Into the Wild (KingMaker AP)
Taken from Michael Iantorno’s The Elephant in the Room blog post and subsequent rules.
Feats that require a PC to choose one type of weapon, such as Weapon Focus, apply to all members of a weapon group. Weapon groups are defined under the Weapon Training section of the Fighter class description on the PFSRD-.
Many combat feats are simply additional options in this campaign. The effect of the following feats can be accessed by any character with +1 BAB or greater:
Any feats with these as prerequisites no longer require them.
The various combat maneuver feats have been collapsed into 2 feats: Deft Maneuvers and Powerful Maneuvers. Any feats requiring the former Improved feat as a prerequisite no longer require that feat.
You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.
You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.
Weapon Finesse is no longer a feat. The “light weapons” category has been renamed “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute like “brace” or “trip,” allowing a weapon in another category to be finessed (like the rapier).
The Dodge feat now includes the effects of Mobility feat. You gain a +1 dodge bonus to your AC. This bonus increases to +4 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.
Feats requiring Mobility as a prerequisite no longer require it.