**** The upload folder is full. PM me and I'll figure out how to get you the spreadsheet if you want it.
***Edit 1/20 to try some new values. Spreadsheet is updated at the link in my second post.
***Edit 1/22 a few new values, spreadsheet updated. I think this is as good as it's likely to get, absent a few tweaks.Here
is the associated spreadsheet.
I finally decided to include the adventure companion feats in my species feat spreadsheet which I've attached here. I don't have any plans to update it again as doing so is a pain. I've only included the species feats that create a sub-species. Feats like Guts, Make Me a Stone, and Abide in Darkness don't share enough with other feats to be useful in pricing the ones I did include.
The spreadsheet works like my origin one. The blue area contains the options with their prices. Since I added the AC feats it's no longer in even rough alphabetical order. Also a few aren't used as they are left over from FC 1rst printing. If you change any of the prices here, the feats will update. The tier II feats (I.E. Those that require a level one only feat) have a number in the yellow bar with their name. This is the total of both feats together. So if you change an option used by Owl Nation, Owl Nation updates and the revised sum appears in Owl Noble. Forgive any typos, horrid misspellings, and my not so clear way of summarizing the options themselves. The spreadsheet is in Excel 2000 format saved by Libreoffice 3.1.
The list is below. The numbers on the list do not correspond to any species feat creation guides that may have been used to create them. More than the origins, consider this jury rigged rather than reverse engineered. It works well enough for me to call it "done" until there's something better around.
My tips follow:Blankbeard's unofficial probably wrong guide to creating species feats:
Most of the multiple part feats (Elemental Legacy, Custom Construction, Living Weapon) do not work very well with these numbers. New Leaf and Special Construction though both work fairly well with them. YMMV.
Level one only feats (Tier I) should be 2.5 points. 25 of 63 tier I feats I priced are 2.5 points with these numbers while most of the rest fall between 2 and 3. Theme is more important than the exact total. Feats that make a race better at something it does well should probably be held to a tighter standard than a feat that takes the subspecies in a new direction. Species feat two part chains usually sum to between 5 and 6. 24 out of 32 chains do so.
If you are making a single feat, try to use 2.5 points unless more is needed for your concept. A 4 point feat is probably too good. I'd advise 2.5-3 with 3.5 only if needed.
Two feat chains should total 5-7 points. Try to put 2-3 points in the opening feat. The second feat in the chain can be heavier if needed, up to around 4 points. Many existing feats use a drawback on the first feat to give it some extra design room and then sell it back in the second feat to keep the chain from being overpowered.
Most origin options can be used at the costs listed in the wiki. Exceptions include ability score modifiers, sizes, types, and of course feats.
Removing an option from a species costs as much as the option did originally. So losing Burden of the Ages costs 2 points while losing Sterner Stuff costs -0.5 points. Restricted actions is an exception. Losing one check from restricted actions costs 1 point. No existing feat removes more than one check.
Legacy abilities may be selected more than one time.The following options can be added to a species feat at no cost:
Lower any single attribute by 2 to gain an additional level one only feat.
Change an existing achilles heel from one damage type to another.
Embrace your Legacy: I priced this at zero. The benefit itself seems to have 2.5 points of benefits and 1.5 points of drawbacks. Tread carefully.Ability score modifications
Types and Sizes0.5 point options
|-2 Specific ||-1|
|-1 specific ||-0.5|
| +1 to specific ||1|
| +1 to higher of 2||1|
| +2 to lower of 2||1|
| +2/-2 specific||1.5|
+5 with a particular check
when you spend an action die to boost damage, you may convert the damage to a specific type
Gear you ready gains a specific upgrade while you use it
Lose restricted kick tricks
No error increase when flying
Superior Runner I
Superior Swimmer I
Superior Traveler I1 point options
+10 DC for one type of check targeting you
+1 attack vs larger opponents
+2 attack when in low light conditions
+2 Save vs one or two closely related sources
Your attacks of one type gain Bleed
Your size increases by one step but you use the same size weapons
Chameleon I in one terrain as a one minute action
count as 3 characters for numerical advantage
Only flanked by 3 or more adjacent characters
limited free action - When X happens, you may perform Y as a free action once per round
Reach 2 for certain checks
Lose a restricted check
+2 on checks using a specific skill
You gain 4 ranks in a specific skill subject to your maximum
Sneak attack 1d6
Speed +5 ft
Wounds as 1 size larger
Resistance 5 to a particular damage type
Upgrade a resistance from 5 to 10 1.5 point options
+1 with attacks and skill checks during Dramatic Scenes
Adjacent opponents must save (DC 15 reflex) or be entangled
Renown Discount- you may purchase one specific type of renown for 20 per rank
Your size drops one category, minimum Small
+4 on checks with a specific skill
Speed +10 ft
Spell Defense options for amount include your skill ranks in a specific skill +5, your total skill bonus, or a similar amount2 point options
Convert Breath damage to a particular energy type
DR2 except to one damage type
Free disarm after taking 10 points of melee damage in a single attack
Regeneration 1 in water
Resistance 10 to a particular damage type
Your size increases one step to a maximum of Large. If already large you gain Reach +12.5 point options
Spell Defense 20
Swim 60 3.5 point options
Stone Gaze 4 point options
Flight 60 (wingless) 4.5 point options
Gaze 2d6 -0.5 point drawbacks
-2 with Specific ability checks
no kick attacks
You are considered one size smaller for Bullrushes, Grapples, and Tripping
-2 on a either Reflex, Will, or Fortitude saves
Speed -5 ft1 point drawbacks
Your close quarters combat range is 15'
Speed -10 ft