARIC AXE FIGHTING (Combat)
You have mastered a vicious axe-fighting technique.
Prerequisites: Martial weapon proficiency, rage class feature, Str 13.
Benefit: You can fight with two weapons you are proficient with from the axes weapon group, one in each hand. You can do this even if one or both is a two-handed weapon (you can use each 1-handed, without taking any special penalty for doing so, otherwise using 1-handed weapon rules). You are not considered to be two-weapon fighting, and do not gain any extra attacks of benefits of two-weapon fighting. If you gain multiple attacks per round from a high base attack bonus or haste effect, you can choose which weapon to make each attack with.
Additionally, when you make an attack roll where the d20 show a result 1 or 2 less than your threat range, your attack is a lesser critical threat. Roll to confirm the lesser critical threat, just as if it was a normal critical threat. If your lesser critical threat confirms, your attack does double damage. You do not gain any other benefit you would normally gain with a critical hit, and any effect that would prevent a critical hit from being effect also negates your lesser critical hit.
Special: A character that gains rage powers may select this as a rage power if they meet the prerequisites. It functions exactly as noted above, even when the character is not raging.

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For Starfinder: Jet Jutsu

The idea of developing a fighting style specifically designed to benefit a jetpack or other movement-boosting device is certainly not a new one, but it’s not something I have seen apply to the Starfinder Roleplaying Game. While this might grow to be a whole series of fighting techniques for soldiers to operative specializations, for the moment I’m just starting with a couple of combat feats.

(Art by matiasdelcarmine)

For the following options, “jetpack” applies to any armor upgrade or technological, hybrid, or magic item that gives you a flight speed, or gives you a bonus to Athletics checks made to jump (including items that increase your land speed enough that the increased speed gives you a bonus to Athletics checks to jump). “Using” the jetpack means being able to activate it and expending any battery power, use duration, fuel, or similar consumable required to gain the flight or bonus to Athletics checks to jump. You don’t actually need to take an action to do this, it is part of whatever action is required in the Jet Justsu option.

Jet Back (Combat)
Benefit: When you are attacked by a foe you observing (see States of Awareness), as a purely defensive reaction you can use your jetpack to dodge out of the way. You can move up to half your land or fly speed, and gain a +4 circumstance bonus to your AC against that one attack, and to any Reflex save required by the attack. On your next turn, you must take a Move action to recover as your first action. If you are prevented from doing this (such as if you are stunned), you fall prone. You are also off-target until the end of your next round.

Jet Punch (Combat)
Benefit: You can use your jetpack as part of a charge. You do not take a -2 penalty to your attack roll as with a normal charge, but your penalty to AC increases by -2 (normally to -4 AC). You add half the item level of your jetpack, to a maximum of half your ranks in Piloting, to your damage on a a successful attack.

You may also want to take Jet Charge, Mobility, Sky Jockey, and Spring Attack as part of your Jet Justsu techniques.

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Soldier Feats for Starfinder

Unlike the fantasy RPG it evolved from, which has feats only members of the fighter class can take, Starfinder does not have feats that only Soldiers can take. It does have fighting styles and gear boosts as exclusive class features, but those serve somewhat different roles. As a class that is supposed to be the master of standard combat, it still makes sense that soldiers be able to use their bonus combat feats to pick up specific feats that allow them to perform actions in combat other classes cannot master. Here are some possible examples of soldier combat feats.

(Illustration by grandfailure)

Soldier Bonus Feats: These feats can only be taken using the soldier’s bonus combat feat class feature. A soldier must meet the feat’s prerequisites, but also cannot take them with feats gained from other sources–only their bonus feats gained from the soldier class.

BRACE (Combat, Soldier Bonus)
You have learned how to set yourself before an attack, trading defense for accuracy.
Prerequisites: Soldier Level 2.
Benefit: At the beginning of your turn, before you take any other actions, you can choose to brace as a move action. You gain a +2 bonus to attack rolls, and take a -4 penalty to your EAC and KAC. This penalty does not apply to your AC values against combat maneuvers, and it lasts as long as you are braced and until the beginning of your next turn even if your brace ends. You remain braced until you move, or choose to end your brace as part of any other action (which ends the brace after the action you combine it with).

IMPROVED FIRE SUPPORT (Combat, Soldier Bonus)
You know how to fire for effect.
Prerequisites: Soldier Level 2.
Benefit: You you provide covering fire or harrying fire (including when you do so while using other abilities, such as Suppressive Fire), until the beginning of your next turn the bonuses apply to all attacks against the ally you protect with covering fire or attacks allies make against the foe you penalize with covering fire.
Additionally if you take a full attack, you can use one or both of those attacks to perform covering fire or harrying fire (taking the normal attack penalty for your full attack to the attack roll needed for the covering or harrying fire to be successful).

OVERWATCH (Combat, Soldier Bonus)
You are skilled at attacking when specific circumstances arrive.
Prerequisites: Soldier level 6.
Benefit: You can ready an action to enter overwatch. While in overwatch, until the beginning of your next turn you can make an attack as a reaction to any action by others that you perceive. Your attack always occurs after the triggering action, you you do not need to declare what that circumstance is in advance. If you are knocked down or moved, your overwatch ends.

OVERWATCH MASTERY (Combat, Soldier Bonus)
You are expert at attacking when specific circumstances arrive.
Prerequisites: Overwatch, soldier level 8.
Benefit: When you are in overwatch, you can choose to take a -4 penalty to the first attack you make as part of overwatch. If you do so, you can make a second overwatch attack (also at -4) before the beginning of your next turn.

SKIRMISH (Combat, Soldier Bonus)
You can move up quickly to engage foes in melee and move swiftly from target to target.
Prerequisites: Soldier level 4.
Benefit: When you make a full attack with melee attacks, you can move up to your speed. You can move before or after both attacks, but all your movement must be taken at once, and you cannot move between the attacks. Once you make a melee attack roll against a foe while using Skirmish, until the beginning of your next turn your movement does not provoke attacks of opportunity from that foe.
Special: If you also have Spring Attack, when you use Skirmish you can break up your movement to move before, between, and after the attacks as long as your total movement does not exceed your speed.

WALKING FIRE (Combat, Soldier Bonus)
You can move while laying down heavy fire.
Prerequisites: Soldier level 4.
Benefit: When you make a full attack with ranged attacks, you can move up to your speed. You can move before or after both attacks, but all your movement must be taken at once, and you cannot move between the attacks.
Special: If you also have Shot on the Run, when you use Walking Fire you can break up your movement to move before, between, and after the attacks as long as your total movement does not exceed your speed.

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PF1 Essential Feats, Part 3: General Feats

Last Friday I tackled some “1st Edition Pathfinder Roleplaying Game Essentials Feat,” a theoretical project to revise all the feats for PF1, cutting down the total number of feats by 80% or so, while maintaining as many character concepts as possible. I also hope to do some rebalancing so feats are all meaningful choices, and possible even tackle class balance issues

I’ve been focusing on Stance Feats, especially the Power Attack stance feats. Today, I decided to work on a many general feats I think can be condensed down to just a few options.

(Art by Lunstream)

DIFFICULTY FOCUS
You have improved how difficult it is for foes to resist one specific ability of yours.
Prerequisites: Spell, special attack, or class feature that has a save DC.
Benefit: Choose one of the creature’s special attacks, or class features, or one school of magic. Add +2 to the DC for all saving throws against the special attack, class feature, or spells and spell-like abilities from the school of magic on which the creature focuses.
Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat, it applies to a different school of magic, special attack, or class feature.

NIMBLE MOVES
You can move across a difficult terrain with ease.
Prerequisites: Dex 13.
Benefit: Whenever you move, you may move through a number of 5-foot squares of difficult terrain each round as if it were normal terrain. The number of squares you can move through each round is equal to your Dexterity bonus. This feat allows you to take a 5-foot step into difficult terrain.

SKILL FOCUS
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

SKILL SYNERGY
You understand how two skills work well together.
Benefit: Choose two skills. These skills become class skills for you. If one or both were already class skills, you gain a +2 bonus to those skill checks instead. If you have 10 or more ranks in one or both of these skills, you gain an additional +2 bonus to skill checks with those skills.
Special: You can take this feat multiple times. Its effects don’t stack. Each time you take it, it applies to two different skills.

Patreon
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PF1 Essential Feats, at 2: Power Attack Stance Feats

Last Friday I tackled some “1st Edition Pathfinder Roleplaying Game Essentials Feat,” a theoretical project to revise all the feats for PF1, cutting down the total number of feats by 80% or so, while maintaining as many character concepts as possible. I also hope to do some rebalancing so feats are all meaningful choices, and possible even tackle class balance issues

One of the things I presented were Stance Feats, and I then rewrote Power Attack to be a prime example of such feats. Today, I am presenting what I see as the key Power Attack Stance feats, compiled, revised, and revisiting dozens of PF1 feats to compile into just 9 total feats. (You can follow the link above to Friday’s post to see how I set up Stance Feats and Power Attack.)

It’s worth noting that, at least at the moment, I don’t plan to make the Improved Combat Maneuver feats Power Attack Stance feats, and may not even keep Power Attack as prerequisites for them. That may change once I get deeper into this project, but for now I’m not including them here.

I also suspect one of the things the fighter class is going to get is a way to have multiple stances active at once. But I’ll figure out how and at what levels to do that after I have more feat stance chains built.

(Art by Lunstream)

Power Attack Stance Feats

POWERFUL ASSAULT (Combat, Power Attack Stance)
You can focus on inflicting inflict bloody wounds that are slow to heal.
Prerequisites: Str 13, Power Attack, base attack bonus +6.
Benefit: When you are in Power Attack stance and you damage a foe with a melee attack you inflict 1d4 points of bleed damage, in addition to the normal damage dealt by the weapon. A creature continues to take bleed damage every round at the start of its turn. Bleed damage can be stopped by a Heal check (DC 10 + your base attack bonus) or through any magical healing. Bleed damage from this feat does not stack with itself.
If your base attack bonus is +11 or higher, when you are in Power Attack stance, you may instead choose on melee attack you make each round to attempt to daze your target. This choice must be made before your attack roll. If the attack hits, in addition to the normal damage dealt by the attack that target must make a successful Fortitude save (DC of this save is 10 + your base attack bonus) or be dazed for 1 round. Subsequent attacks in the same round also have a chance to daze targets, but each subsequent melee attack you make in the same round reduces this DC by 5. If the DC drops to 10 or less, there is no change to daze targets.
You cannot use this feat to both cause bleed damage and have a chance to daze targets.

HARDER THEY FALL (Combat, Power Attack Stance)
You can work with an ally to move or knock over a foe that’s too large for either of you to overcome alone.
Prerequisites: Str 15, Power Attack.
Benefit: When you are in Power Attack stance, if the first melee attack you make in your turn successfully hits and damages a foe, your allies gain a +2 bonus to combat maneuver bonus checks against that target until the beginning of your next turn. Additionally, until your next turn allies can attempt to bull rush, drag, overrun, reposition, or trip that target even if it is two size categories larger than them.
Normal: Those combat maneuvers can normally only be attempted against creatures no more than one size category larger than you.

INTIMIDATING SMASH (Combat, Power Attack Stance)
Your terrible attacks strike fear into your enemies.
Prerequisites: Str 13, Power Attack, Intimidate 1 rank, base attack b9nus +1.
Benefit: You may add your Strength modifier, rather than Charisma modifier, to Intimidate checks.
When you are in Power Attack stance, the first time in your turn you damage an opponent with a melee, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Additionally when in Power Attack stance, the first time each combat you drop a foe to 0 or fewer Hit Points, you may make an immediate Intimidate check as a free action to attempt to demoralize all opponent within 60 feet.
Alternatively, if you attempt to demoralize a foe within your reach as a standard action and succeed, you may choose to immediately enter Power Attack stance (ending any other stance you are in) and make a single melee attack against them as a swift action. You cannot then attempt to use this feat to demoralize them again on that attack.

ONSLAUGHT (Combat, Power Attack Stance)
No one is prepared for how hard you strike until they see it firsthand.
Prerequisites: Str 13, Power Attack, sneak attack class feature.
Benefit: When you are in Power Attack stance, you can add your sneak attack damage to the first melee attack you make in each combat, even if the target is not flanked or denied their Dex bonus to AC.

PILE ON (Combat, Power Attack Stance)
You can keep a foe shuddering in fear.
Prerequisites: Str 13, Intimidating Smash, Power Attack, Intimidate 6 ranks.
Benefit: When you are in Power Attack stance, once per round when you damage a creature that is shaken, frightened, or panicked, you can choose to deal half your normal damage in order to extend the duration of its fear condition by 1 round.

PUSHING ASSAULT (Combat, Power Attack Stance)
You can use attacks with two-handed weapons to drive your foes before you.
Prerequisites: Str 15, Power Attack, base attack bonus +1.
Benefit: When you are in Power Attack stance, once per round when you make a melee attack that damage sa creature that is no more than one size category larger than you, you can choose to push the target 5 feet directly away from you. Alternative, you can choose to do half damage to push the target 10 feet directly away from you. This movement does not provoke attacks of opportunities, and the target must end this move in a safe space it can stand in. You choose which effect to apply after the attack roll has been made, but before the damage is rolled.

SET WEAPON (Combat, Power Attack Stance)
You can set your weapons to deal extra damage against moving foes.
Prerequisites: Str 13, Power Attack.
Benefit: When you are in Power Attack stance, all weapons you wield with the reach special weapon feature are also treated as if they had the brace weapon special feature. Additionally, if you are using a weapon that normally has the brace special weapon feature, if you successfully hit a target an an attack of opportunity the target provoked from movement, you deal double damage.

SHIELD OF SWINGS (Combat, Power Attack Stance)
A wild frenzy of attacks serves to bolster your defenses.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: When you are in Power Attack stance and make a melee attack, you can choose for all your attacks to do half damage in order to gain a +4 shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.

SMASH (Combat, Power Attack Stance)
You overcome obstacles by breaking them.
Prerequisites: Power Attack.
Benefit: When you are in Power Attack stance, your melee attacks ignore 5 points of hardness. This has no effect on DR. You also receive a +5 bonus on Strength checks made to knock down or break open doors.

Patreon
I have a Patreon. It supports the time I take to do all my blog posts. If you’d like to see more Pathfinder 1st edition options (or more rules for other game systems, fiction, game industry essays, game design articles, worldbuilding tips, whatever!), try joining for just a few bucks and month and letting me know!

PF1 Essentials, Feats and Index

I mentioned on Facebook the idea of doing “Pathfinder Roleplaying Game 1st edition Essential Feats,” which would cut down on the total number of feats by about 80%, while not significantly reducing the number of different builds you could create with such feat.

Ideally, such a project would also address issues with needless complexity, and known roadblocks to popular character concepts. To be honest, this would also be one major step I would take on a Revised Pathfinder Roleplaying Game 1st Edition — something I’d want to be 90% or more compatible with existing 1st edition, just with some shuffling with how details work.

As I work on the “PF1 Essentials” idea, I am updating this post so it serves as a compilation of feats, and an index of other PF1 Essentials content.

INDEX

Classes: Here’s a preview of the PF1 Essentials Fighter
Feats: You’re already here!
Spells: We outline some design goals and tackle hold person here.

Stance Feats

My first step in doing all this would be with Stance feats, which make some popular feats easier to access, simpler to run, and slightly more powerful, but also prevents you from benefitting from them all at the same time. I have presented some key ones below.

(Art by Lunstream)

When you use a stance feat, you cannot use any other stance feat that is not the same type of stance feat. For example, if you are using a Power Attack Stance feat, you can use other Power Attack Stance feat, but not a Combat Expertise Stance feat.

CLEAVE (Combat, Cleave Stance)
You can strike two adjacent foes with a single swing.
Prerequisites: Str 13, base attack bonus +1.
Benefit: As a standard action, you can make a single melee attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional melee attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

COMBAT EXPERTISE (Combat, Combat Expertise Stance)
You can increase your defense by focusing on parries and dodges.
Prerequisite: Dex 13 or Int 13.
Benefit: You can choose to enter the Combat Expertise stance to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

POWER ATTACK (Combat, Power Attack Stance)
You can make exceptionally deadly melee attacks by focusing on powerful swings.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to enter the Power Attack stance, to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed 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 bonus to damage increases by +2.
You must choose to use this feat 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.

VITAL STRIKE (Combat, Vital Strike Stance)
You make a single attack that deals significantly more damage than normal.
Benefit: When you make only a single attack in a round, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
You must enter this stance before you make any attack rolls in your turn. Once you have done so, you cannot make any other attacks (including attacks of opportunity) until the beginning of your next turn.
If your base attack bonus is +11 or higher, you instead roll the damage dice for the attack three times. If you base attack bonus is +16, you instead roll the damage dice for the attack four times.

WEAPON FINESSE (Combat, Weapon Finesse Stance)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon or a weapon with the finesse trait (including the elven curve blade, 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 and damage rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
You do not add 1.5x your Dexterity modifier to damage with 2-handed finesse weapons. You only add half your Dexterity modifier to damage with off-hand weapons.
Special: Natural weapons are considered light weapons.

(Art by Lunstream)

Power Attack Stance Feats

The following are my current vision of the key Power Attack Stance feats, compiled, revised, and revisiting dozens of PF1 feats to compile into just 9 total feats.

It’s worth noting that, at least at the moment, I don’t plan to make the Improved Combat Maneuver feats Power Attack Stance feats, and may not even keep Power Attack as prerequisites for them. That may change once I get deeper into this project, but for now I’m not including them here.

I also suspect one of the things the fighter class is going to get is a way to have multiple stances active at once. But I’ll figure out how and at what levels to do that after I have more feat stance chains built.

POWERFUL ASSAULT (Combat, Power Attack Stance)
You can focus on inflicting inflict bloody wounds that are slow to heal.
Prerequisites: Str 13, Power Attack, base attack bonus +6.
Benefit: When you are in Power Attack stance and you damage a foe with a melee attack you inflict 1d4 points of bleed damage, in addition to the normal damage dealt by the weapon. A creature continues to take bleed damage every round at the start of its turn. Bleed damage can be stopped by a Heal check (DC 10 + your base attack bonus) or through any magical healing. Bleed damage from this feat does not stack with itself.
If your base attack bonus is +11 or higher, when you are in Power Attack stance, you may instead choose on melee attack you make each round to attempt to daze your target. This choice must be made before your attack roll. If the attack hits, in addition to the normal damage dealt by the attack that target must make a successful Fortitude save (DC of this save is 10 + your base attack bonus) or be dazed for 1 round. Subsequent attacks in the same round also have a chance to daze targets, but each subsequent melee attack you make in the same round reduces this DC by 5. If the DC drops to 10 or less, there is no change to daze targets.
You cannot use this feat to both cause bleed damage and have a chance to daze targets.

HARDER THEY FALL (Combat, Power Attack Stance)
You can work with an ally to move or knock over a foe that’s too large for either of you to overcome alone.
Prerequisites: Str 15, Power Attack.
Benefit: When you are in Power Attack stance, if the first melee attack you make in your turn successfully hits and damages a foe, your allies gain a +2 bonus to combat maneuver bonus checks against that target until the beginning of your next turn. Additionally, until your next turn allies can attempt to bull rush, drag, overrun, reposition, or trip that target even if it is two size categories larger than them.
Normal: Those combat maneuvers can normally only be attempted against creatures no more than one size category larger than you.

INTIMIDATING SMASH (Combat, Power Attack Stance)
Your terrible attacks strike fear into your enemies.
Prerequisites: Str 13, Power Attack, Intimidate 1 rank, base attack b9nus +1.
Benefit: You may add your Strength modifier, rather than Charisma modifier, to Intimidate checks.
When you are in Power Attack stance, the first time in your turn you damage an opponent with a melee, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Additionally when in Power Attack stance, the first time each combat you drop a foe to 0 or fewer Hit Points, you may make an immediate Intimidate check as a free action to attempt to demoralize all opponent within 60 feet.
Alternatively, if you attempt to demoralize a foe within your reach as a standard action and succeed, you may choose to immediately enter Power Attack stance (ending any other stance you are in) and make a single melee attack against them as a swift action. You cannot then attempt to use this feat to demoralize them again on that attack.

ONSLAUGHT (Combat, Power Attack Stance)
No one is prepared for how hard you strike until they see it firsthand.
Prerequisites: Str 13, Power Attack, sneak attack class feature.
Benefit: When you are in Power Attack stance, you can add your sneak attack damage to the first melee attack you make in each combat, even if the target is not flanked or denied their Dex bonus to AC.

PILE ON (Combat, Power Attack Stance)
You can keep a foe shuddering in fear.
Prerequisites: Str 13, Intimidating Smash, Power Attack, Intimidate 6 ranks.
Benefit: When you are in Power Attack stance, once per round when you damage a creature that is shaken, frightened, or panicked, you can choose to deal half your normal damage in order to extend the duration of its fear condition by 1 round.

PUSHING ASSAULT (Combat, Power Attack Stance)
You can use attacks with two-handed weapons to drive your foes before you.
Prerequisites: Str 15, Power Attack, base attack bonus +1.
Benefit: When you are in Power Attack stance, once per round when you make a melee attack that damage sa creature that is no more than one size category larger than you, you can choose to push the target 5 feet directly away from you. Alternative, you can choose to do half damage to push the target 10 feet directly away from you. This movement does not provoke attacks of opportunities, and the target must end this move in a safe space it can stand in. You choose which effect to apply after the attack roll has been made, but before the damage is rolled.

SET WEAPON (Combat, Power Attack Stance)
You can set your weapons to deal extra damage against moving foes.
Prerequisites: Str 13, Power Attack.
Benefit: When you are in Power Attack stance, all weapons you wield with the reach special weapon feature are also treated as if they had the brace weapon special feature. Additionally, if you are using a weapon that normally has the brace special weapon feature, if you successfully hit a target an an attack of opportunity the target provoked from movement, you deal double damage.

SHIELD OF SWINGS (Combat, Power Attack Stance)
A wild frenzy of attacks serves to bolster your defenses.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: When you are in Power Attack stance and make a melee attack, you can choose for all your attacks to do half damage in order to gain a +4 shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.

SMASH (Combat, Power Attack Stance)
You overcome obstacles by breaking them.
Prerequisites: Power Attack.
Benefit: When you are in Power Attack stance, your melee attacks ignore 5 points of hardness. This has no effect on DR. You also receive a +5 bonus on Strength checks made to knock down or break open doors.

General Feats

A big part of doing an “Essentials” line for PF1 is cutting down on the number of similar-but-just-different-enough options s the total number of things a player has to go through is greatly reduced. here are some examples of how I would do that with core general feats.

DIFFICULTY FOCUS
You have improved how difficult it is for foes to resist one specific ability of yours.
Prerequisites: Spell, special attack, or class feature that has a save DC.
Benefit: Choose one of the creature’s special attacks, or class features, or one school of magic. Add +2 to the DC for all saving throws against the special attack, class feature, or spells and spell-like abilities from the school of magic on which the creature focuses.
Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat, it applies to a different school of magic, special attack, or class feature.

NIMBLE MOVES
You can move across a difficult terrain with ease.
Prerequisites: Dex 13.
Benefit: Whenever you move, you may move through a number of 5-foot squares of difficult terrain each round as if it were normal terrain. The number of squares you can move through each round is equal to your Dexterity bonus. This feat allows you to take a 5-foot step into difficult terrain.

SKILL FOCUS
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

SKILL SYNERGY
You understand how two skills work well together.
Benefit: Choose two skills. These skills become class skills for you. If one or both were already class skills, you gain a +2 bonus to those skill checks instead. If you have 10 or more ranks in one or both of these skills, you gain an additional +2 bonus to skill checks with those skills.
Special: You can take this feat multiple times. Its effects don’t stack. Each time you take it, it applies to two different skills.

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Maneuver Defense Feats for Pathfinder 1e

Some players just hate being disarmed. Or grappled. Or tripped. Or having their weapon sundered. Sure, it’s a reasonable and normal tactical option for GMs, but that doesn’t mean players don’t want ways to improve their defenses against such maneuvers.

(Art by Javier)

The classic answer is to take the appropriate Improved combat maneuver feat, which increase your CMD… but they also does a lot of other things. In fact, their primary abilities are offensive in nature, rather than defensive. Which means an all-defensive version is reasonable… but it needs to not stack, or defensive numbers can grow beyond what the game system is designed to allow.

CMD is also a place where spells and magic items don’t really make up the growing gap in value for characters not focusing on Strength and Dexterity. A wizard can use mage armor to boost their AC, and get ever-more-effective bracers of armor as they gain levels. But if they want to keep their Intelligence competitive, they can’t afford to boost their Strength and Dexterity as they go up in levels. Other classes have the same (or worse) problems, especially those dependent on multiple attributes.

There should be SOME way to make sure their CMD can stay in good defensive ranges if they expend character build resources on it, without also allowing high-Strength, high-Dexterity characters to become effectively immune.

Those are pretty narrow design spaces, but they’re certainly ones we can work with.

Combat Maneuver Defensive Focus (Combat)
You have trained yourself to avoid one specific combat maneuver.
Benefit: Select one combat maneuver. You gain a +4 bonus to your CMD against this combat maneuver. This bonus does not stack with the bonus to CMB from the matching Improved (Combat Maneuver) feat. When you gain a level, you may replace this feat with the matching Improved (Combat maneuver) feat if that feat is a legal choice for your character.
Special: You may select this feat more than once. Its effects do not stack. Each time you select it, you must apply it to a different combat maneuver.

Combat Maneuver Specialized Training (Combat)
You have learned to maximize the benefits of your natural talents to avoid being overwhelmed by combat maneuvers.
Benefit: When calculating your CMD, you may replace either your Strength bonus or Dexterity bonus with the ability bonus of one other ability score of your choice. Once these decisions are made, they cannot be changed.

Patreon
I have a Patreon. It supports the time I take to do all my blog posts. If you’d like to see more Pathfinder 1st edition options (or more rules for other game systems, fiction, game industry essays, game design articles, worldbuilding tips, whatever!), try joining for just a few bucks and month and letting me know!