Feats that are too weak or narrow to be good choices


Pathfinder First Edition General Discussion


My group and I are pretty new to Pathfinder and I have read on the forums about feats that are considered too weak or narrow to be good choices (with "good" of course being a matter of opinion).

What are some general guidelines people have found to help new players sort the good from the not-so-good?


The Guide to the Class Guides might be what you're looking for.


Thanks for the link, but it's not exactly what I'm looking for. I am hoping to get a feel for the thinking behind categorizing good vs. not-so-good feats, which is related to build strategies for various classes, but not the same.


Fleet is a well known weak feat.

A feat for +5 movement. +10 might seem worth it, but definitely not 5. Especially given the move or full attack dichotomy that pathfinder uses, 5 extra movement does not justify a feat.

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I wouldn't really worry about it, you'll pick up on it as you play and the guides offer practical advice. However, you can check out this. It's an old thread, but has a lot of posts.


Stand Still is a trap feat. It's usually grabbed by people with a reach concept, but it says adjacent not in reach.

Step up chain is likewise mis-leading, Following Step gives you 10 ft to follow, but still only when they 5ft step, and they still have to be adjacent.


A good guideline is the baseline feats Dodge, Weapon Focus and Skill Focus. Each of those are decent, but no more than that. Anything worse than either of those is a terrible feat.

One axis of evaluation is applicability: Is this feat conditional or always-on? There is a huge difference between self-conditional feats like Weapon Focus - which is decent, because you can control the circumstances that gives you the bonus - and outside-conditional feats like Anticipate Dodge, which is utter trash because you have no control over when the bonus will apply, and when it does, it's unimpressive.

As my personal rule of thumb, outside-conditional feats have to provide a bonus at least twice as big as an always-on feat to be worthwhile, and that's if the conditional is very common like "poison" or "evil alignment". For uncommon conditionals like "[Evil] spells" or "Disarm attempts", the bonus needs to be at least +4, and that's IF the feat patches a glaring weakness AND I have the feat to spare.

Other guidelines to keep in mind are "Not all skills are worthwhile", "There's no difference between bad and mediocre, bring your A game or none at all", "Fortitude then Will, then maybe Armor Class, then maybe Reflex", "There are 8-12 significant rounds in a day".


TGMaxMaxer wrote:

Stand Still is a trap feat. It's usually grabbed by people with a reach concept, but it says adjacent not in reach.

Step up chain is likewise mis-leading, Following Step gives you 10 ft to follow, but still only when they 5ft step, and they still have to be adjacent.

Stand still can be good with the right support.

Pretty much, it comes down two two fighter archetypes: Brawler and Lore Warden.

The brawler is pretty much built around stand still- it has the no escape ability, which makes almost any movement out of your adjacent square draw an AoO (which means Stand still lets you stop it. Brawler then gives you the feat (or just a bonus feat, if you already have stand still) and a large bonus to the maneuver (1/2 fighter level).

Lore warden is similar- it gets 1/2 level to maneuvers in general, and there is a fighter only feat that does the same thing as no escape (comes at a later level though).

Both of these builds allows you to make a lockdown specialist that can even hold big beefy things at times. So all you need to do is charge in and get ready to get a lot of full attacks. I prefer brawler, since ti also has an ability that gives a large debuff to concentration checks and attack rolls when an enemy is in your 'zone'.


Thanks! These guidelines will help a lot!

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Situational feats used to never see any uses...but Brawler, well the martial flexibility class feature, does allow them at least to pick the less popular combat feats and use them in the once in a blue moon scenario that they come up.

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Eltacolibre wrote:
Situational feats used to never see any uses...but Brawler, well the martial flexibility class feature, does allow them at least to pick the less popular combat feats and use them in the once in a blue moon scenario that they come up.

I made a topic trying to capture such situational feats. Didn't get far though.

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