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The Pathfinder role-playing game does not need to use character classes. This essay provides the gist of how to replace them with feats.
Before modifications from feats and the character's race, a level 1 character has:
Before modifications from feats, a character who increases in level gains:
(Yes, there is a slight increase for the saving throws of most new characters and for hit point progression. Aside from that, the feats that follow ensure very little changes. The apparently extra feat at each level compensates for needing to use feats to get what formerly were class abilities.)
When using Saving Throws and Base Attack Bonus, always round down fractional amounts. Similarly, if a character gains a fractional amount of a bonus feat, that character must wait to accumulate a "whole" bonus feat before that gain has real effect.
As a small matter of vocabulary, characters have favored skills that gain a +3 bonus when at least one skill rank has been invested in the skill (instead of "class skills").
Some of the "Basic Training" feats reduce a character's Base Attack Bonus or Skill Ranks. These values cannot be reduced below zero. If a character already has zero in one of those values, the character may not take a "Basic Training" feat that reduces that value.
Note how moving away from characte classes provides a better mechanic for both archetypes and "multi-classed" characters.
Fighter training helps a character excel at combat. Learn how to defeat your enemies by mastering the use of armor and weapons and by courageously controlling the flow of battle.
Feat F01—Basic Fighter Training
Prerequisites: None
You are eligible to take feats with the prerequisite "Basic Fighter Training".
You are proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
The skills Climb, Craft, Handle Animal, Intimidate, Knowledge (dungeoneering), Knowledge (engineering), Profession, Ride, Survival, and Swim are favored skills for you.
If you are first level, increase your hit points by 2 and decrease your skill ranks by 2.
When you increase in level (including the level at which you take this feat) you may choose to put your new Experience Rank in "Fighter Experience Ranks". Increase your hit points by 1. Increase your Fortitude saving throw by 1/6. Decrease your skill ranks by 2. You also gain increased elligibility for some feats.
At the level at which you take this feat you gain a bonus feat that must have the prerequisite "Basic Fighter Training".
Feats that should be reserved for characters with a significant investment in Fighter Training will require Fighter Experience Ranks. For example, Weapon Specialization will require a Fighter Experience Rank of 4 or more.
Feat F02—Bravery
Prerequisites: Basic Fighter Training, Level 2
You gain a +1 bonus on Will saves against fear. This bonus increases by 1/4 (up to +5) each time you increase your Fighter Experience Rank.
Note that Bravery is available to any second-level character who has Basic Fighter Training. That is the biggest change from character classes. Most class abilities remain balanced even if changed into feats with a "feat tax" of the appropriate Basic Training.
Feat F03a—Armor Training 1
Prerequisites: Basic Fighter Training, Level 3
Whenever your are wearing armor reduce the armor check penalty by 1 (to a minimum of 0) and increase by 1 the armor's maximum Dexterity bonus.
You may move at his normal speed while wearing medium armor.
Feat F03b—Armor Training 2
Prerequisites: Basic Fighter Training, Armor Training 1, Level 7
Whenever your are wearing armor reduce the armor check penalty by 2 (to a minimum of 0) and increase by 2 the armor's maximum Dexterity bonus.
You may move at his normal speed while wearing heavy armor.
Feat F03c—Armor Training 3
Prerequisites: Basic Fighter Training, Armor Training 2, Level 11
Whenever your are wearing armor reduce the armor check penalty by 3 (to a minimum of 0) and increase by 3 the armor's maximum Dexterity bonus.
Feat F03d—Armor Training 4
Prerequisites: Basic Fighter Training, Armor Training 3, Level 15
Whenever your are wearing armor reduce the armor check penalty by 4 (to a minimum of 0) and increase by 4 the armor's maximum Dexterity bonus.
Feat F04a—Weapon Training 1
Prerequisites: Basic Fighter Training, Level 5
Select a weapon group (see the Equipment chapter). Whenever you attack with a weapon from this group, gain a +1 bonus on attack rolls (including combat maneuver checks) and on damage rolls. This bonus also applies to your Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Feat F04b—Weapon Training 2
Prerequisites: Basic Fighter Training, Weapon Training 1, Level 9
Select a second weapon group (see the Equipment chapter). Whenever you attack with a weapon from this group, gain a +1 bonus on attack rolls (including combat maneuver checks) and on damage rolls. This bonus also applies to your Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
The bonuses for weapons from your first weapon group increase to +2.
Feat F04c—Weapon Training 3
Prerequisites: Basic Fighter Training, Weapon Training 2, Level 13
Select a third weapon group (see the Equipment chapter). Whenever you attack with a weapon from this group, gain a +1 bonus on attack rolls (including combat maneuver checks) and on damage rolls. This bonus also applies to your Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
The bonuses for weapons from your first weapon group increase to +3.
The bonuses for weapons from your second weapon group increase to +2.
Feat F04d—Weapon Training 4
Prerequisites: Basic Fighter Training, Weapon Training 2, Level 17
Select a fourth weapon group (see the Equipment chapter). Whenever you attack with a weapon from this group, gain a +1 bonus on attack rolls (including combat maneuver checks) and on damage rolls. This bonus also applies to your Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
The bonuses for weapons from your first weapon group increase to +4.
The bonuses for weapons from your second weapon group increase to +3.
The bonuses for weapons from your third weapon group increase to +2.
Feat F05—Armor Mastery
Prerequisites: Basic Fighter Training, Armor Training 4, Level 19
You gain Damage Reduction 5/- whenever you are wearing armor and/or using a shield.
Feat F06—Weapon Mastery
Prerequisites: Basic Fighter Training, Weapon Training 4, No other Capstone Feat, Level 20
Choose one weapon (such as the longsword, greataxe, or longbow). Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, you cannot be disarmed while wielding a weapon of this type.
This feat counts as your character's Capstone Feat.
Note how the "Armor Master" archetype can be replaced with additional feat options. Similarly, all the Fighter archetypes could be creatively mixed with feat choices. If that type of flexibility provides an opportunity to "munchkin" and ruin the game balance then use that concern as a heads up that an archetype ability should be revised.
Feat F07—Deflective Shield
Prerequisites: Basic Fighter Training, Level 2
You gain a +1 bonus to touch AC. This bonus increases by 1/4 (up to +5) each time you increase your Fighter Experience Rank. This bonus is limited in that it may not exceed the sum of the armor and enhancement bonus to AC provided by the shield you wield.
Feat F08a—Armored Defense 1
Prerequisites: Basic Fighter Training, Level 5
Special: Taking this feat requires both your feats for the level.
You gain DR 1/- when wearing light armor, DR 2/- when wearing medium armor, and DR 3/- when wearing heavy armor. This damage reduction stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if you are stunned, unconscious, or helpless.
Feat F08b—Armored Defense 2
Prerequisites: Basic Fighter Training, Armored Defense 1, Level 19
You gain DR 3/- when wearing medium armor, and DR 7/- when wearing heavy armor. This damage reduction stacks with that provided by adamantine armor. This damage reduction stacks with the feats Armored Defense 1 and Armor Mastery feat. It does not stack with any other forms of damage reduction. This damage reduction does not apply if you are stunned, unconscious, or helpless.
Feat F09a—Fortification 1
Prerequisites: Basic Fighter Training, Level 9
You may treat any armor you wear as if it had the light fortification special ability. (This does not stack in any way with armor that actually has that special ability: in that case, use the better of the two fortifications.)
Feat F09b—Fortification 2
Prerequisites: Basic Fighter Training, Fortification 1, Level 13
You may treat any armor you wear as if it had the moderate fortification special ability. (This does not stack in any way with armor that actually has that special ability: in that case, use the better of the two fortifications.)
Feat F10—Indestructible
Prerequisites: Basic Fighter Training, No other Capstone Feat, Level 20
You gain complete immunity to critical hits and sneak attacks while wearing armor. In addition, unless your armor has the fragile armor quality, it cannot be sundered while you wear it.
This feat counts as your character's Capstone Feat.
Rogue training helps a character excel at excel at moving about unseen and catching foes unaware. Learn how to aid your allies and get shiny loot by overcoming obstacles: unlock doors, disarm traps, outwit magical hazards, con dull-witted opponents, etc.
(To make Uncanny Dodge and Improved Uncanny Dodge more consistent I have changed their prereqisite levels to match the Barbarian advancement. This makes the Rogue only very slightly more powerful.)
Feat R01—Basic Rogue Training
Prerequisites: None
You are eligible to take feats with the prerequisite "Basic Rogue Training".
You are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. You are proficient with light armor, but not with shields.
The skills Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Intimidate, Knowledge (dungeoneering), Knowledge (local), Linguistics, Perceptio, Perform, Profession, Sense Motive, Sleight of Hand, Stealth, Swim, and Use Magic Device are favored skills for you.
Reduce your Base Attack Bonus by 1. Increase your skill ranks by 4.
When you increase in level (including the level at which you take this feat) you may choose to put your new Experience Rank in "Rogue Experience Ranks". Increase your Reflex saving throw by 1/6. Increase your skill ranks by 4. Gain 1/2 of a bonus feat that must have the prerequisite "Basic Rogue Training". You also gain increased elligibility for some feats.
At the level at which you take this feat you gain two bonus feats that must have the prerequisite "Basic Rogue Training".
Note that the "basic rogue talents" can now be replaced by feats with the prerequisite "Basic Rogue Training".
Feats that should be reserved for characters with a significant investment in Rogue Training, such as advanced rogue talents, will require Rogue Experience Ranks.
Feat R02—Trapfinding
Prerequisites: Basic Rogue Training
You gain a bonus to your Perception skill equal to half your Rogue Experience Ranks (minimum 1). You may use Disable Device to disarm magic traps.
Feat R03—Sneak Attack
Prerequisites: Basic Rogue Training
You may add Sneak Attack Damage to the damage done by your attacks to targets within 30' who are flanked or who are denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). Sneak Attack Damage counts as precision damage (see the Combat chapter). If your weapon deals nonlethal damage you may chose to have the Sneak Attack Damage also be nonlethal damage.
The amount of Sneak Attack Damage is equal to 1d6 plus as many additional d6 as half your Rogue Experience Ranks (rounded down).
Feat R04—Evasion
Prerequisites: Basic Rogue Training, Level 2
When you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. This ability may only be used when you are not helpless, and only wearing light armor or no armor.
Feat R05—Trap Sense
Prerequisites: Basic Rogue Training, Level 3
You gain a bonus equal to 1/3 your Rogue Experience Ranks (rounded down) to your Reflex saving throws made to avoid traps and to your dodge bonus to armor class for attacks made by traps.
Feat R06a—Uncanny Dodge
Prerequisites: Basic Rogue Training or Basic Barbarian Training, Level 2
You cannot be caught flat-footed.
You do not lose your Dexterity bonus to armor class if the attacker is invisible. (You still lose your Dexterity bonus to AC when immobilized or when an opponent successfully uses the feint action against your.)
Feat R06b—Improved Uncanny Dodge
Prerequisites: Basic Rogue Training or Basic Barbarian Training, Level 5
You cannot be flanked.
An attacker cannot use Sneak Attack against you unless that attacker is at least four levels higher than you.
Feat F07—Master Strike
Prerequisites: Basic Rogue Training, Sneak Attack, No other Capstone Feat, Level 20
You may add Sneak Attack Damage one of the following three effects: 1d4 hours sleeping, 2d6 rounds paralysis, or automatic killing.
The target receives a Fortitude saving throw (DC = 15 + your Intelligence modifier) to negate the additional effect. Once a creature has been the target of your Master Strike, regardless of whether or not the saving throw is made, that creature is immune to your master strike for 24 hours. Creatures that are immune to Sneak Attack Damage are also immune to this ability.
This feat counts as your character's Capstone Feat.
Note how the "Knife Master" archetype can be replaced with additional feat options. Similarly, all the Rogue archetypes could be creatively mixed with feat choices. If that type of flexibility provides an opportunity to "munchkin" and ruin the game balance then use that concern as a heads up that an archetype ability should be revised.
Feat F08—Hidden Blade
Prerequisites: Basic Rogue Training
You gain a bonus equal to 1/2 your Rogue Experience Ranks when using the Sleight of Hand skill to conceal a weapon in the Light Blade weapon group (see the Equipment chapter).
Feat F09—Sneak Stab
Prerequisites: Basic Rogue Training, Sneak Attack
Special: Taking this feat does not count as either of your feats for the level. It is free if you want it!
You do not use d6s to find Sneak Attack Damage. For weapons in the Dagger weapon group (see the Equipment chapter) use d8s. For all other weapons use d4s.
Feat R10—Blade Sense
Prerequisites: Basic Rogue Training, Level 3
You gain a bonus equal to 1/3 your Rogue Experience Ranks (rounded down) to your dodge bonus to armor class for attacks made against you with a weapon in the Light Blade weapon group (see the Equipment chapter).
Wizard training helps a character learn to use arcane magic. Learn how to aid your allies and defeat your enemies by mastering the impossible.
Feat W01—Basic Wizard Training
Prerequisites: None
You are eligible to take feats with the prerequisite "Basic Wizard Training".
You are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.
The skills Appraise, Craft, Fly, Knowledge (all), Linguistics, Profession, and Spellcraft are favored skills for you.
You may use spells from the Wizard Spell List as a Prepared Caster who uses a Spellbook (see the Magic chapter).
You may prepare the cantrip Read Magic without a spellbook.
Reduce your Base Attack Bonus by 1. Decrease your skill ranks by 2.
If you are first level, reduce your hit points by 2.
When you increase in level (including the level at which you take this feat) you may choose to put your new Experience Rank in "Wizard Experience Ranks". Decrease your hit points by 1. Decrease your Base Attack Bonus by 1/2. Decrease your skill ranks by 2. Increase your Will saving throw by 1/6. Gain 1/5 of a bonus feat that must have the prerequisite "Basic Wizard Training". Also add to a Spellbook (or a Familiar that functions as a Spellbook) two spells of a spell level you may prepare (if you have chosen to specialize in a school of magic, one of the two free spells must be from your specialty school). You also gain increased elligibility for some feats.
At the level at which you take this feat you gain three bonus feats that must have the prerequisite "Basic Wizard Training".
Feats that should be reserved for characters with a significant investment in Wizard Training, such as most magic item creation feats, will require Wizard Experience Ranks.
Two of the bonus feats will almost always be Arcane Bond and First Level Wizard Spells. Now not all Wizards will know Scribe Scroll.
Feat W02—Arcane Bond
Prerequisites: Basic Wizard Training
You may have a familiar or a bonded object (see the Magic chapter).
Feat W03a—First Level Wizard Spells
Prerequisites: Basic Wizard Training, Intelligence 11
You may add cantrips and spells from the first level of the Wizard Spell List to your Spellbook. Your Spellbook contains all cantrips and three fist level spells of your choice.
Each day your may prepare 3 cantrips and 1 first level spell from your Spellbook (see the Magic chapter). Your Intelligence may allow you to prepare extra spells.
The next level at which you increase your Wizard Experience Rank will allow you to prepare 1 more cantrip and 1 more first level spell.
You must select an arcane school (see the Magic chapter).
If you are first level you may substitute Draconic for one of the bonus languages available to you because of your race.
Feat W03b—Second Level Wizard Spells
Prerequisites: Basic Wizard Training, First Level Wizard Spells, Intelligence 12, Level 3
You may add spells from the second level of the Wizard Spell List to your Spellbook.
Each day your may prepare 1 second level spell from your Spellbook (see the Magic chapter). Your Intelligence may allow you to prepare extra spells.
The next level at which you increase your Wizard Experience Rank will allow you to prepare 1 more first level spell and 1 more second level spell.
Feat W03c—Third Level Wizard Spells
Prerequisites: Basic Wizard Training, Second Level Wizard Spells, Intelligence 13, Level 4
You may add spells from the third level of the Wizard Spell List to your Spellbook.
Each day your may prepare 1 third level spell from your Spellbook (see the Magic chapter). Your Intelligence may allow you to prepare extra spells.
The next level at which you increase your Wizard Experience Rank will allow you to prepare 1 more second level spell and one more third level spell.
Feat W03d—Fourth Level Wizard Spells
Prerequisites: Basic Wizard Training, Third Level Wizard Spells, Intelligence 13, Level 4
You may add spells from the fourth level of the Wizard Spell List to your Spellbook.
Each day your may prepare 1 fourth level spell from your Spellbook (see the Magic chapter). Your Intelligence may allow you to prepare extra spells.
You may prepare 1 more first level spell.
The next level at which you increase your Wizard Experience Rank will allow you to prepare 1 more third level spell and one more second level spell.
Feat W03d—Fourth Level Wizard Spells
Prerequisites: Basic Wizard Training, Third Level Wizard Spells, Intelligence 13, Level 4
You may add spells from the fourth level of the Wizard Spell List to your Spellbook.
Each day your may prepare 1 fourth level spell from your Spellbook (see the Magic chapter). Your Intelligence may allow you to prepare extra spells.
You may prepare 1 more first level spell.
The next level at which you increase your Wizard Experience Rank will allow you to prepare 1 more third level spell and one more second level spell.
...and so on for fifth through ninth level Wizard spells.
Note how the "Shadowcaster" archetype can be replaced with additional feat options. Similarly, all the Wizard archetypes could be creatively mixed with feat choices. If that type of flexibility provides an opportunity to "munchkin" and ruin the game balance then use that concern as a heads up that an archetype ability should be revised.
Feat W04—Shadow Spells
Prerequisites: Basic Wizard Training
If you do not currently have a familiar or bonded object, you may use your shadow to prepare additional spells. To do this you must spend the entire period of spell preparation in dim illumination. Preparing spells this way is a supernatural ability. You may then prepare a number of additional spell levels of spells equal to the level of the highest-level Wizard spell he can cast. (For example, if you can cast 6th-level Wizard spells, he could prepare six 1st-level spells, two 3rd level-spells, or any similar combination that adds up to a total of six spell levels.) These spells are stored in your shadow: you can only cast these spells when you is in an area of normal light or dim light.
You also gain Shadowtongue as a bonus language.
Feat W05—Shadowsight
Prerequisites: Basic Wizard Training, Shadow Spells, Level 5
You gain darkvision 60 feet.
Feat W06—Shadowy Specialization
Prerequisites: Basic Wizard Training, Level 10
When you cast Shades, Shadow Conjuration, Shadow Evocation, and similar illusion spells that have a listed fraction of the strength of real effects, increase the percentage of damage caused by the spell’s effect or summoned creatures by 20% against creatures that make their saving throw against the effect (up to a maximum of 100% of the strength). For example, Shadow Evocation and Shadow Conjuration deal 40% normal damage on a successful save instead of 20%.
Feat W07—Witch Patron
Prerequisites: Basic Wizard Training, Arcane Bond
You have a Patron (see the Magic chaper).
The skills Heal, Intimidate, and Use Magic Device are favored skills for you.
ofession, and Spellcraft are favored skills for you.You may use spells from the Witch Spell List as a Prepared Caster who uses a Familiar as a Spellbook (see the Magic chapter).
At the level at which you take this feat you gain one bonus feats that must have the prerequisite "Witch Patron".
Hexes will become feats with the prerequisite "Witch Patron". Major Hexes and Grand Hexes will require appropriately high Wizard Experience Ranks.
Witches do end up with extra favored skills (Appraise, some Knowledges, and Linguistics).
The biggest change is that Wizards and Witches now share the same caster level (their Wizard Experience Ranks). If this was not desired, a new type of Basic Training would be needed for Witches.
Picking an arcane school was included as part of the feat First Level Wiard Spells. If it was put within Basic Wizard Training instead, then Witches would also have an arcane school. That might be an nicely flavorful change.
The first-level Witch is now a character with Basic Wizard Training who did not take Scribe Scroll and will take feats such as First Level Witch Spells instead of learning spells from the Wizard Spell List.
Feat W08a—First Level Witch Spells
Prerequisites: Basic Wizard Training, Intelligence 11
You may add cantrips and spells from the first level of the Witch Spell List and your Patron's Spell List to your Familiar. Your Familiar contains all cantrips and three fist level spells of your choice.
Each day your may prepare 3 cantrips and 1 first level spell from your Familiar (see the Magic chapter). Your Intelligence may allow you to prepare extra spells.
The next level at which you increase your Wizard Experience Rank will allow you to prepare 1 more cantrip and 1 more first level spell.
...and so on for second through ninth level Witch spells.
Feat R11—Poison Use
Prerequisites: Basic Rogue Training
You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.
Feat R12—Ninja Weapons
Prerequisites: Basic Rogue Training
Special: Taking this feat does not count as either of your feats for the level. It is free if you want it!
You are proficient with the kama, katana, kusarigama, nunchaku, sai, shuriken, siangham, and wakizashi. You are no longer proficient with the hand crossbow, rapier, and sap.
Feat R11—Ki Pool for Charisma
Prerequisites: Basic Rogue Training, Level 2
You have a Ki Pool (see the Ki Pool chapter). You may use your Charisma modifier to calculate the maximum size of your Ki Pool.
The maximum size of your Ki Pool is increased by half your Rogue Experience Ranks (round down).
The rules about Ki Pools are not included in that feat because it seems better for Monks and Ninjas to share the same rules. Both are potentially acrobatic and stealthy. Would it really make either class broken if Monks could spend a Ki Point to gain a +4 insight bonus on Stealth checks for 1 round and have their Ki Pool help their acrobatics? Or if Ninjas could spend a Ki Point to gain a +4 dodge bonus to AC for 1 round like a Monk? (The "Ki Strike" ability of a Monk would become a new feat with the prerequisite of Ki Pool for Wisdom.)
Some ninja tricks would require as prerequisites both Basic Rogue Training and Ki Pool for Charisma.
The biggest change for Ninjas is that they can now take Trapfinding if they desire.
Feat R12—No Trace
Prerequisites: Basic Rogue Training, Level 3
The DC to track you using the Survival skill increases by 1/3 your Rogue Experience Ranks (round down).
You gain an insight bonus on Disguise skill checks and on opposed Stealth checks equal to 1/3 your Rogue Experience Ranks (round down) whenever you are stationary and do not take any action for at least 1 round.
It seems fine that normal rogues can take the feat No Trace. If you disagree, make the feat require Ki Pool for Charisma.
Uncanny Dodge and Improved Uncanny Dodge have already been dealt with above. If it really is important to make those abilities have different prerequisites for barbarians, rogues, and ninjas then Experience Ranks can always be used.
Feat R12—Light Steps
Prerequisites: Basic Rogue Training, Ki Pool for Charisma, Level 6
As a full-round action, you can move up to twice your speed, ignoring difficult terrain. While moving in this way, any surface will support you, no matter how much you weigh. This allows you to move across water, lava, or even the thinnest tree branches. You must end her move on a surface that can support you normally. You cannot move across air in this way, nor can you walk up walls or other vertical surfaces. When moving in this way, you does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor do you need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using Light Steps, you ignore any mechanical traps that use a location-based trigger.
Feat F07—Hidden Master
Prerequisites: Basic Rogue Training, Ki Pool for Charisma, No other Capstone Feat, Level 20
As a standard action that costs 3 ki points, you may cast Greater Invisibility on yourself, using your Rogue Experience Ranks where the spell description says Wizard Experience Ranks.
While invisible in this way, you cannot be detected by any means, and not even Invisibility Purge, See Invisibility, and True Seeing will reveal you.
In addition, if you deal Sneak Attack Damage you may sacrifice additional damage dice to apply a penalty to one ability score of the target for 1 minute, equal to the number of dice sacrificed. This penalty does not stack with itself and cannot reduce an ability score below 1.
This feat counts as your character's Capstone Feat.
As worded, there could be a character with Hidden Master who never took the Sneak Attack feat and never gets to use that aspect of the Hidden Master feat. Seems silly, but why not?
Pinprick Pete is a level five character merging Fighter and Rogue training to excel with daggers and fast armored sneaking.
At first level his two feats were Basic Fighter Training and Quick Draw. He gained Weapon Focus (Daggers) as the bonus feat from Basic Fighter Training. He had 10 hit points, BAB 1, and two skill points besides what his Intelligence grants. He had Fighter Experience Rank 1.
At second level his two feats were Basic Rogue Training and Sneak Attack. He gained Fast Stealth and Minor Magic as the bonus feats from Basic Rogue Training. He takes Sneak Stab as a free feat. He had 15 hit points, BAB 1, and eight skill points besides what his Intelligence grants. He had Fighter Experience Rank 2 because he is putting all his Experience Ranks towards Fighter Training to get Weapon Specialization as soon as possible.
At third level his two feats were Armor Training 1 and Arcane Strike. He had 20 hit points, BAB 2, and ten skill points besides what his Intelligence grants. He had Fighter Experience Rank 3.
At fourth level his two feats were Hidden Blade and Weapon Specialization (Daggers). He had 25 hit points, BAB 3, and twelve skill points besides what his Intelligence grants. He had Fighter Experience Rank 4.
At fifth level his two feats are Weapon Training 1 (with daggers) and Uncanny Dodge. He has 30 hit points, BAB 4, and fourteen skill points besides what his Intelligence grants. He has Fighter Experience Rank 5.
Pinprick Pete is a lot like a traditional Pathfinder Fighter 4 / Rogue Knife Master 1 who used the feat Extra Rogue talent twice. His BAB and skill ranks are unchanged. But he had more flexibility about how to mix class and archetype abilities. He delayed taking Hidden Blade to allow Arcane Strike earlier. He could get Uncanny Dodge despite focusing on his Fighter Training. The result is flavorful but not overpowered.