Come take a look at some feats I homebrewed!

Some feedback: Bolstering Wounds/Galvanizing Wounds: The first is to strong in my opinion. DR 15/- when you get knocked lower. That is kinda crazy strong. I would cap it at DR 5/- maybe DR 10/-, but I like the general concept. For the second it looks strong when you look at it for the first time, because the +15 just is too high again in my opinion, but on the other hand I probably wouldn't even pick it up, because you can't rely on being lowlife to get plus to your attack rolls. If you can't hit it then it will get you to lowlife pretty fast then you hit it and then you are dead. Doesn't seem like a nice idea.

The whole point of these feats is that they provide a weak bonus when you are strong and a strong bonus when you are weak. When you are healthy, i.e. the fight has just started and you are fighting weaker creatures, they are practically unnoticeable. But when you are on your last legs and fighting against the big bad, they are game changers.

Expanded Reservoir/Kinetic Flow: I'm not sure how strong or weak this is, but I don't like the concept that a feat just cancels a class feature basically. If you want to stick with it I would think about some higher prerequisits to balance it out or only make it avaiable at a higher level. I think the Kinetic Flow is ok, but again I would up the prerequisits based on Expanded Reservoir.

The feat does not cancel a class feature. It facilitates it. A kineticist is already limited in how many points of burn they can take by their max hp (because taking burn causes you to take nonlethal damage). I made this feat because there doesn't need to be an arbitrary limit when a natural one already exists.

Fast Healing: I guess you were implying that you get the bonus heals from Fast Healer on this too. So you basically get Fast healing 1+1/2 Con, right?! then I think the healingfactor is ok, but I think Con 21 on the other hand as a prerequisit is too high. Maybe lower it on it's own or if you then think it's to strong make it cancel the 1 Fastheal and just make it Fast Healing 1/2 Con.

Yes, you get FH 1+(con mod/2). That's why the prereq is so high. You have to pay a high cost for a strong reward.

Combat Patrol Line: I feel like this one is tricky. I really don't like the feat at all. Even the standard one that is allready in the game, but here we go. I think that the Improved Combat Patrol is ok and the Greater Comabt Patrol is pretty strong tbh. I would up the prerequisits for these. Make it Bab +7, Dex 17 and Bab +11 Dex 19. I really don't feel like it should be that easy to get these incredible benefits.

The prereqs to this feat chain are not the only limitations on it. In order to make use of Combat Patrol you need to not only be able to make enough AOOs per round to hit your intended targets but also have enough movement each round to reach them.

Charge Spell: Like it, but I'm unsure about how to rule the casting time increase with Sorcerers and Oracles. Does it go up 2 steps then? I like the idea, but I think there is something left to think about.

That's a fair point. I'll have to think about that.

/r/Pathfinder_RPG Thread Parent Link - homebrewery.naturalcrit.com