And the Crappiest Feat Award goes to...


Pathfinder First Edition General Discussion

1 to 50 of 248 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Scarab Sages

...Death or Glory!

I guess fighting giants in melee is just not dangerous enough yet. How about we sacrifice a full attack to make only a single strike for +4 extra damage, and give the giant an immediate counterattack for free? This is wrong on so many levels!

That said, Ultimate Combat offers a few jewels as well. I love the sap feats, for instance, or Vicious Stomp, or Clustered Shots...

RPG Superstar 2010 Top 32

1 person marked this as FAQ candidate. 1 person marked this as a favorite.

Channeled Revival or whatever it is struck me as especially bad. It takes a full-round action to revive an ally, and only works within one round after that ally dies. They have to drop right at your feet for you to be able to use this.


I'll go for "Extra Cantrips or Orisons". It does exactly what Expanded Arcana does, but less.

[sad trombone]


Pathfinder Rulebook Subscriber
Catharsis wrote:
That said, Ultimate Combat offers a few jewels as well. I love the sap feats, for instance, or Vicious Stomp, or Clustered Shots...

What, exactly, is wrong with Vicious Stomp?

Its not only easier to get than Greater Trip, it stacks with it. Trip an opponent (as a monk, or an unarmed fighter), and they provoke both for falling prone, and for the special AOO granted by Greater Trip. Thats comparable to Medusa's Wrath, except it doesn't require the target to fail a save. And you get benefits partway through the chain instead of having to wait forever.

EDIT: Unless you were listing those feats for comparison. In which case I apologize?


KrispyXIV wrote:
Catharsis wrote:
That said, Ultimate Combat offers a few jewels as well. I love the sap feats, for instance, or Vicious Stomp, or Clustered Shots...

What, exactly, is wrong with Vicious Stomp?

Its not only easier to get than Greater Trip, it stacks with it. Trip an opponent (as a monk, or an unarmed fighter), and they provoke both for falling prone, and for the special AOO granted by Greater Trip. Thats comparable to Medusa's Wrath, except it doesn't require the target to fail a save. And you get benefits partway through the chain instead of having to wait forever.

I think you'll find that the op likes Vicious Stomp, hence the line "... offers FEW JEWELS AS WELL."


Babble Peddler - You don't need a feat to lie to people.

Caustic Slur - This feat makes your favored enemy "angry" except that all it really does is grant them power attack or make their power attack stronger. It doesn't actually force them to attack you or anything like that. Its a feat that makes your enemies stronger...that's it.


hogarth wrote:

I'll go for "Extra Cantrips or Orisons". It does exactly what Expanded Arcana does, but less.

[sad trombone]

I'm not sure how you're a "master of minor spells" when you can cast 2 extra cantrips/orisons. They should give you at least 4. . . possibly all cantrips/orisons known would make the feat *possibly* worth it.


I wouldn't mind if Extra Cantrips of Orisons doubled the number of cantrips/orisons prepared/known. It would still be taken only rarely.


hogarth wrote:

I'll go for "Extra Cantrips or Orisons". It does exactly what Expanded Arcana does, but less.

[sad trombone]

It does a third of what Mnemonic Enhancer(Wiz 4) does once a wiz hits 7th level.


Sea Legs.

Requires you to be level 5 with 5 ranks in Profession (sailor).

Gives +2 Acrobatics, Climb and Swim.

Doesn't get better.

Athletic has no prerequisites and gives you +2 to Climb and Swim, +4 at 10 ranks.

As far as Sea Legs goes, I think it is pretty bad.

Grand Lodge

Umbral Reaver wrote:
I wouldn't mind if Extra Cantrips of Orisons doubled the number of cantrips/orisons prepared/known. It would still be taken only rarely.

The only classes that would need to take it are the spontaneous casters with inherent limits to known spells.


Swap Places from the APG. Its a teamwork feat therefore a feat tax on 2+ players and should have been a combat maneuver.


Ice Titan wrote:

Sea Legs.

Requires you to be level 5 with 5 ranks in Profession (sailor).

Gives +2 Acrobatics, Climb and Swim.

Doesn't get better.

Athletic has no prerequisites and gives you +2 to Climb and Swim, +4 at 10 ranks.

As far as Sea Legs goes, I think it is pretty bad.

There's a rogue archetype that gives you this feat for free without prereqs. Even then, I don't know if it's worth it. . . .

Sovereign Court

Ice Titan wrote:

Sea Legs.

Requires you to be level 5 with 5 ranks in Profession (sailor).

Gives +2 Acrobatics, Climb and Swim.

Doesn't get better.

Athletic has no prerequisites and gives you +2 to Climb and Swim, +4 at 10 ranks.

As far as Sea Legs goes, I think it is pretty bad.

Won't you be able to stack them for a +6 total bonus just like you stack skill focus with any skill bonus feat?


lastknightleft wrote:
Ice Titan wrote:

Sea Legs.

Requires you to be level 5 with 5 ranks in Profession (sailor).

Gives +2 Acrobatics, Climb and Swim.

Doesn't get better.

Athletic has no prerequisites and gives you +2 to Climb and Swim, +4 at 10 ranks.

As far as Sea Legs goes, I think it is pretty bad.

Won't you be able to stack them for a +6 total bonus just like you stack skill focus with any skill bonus feat?

I think there are severral things in the game that one wouldn't normally take, but they come with class features or just present them so that the mechanic exists. Coming free with a class, for example.

Also it depends on the type of bonus as to if it stacks. If they're categorized as the same type they don't and if they are different they do.


1 person marked this as a favorite.

Exploit Lore.

Do the math on it. You have an exceedingly small chance for a level 15 feat to get that +2 to hit and damage.


Cheapy wrote:

Exploit Lore.

Do the math on it. You have an exceedingly small chance for a level 15 feat to get that +2 to hit and damage.

I'd give a +1 to that one as well.


Dragonsong wrote:
Swap Places from the APG. Its a teamwork feat therefore a feat tax on 2+ players and should have been a combat maneuver.

How would that work as a maneuver? Or do you mean it should have been a special action?


Cheapy wrote:

Exploit Lore.

Do the math on it. You have an exceedingly small chance for a level 15 feat to get that +2 to hit and damage.

You don't have to be level 15 to take that feat (e.g. you could be multiclassed) and there are a number of class abilities that give rather large bonuses to Knowledge checks (e.g. the oracle mysteries Think On It or Natural Divination). I agree it's not very useful, but not totally useless.


Evil Lincoln wrote:
Dragonsong wrote:
Swap Places from the APG. Its a teamwork feat therefore a feat tax on 2+ players and should have been a combat maneuver.
How would that work as a maneuver? Or do you mean it should have been a special action?

Maybe it is a special action EL.

I was thinking to make it a variation of the re-position combat maneuver with success meaning any AoO must be targeted to the person moving into harms way and failure meaning AoO's may target either of the 2 involved.

That way the hero worshiping farm boy for the town you have saved several times over can jump in front of sword stroke the BBEG is getting ready to cut our battered and bruised hero down with. Giving him enough time to draw a weapon and cut said BBEG down.

Now If I could figure out a way to make it work against ranged attacks as well it would satisfy my dramatic desires


hogarth wrote:
Cheapy wrote:

Exploit Lore.

Do the math on it. You have an exceedingly small chance for a level 15 feat to get that +2 to hit and damage.

You don't have to be level 15 to take that feat (e.g. you could be multiclassed) and there are a number of class abilities that give rather large bonuses to Knowledge checks (e.g. the oracle mysteries Think On It or Natural Divination). I agree it's not very useful, but not totally useless.

Of course, that's all true. You can even take Improved Monster Lore to add half your level to the checks.

But I think it's safe to assume that feats with requirements of class abilities are intended for players that are primarily that class.

Even if it *wasn't* so hard to fully identify creatures (not even going into the issue of there being 5 skills you'd need with high ranks to have this feat be super effective), you're trading a level 15 feat (or level 11 feat at the earliest!) for once per day +2 to hit and damage.

If you make a check.


hogarth wrote:
Cheapy wrote:

Exploit Lore.

Do the math on it. You have an exceedingly small chance for a level 15 feat to get that +2 to hit and damage.

You don't have to be level 15 to take that feat (e.g. you could be multiclassed) and there are a number of class abilities that give rather large bonuses to Knowledge checks (e.g. the oracle mysteries Think On It or Natural Divination). I agree it's not very useful, but not totally useless.

When demons dragons liches etc require a roll of over 80 YES IT'S USELESS!

edited for clarity and removing exaggeration.


Catharsis wrote:

...Death or Glory!

I guess fighting giants in melee is just not dangerous enough yet. How about we sacrifice a full attack to make only a single strike for +4 extra damage, and give the giant an immediate counterattack for free? This is wrong on so many levels!

That said, Ultimate Combat offers a few jewels as well. I love the sap feats, for instance, or Vicious Stomp, or Clustered Shots...

Death or Glory adds +4 to damage AND TO HIT. And to confirm crits. And it scales. And it stacks with Vital Strike. To me it looks like a great feat.


VM mercenario wrote:
Catharsis wrote:

...Death or Glory!

I guess fighting giants in melee is just not dangerous enough yet. How about we sacrifice a full attack to make only a single strike for +4 extra damage, and give the giant an immediate counterattack for free? This is wrong on so many levels!

That said, Ultimate Combat offers a few jewels as well. I love the sap feats, for instance, or Vicious Stomp, or Clustered Shots...

Death or Glory adds +4 to damage AND TO HIT. And to confirm crits. And it scales. And it stacks with Vital Strike. To me it looks like a great feat.

Two words: True Strike. Boom goes the dynamite.

But yeah, it's pretty situational, for when you are already next to the big bad and can potentially go supernova and drop it in one big hit now, as opposed to two regular full attacks over two rounds.


WPharolin wrote:
Caustic Slur - This feat makes your favored enemy "angry" except that all it really does is grant them power attack or make their power attack stronger. It doesn't actually force them to attack you or anything like that. Its a feat that makes your enemies stronger...that's it.

Yeah, this one is quite weird. I have no idea on why you would do this other than you've figured out that another -1 or 2 would make the enemy miss ALL THE TIME. Otherwise, you've potentially opened a can of whoop a** on yourself. *shakes head*

Otherwise, my vote would be for Extra Cantrips/Orisons. Totally worthless next to Expanded Arcana.

Dark Archive

Warrior Priest = +1 to init is cool but the other is too situational


2 people marked this as a favorite.

Combat Medic. For the mere price of both you and your ally burning a feat, you can <whoa!> use the heal skill to do first aid without provoking an AoO. Did I mention <whoa!>?


2 people marked this as a favorite.

I'm sure someone's going to tell me I'm wrong, but in the many years I've been playing, running hasn't come up often enough to make Run anything but a monumentally useless feat.


Anguish wrote:
I'm sure someone's going to tell me I'm wrong, but in the many years I've been playing, running hasn't come up often enough to make Run anything but a monumentally useless feat.

I've had horses that used it, does that count? :-)


drbuzzard wrote:
Catharsis wrote:
Clustered Shots...

Clustered shots bad?!?

What? That's a great feat. It effectively neuters DR. Instead of a DR 10/- critter taking out 10 points of damage on each shot, it does it only once against the total. Without that you need to keep a profusion of different arrows to try an bypass DR. With it, you really don't care.

Heck, it's also the only way I can see a thrower being viable in the game (OK, I think you can pull it off with a Paladin using sunder as well).

This doesn't even include the trick it gets vis a vis massive damage rules (if used). That last one is huge if those rules are used.

Sure UC has some suck feats. Heck, try Combat Medic. For the mere price of both you and your ally burning a feat, you can <whoa!> use the heal skill to do first aid without provoking an AoO. Did I mention <whoa!>?

Please re-read the post skimming is super bad for you.


Dragonsong wrote:
drbuzzard wrote:
Catharsis wrote:
Clustered Shots...

Clustered shots bad?!?

What? That's a great feat. It effectively neuters DR. Instead of a DR 10/- critter taking out 10 points of damage on each shot, it does it only once against the total. Without that you need to keep a profusion of different arrows to try an bypass DR. With it, you really don't care.

Heck, it's also the only way I can see a thrower being viable in the game (OK, I think you can pull it off with a Paladin using sunder as well).

This doesn't even include the trick it gets vis a vis massive damage rules (if used). That last one is huge if those rules are used.

Sure UC has some suck feats. Heck, try Combat Medic. For the mere price of both you and your ally burning a feat, you can <whoa!> use the heal skill to do first aid without provoking an AoO. Did I mention <whoa!>?

Please re-read the post skimming is super bad for you.

Doh.

You are correct. Reading is fundamental, and I fundamentally misread it.


drbuzzard wrote:

Doh.

You are correct. Reading is fundamental, and I fundamentally misread it.

It's all good.

It's only because I skimmed something on another forum recently and then made a comment and proceeded to look like a flaming @$$-hole because of it .


4 people marked this as a favorite.

From the almost-but-not-quite-completely-useless department...

Flaring Spell. Seriously, nobody gives a crap about the Dazzled condition; please stop making new feats/class abilities/spells to make people Dazzled.


8 people marked this as a favorite.
hogarth wrote:
Seriously, nobody gives a crap about the Dazzled condition; please stop making new feats/class abilities/spells to make people Dazzled

Jubilee is sad now.

Shadow Lodge

3 people marked this as a favorite.
Kryzbyn wrote:
hogarth wrote:
Seriously, nobody gives a crap about the Dazzled condition; please stop making new feats/class abilities/spells to make people Dazzled
Jubilee is sad now.

Dazzler is sadder and you know it.


Souphin wrote:
Warrior Priest = +1 to init is cool but the other is too situational

See, one of my characters actually has this and the +2 to concentration has yet to come up, but I'm loving that +1 to initiative. I haven't regretted taking it yet and since that character is also a fighter, I very well might need that concentration bump sooner rather than later.

I think of it as halfway between Improved Initiative and Combat Casting. And i'll take that on some characters.

Now, Run is also a tremendously suck PC feat. Animals and such, fantastic though, so it's got some use at least.


1 person marked this as a favorite.
umbralatro wrote:
Souphin wrote:
Warrior Priest = +1 to init is cool but the other is too situational

See, one of my characters actually has this and the +2 to concentration has yet to come up, but I'm loving that +1 to initiative. I haven't regretted taking it yet and since that character is also a fighter, I very well might need that concentration bump sooner rather than later.

I think of it as halfway between Improved Initiative and Combat Casting. And i'll take that on some characters.

Now, Run is also a tremendously suck PC feat. Animals and such, fantastic though, so it's got some use at least.

I hope you took the Additional Traits feat first. It gives you two traits.

-Reactionary for a +2 to initiative
-Desperate focus for a +2 to ALL concentration checks.

Vastly superior if you are looking for a half and half feat.

Now if you already have Reactionary AND Improved Init... I think you are a little bit crazy just going for the 1 more...


Kryzbyn wrote:
hogarth wrote:
Seriously, nobody gives a crap about the Dazzled condition; please stop making new feats/class abilities/spells to make people Dazzled
Jubilee is sad now.

Of course she is, she's a vampire...

Dark Archive

5 people marked this as FAQ candidate. 10 people marked this as a favorite.

Agile maneuvers.

WHY ISNT THIS ALREADY INCLUDED IN WEAPON FINESSE?


Endurance (ok ok not the worst feat)

Harsh conditions or long exertions do not easily tire you.

Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

Actually this feat is "almost" a mediocre feat for the last part of it's benefit. If this feat was given as a bonus feat for free to 1st level fighters, rangers & barbarians I would think this was a very cool feat. Unfortunately this feat is a prereq to Diehard. I played an invulnerable rager and I groaned having to purchase this feat to get Diehard.


Death from Above is really situational

Deft Shootist is a tax feat if I've ever seen one. Particularly bad when the feat even needs 1 grit in reserve in order to even function. Though with so many abilities requiring that, the gunslinger's Grit Pool is effectively Wisdom Modifier -1, as they all but shut down once out.

Dimensional Maneuvers is a bit questionable; you need a lot of bonus feats to be able to fit that one in, and you need to be heavy on combat maneuvers to want it in the first place. Which someone capable of casting dimension door is probably lacking in. Its a little better for monks though, slightly.

Leaping Shot takes the cake though. Its Shot on the Run, nearly the same requisites (not point-blank shot but you'd take that anyways) except it costs you a grit point and leaves you prone. Wow.


<.< I've taken run. Keeping Dexterity to AC while running are useful when you're trying to quickly make it through a horde, especially in conjunction with mobility. It also gives a +4 to acrobatics when jumping.


Ion Raven wrote:
<.< I've taken run. Keeping Dexterity to AC while running are useful when you're trying to quickly make it through a horde, especially in conjunction with mobility. It also gives a +4 to acrobatics when jumping.

+1.

Run made my centaur barbarian truly come together as a character and in combat.


I'll put a vote in for Elemental Channel (water).


Dragonsong wrote:
Swap Places from the APG. Its a teamwork feat therefore a feat tax on 2+ players and should have been a combat maneuver.

Not arguing that it shouldn't be a combat manuever(special action...whatever), BUT I will say that this is really useful for a Cavalier's Tactician ability(they share the TWfeat with their friends) and possibly for the Inquisitor's ability (whatever it's called - they get the benefit without needing friends with said TWfeat)

The Paladin in my group is mounted, being a mounted Cavalier made this feat one of my top choices for tactician... after all mounts are allies too, so swap places applies... need to set up a charge lane anyone? ;)


Malthule wrote:

Endurance (ok ok not the worst feat)

  • You may sleep in light or medium armor without becoming fatigued.
  • prereq to Diehard.
  • Those are/were the 2 reasons I've taken it on my Dwaven Paladin and had considered taking PrC levels in Stalwart Defender. It was mostly for theme... TANK. Also having the Lone Wolf trait(50% stabilize) and Lay on Hands, I would think I had pissed the DM off if I actually died.

    All of the 'feat tree starters' are a bit on the mediocre side, they're suppose to be. The 2 that get the most use in our group are Dodge and Power Attack. Combat Expertise is often taken, rarely used. Endurance is something you usually only see Rangers with since they get it as a class feature. EDIT: And if you have/use 3.5E (and it's splat books) even Combat Reflexes and Improved Initiative were given relatively interesting feat trees over time. Despite being "oh I don't know what to take now" feats.

    I almost wish the one feat out of "Open Design's - The Cavalier's Creed" would make it into 'official' rules. 'Campaigner', it has prereq. of Endurance and Diehard, allows you to sleep in Heavy Armor and some other stuff if I remember correctly. Would fill out the feat tree a bit more.


    I think if I had to pick a crap feat(s)...
    Point-Blank Shot
    Does very little in the grand scheme of things, but is a prereq. for Precise Shot, which IS mandatory for anyone focused primarily on ranged attacks. Both of which are just "feat taxes" anyway to counter-balance the lack of being threatened in melee combat.

    If I were to re-work Point-Blank Shot, I would remove the redundant damage bonus and make it so ranged attacking while threatened no long provoked attacks of opportunity, THAT would make me happy. It would also bring Ranger/Fighter/Paladin Archers with their stack of hit points and AC closer to combat, always seems like a waste of resources.

    It would be a sad day if every melee character had to take 2 feats to "successfully" do their choosen job. Or every caster, etc.

    Silver Crusade

    I still find Cockatrice Strike pretty upsetting as a monk fan.


    I too have seen people take run as a feat. This happens most often when I'm running a very small game--e.g., 2 players and a GM. Being able to run faster and longer than your foes is pretty useful in such a context.

    Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

    Daniel Moyer wrote:

    I think if I had to pick a crap feat(s)...

    Point-Blank Shot
    Does very little in the grand scheme of things, but is a prereq. for Precise Shot, which IS mandatory for anyone focused primarily on ranged attacks. Both of which are just "feat taxes" anyway to counter-balance the lack of being threatened in melee combat.

    If I were to re-work Point-Blank Shot, I would remove the redundant damage bonus and make it so ranged attacking while threatened no long provoked attacks of opportunity, THAT would make me happy. It would also bring Ranger/Fighter/Paladin Archers with their stack of hit points and AC closer to combat, always seems like a waste of resources.

    It would be a sad day if every melee character had to take 2 feats to "successfully" do their choosen job. Or every caster, etc.

    I've gotten a lot of use out of PBS with my alchemist. I think it's good for small-sized archers/rogues/etc., giving a damage catch-up that's not dependent on STR or size.

    It's not the greatest feat in the world, but I don't think it stinks either. YMMV.

    1 to 50 of 248 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
    Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / And the Crappiest Feat Award goes to... All Messageboards

    Want to post a reply? Sign in.