But, I'm having trouble coming up with a good feat per level list for my players, and what classes are most fun and functional under this paradigm?
I've seen and studied Koumei's and Frank's list, but I was wondering if you guys had anything else in mind.
What feats would be best to base their power level around?
Should any give out flat bonuses (i.e. Dodge for +2AC dodge ac) or should they all give out situational things?
What is the limit of their complexity?
Is using the old 3.5e/pathfail feats without prereqs good enough?
How weak do feats have to be to "staple them together", and how many is too many?
Do metamagics still get grouped like Kaelik's errata?
Does it make any sense to split feats into "tiers" (i.e. 1-4 Heroic Feats, 5-8 Paragon Feats, 9-12 Epic Feats)
Thanks in Advance for any input!
P.S. I swear I'm not trolling. Lol!
Franks FPL List:
Educated
Divine Disciple
Landlord
Zen Archery
Perfect Two Weapon Fighting
Armored Mage
Aura of Courage
Ghost Hunter
Mounted Archery, Mounted Combat, and Rapid Shot
Whirlwind Attack
Craft Construct
Apprentice
Craft Wondrous Item
Precise Shot, Point Blank Shot, Far Shot, and Rapid Reload
Energy Immunity
Wings of Evil
Mounted Combat, Ride-By-Attack, Trample, and Spirited Charge
Flyby Attack
Natural Spell
Apprentice/Mentor
Aura of Courage: as the Paladin class feature
Aura of Fear: 30' radius, Will vs Shaken, Charisma-based
Beckon the Frozen
Broker of the Infernal
Combat Tactician: Short Haft + Stand Still + Cometary Collision + Defensive Sweep
Corpse Crafter: Crafter + Deadly Chill + Retribution + Hardened + Nimble
Craft Golem
Craft Wondrous Item
Draconic Legacy: Heritage + Skin + Resistance + Pact + Lineage
Elemental Immunity
Elemental Spell Mixture: Substitution (+0), Admixture (+4), 3 Thunders (+0), Uttercold (+0)
Evasion
Extend Spell: Extend (+1), Persistent (+6)
Fey Heritage: Heritage + Skin + Presence + Legacy + Nymph's Kiss
Fly-By Attack
Ghost Hunter: any weapon has 50% chance to hit, hear incorporeal normally, armour is Ghost Touch
Horde Breaker: Combat Reflexes + Great Cleave
Infernal Heritage: Tanar'ri or Baatezu Subtype, Resistance = HD rather than Immunity
Landlord
Mage Slayer: no defensive casting, all damage is ongoing, ignore Deflect
Magical Beast Companion (for Animal Companions or Familiars)
Magical Beast Form (for Berserkers with Bear Form, and for Wild Shapers)
Master of Manoeuvres: Improved Grapple/Grab/Trip/Disarm/Bullrush + Defensive Throw
Mounted Archery: Mounted Combat + Mounted Archery + Improved MA + Rapid Shot
Mounted Combat: Mounted Combat + Ride-By-Attack + Trample + Spirited Charge
Natural Spell
Perfect Aim: Precise Shot + Point Blank Shot + Far Shot + Rapid Reload
Perfect Two Weapon Fighting
Polyglot
Powerful Spell: Empower (+2), Maximise (+4), Explosive (+1), Intensify (+7)
Quicken Spell (+4)
Shaped Spell: Sculpt (+0), Widen (+1), Split Ray (+2), Reach (+1), Chain (+3)
Soul Eater: Devour the Soul + Craft of the Soulstealer + Essence Gourmand
Subtle Spell: Still (+0), Silent (+0), Delay (+0)
Tomb-Tainted Soul
Toxin Immunity
Universal Proficiency (all Armour, Weapons, Shields)
Weapon Finesse: can use Dex rather than Str for attacks, can use Int rather than Str for damage, does not have to use both
Whirlwind Attack
Wild Empathy
Wings
Zen Archery