And the Crappiest Feat Award goes to...


Pathfinder First Edition General Discussion

101 to 150 of 248 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

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...

I was excited when I saw the highlights of this feat and then I read the description. This feat is just plain bad. It’s like singing up for your own butt kicking.

I vaguely remember a PF feat that gave you +2 attack and damage on large creatures?


Indo 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...

I was excited when I saw the highlights of this feat and then I read the description. This feat is just plain bad. It’s like singing up for your own butt kicking.

I vaguely remember a PF feat that gave you +2 attack and damage on large creatures?

Big Game Hunter from Rise of the Runelords


Xum wrote:
Fozbek wrote:
A Man In Black wrote:
Fozbek wrote:
And Weapon Focus may not be AWESOME flavor-wise, but it is mechanically.
Weapon Focus is a fine feat, but it's pure poison, game-design-wise. There are lots of good reasons for not forcing people to use the same sort of weapon for their entire career, and vanishingly few reasons I can think of to do it.
That's easily fixed by simply changing it to weapon groups ala the Fighter's Weapon Training ability. No need to give it to everyone ever as a bonus feat.
You miss the point, it's not GIVE it, it's to put it on a sub-pr category with other feats and give the chance for people to get it.

No, I got that. You missed my point: putting it into a sub-category with nearly worthless feats like the +2 skill feats or Endurance means that everyone ever who uses weapons (and is halfway decent at math) would take it as a free bonus feat at the first level you get a free "minor" feat. Unless they were a dwarf, then they'd have a choice between Weapon Focus and Steel Soul.


Fozbek wrote:
Xum wrote:
Fozbek wrote:
A Man In Black wrote:
Fozbek wrote:
And Weapon Focus may not be AWESOME flavor-wise, but it is mechanically.
Weapon Focus is a fine feat, but it's pure poison, game-design-wise. There are lots of good reasons for not forcing people to use the same sort of weapon for their entire career, and vanishingly few reasons I can think of to do it.
That's easily fixed by simply changing it to weapon groups ala the Fighter's Weapon Training ability. No need to give it to everyone ever as a bonus feat.
You miss the point, it's not GIVE it, it's to put it on a sub-pr category with other feats and give the chance for people to get it.
No, I got that. You missed my point: putting it into a sub-category with nearly worthless feats like the +2 skill feats or Endurance means that everyone ever who uses weapons (and is halfway decent at math) would take it as a free bonus feat at the first level you get a free "minor" feat. Unless they were a dwarf, then they'd have a choice between Weapon Focus and Steel Soul.

Ok then, Weapon Focus wouldn't enter the minor feats category. What feats would you put there?


I'd like to add Iomedaean Sword Oath. This feat lets you qualify for another feat that, quite frankly, you should be able to qualify for with just BAB anyway. But feats that let you take feats are stupid.

Sovereign Court

Indo wrote:
It’s like singing up for your own butt kicking.

(to the tune of I wish I was in dixie)

Oh I wish you would just squash me
Today
Horay
I'll be so blue, unless I'm goo
squashed by your club, don't miss me
hurry up
squash my butt
just make sure to do it quickly
I'm here all day
just swing away
or I'll still sing this ditty!

Grand Lodge

The real problem with the Swap Places teamwork feat? The feat in the spoiler tag below, from Seeker of Secrets.

Spoiler:

Friendly Switch
Prerequisites: Base Attack Bonus +1.
Benefit: As part of your movement
or as a 5-foot-step, you can move into
the space occupied by an ally of your
size or smaller, which displaces the ally
into the space you just left. Your ally
must be willing and able to move
and able to occupy the space you
were in. This movement does not
provoke attacks of opportunity. This
does not count toward your ally’s
movement on his next turn.

So...yeah.


Ninjaiguana wrote:

The real problem with the Swap Places teamwork feat? The feat in the spoiler tag below, from Seeker of Secrets.

** spoiler omitted **

So...yeah.

Close but No it's that it's a feat to begin with. Although that is FAR superior.


Merkatz wrote:

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...

No, had I been having the smarts that day, I would have realized I could do that instead. I completely forgot that option. I revoke my defense.


Ultrace wrote:
umbralatro wrote:
Otherwise, my vote would be for Extra Cantrips/Orisons. Totally worthless next to Expanded Arcana.
I'm not sure I follow. Maybe I'm missing something, but doesn't Expanded Arcana do exactly the same thing as Extra Cantrips/Orisons when you specify Level 0 spells? Expanded Arcana allows you to add 2 spells of any level lower than your highest castable level, Extra Cantrips/Orisons adds 2 cantrips or orisons... It looks to me like they function the same in this case and are interchangeable. How is Extra Cantrips/Orisons useless?

Useless as in redundant. If I can use Expanded Arcana to get a 1st level spell or two cantrips/orisons already, why would there need to be a feat that just gives you two cantrips/orisons?...

I just noted the difference, which is that Expanded Arcana can only be taken by someone with a limited spells known, whereas Extra Cantrips/Orisons can be taken by any spellcaster. But I still think it should do more than just the two to separate itself from Expanded Arcana more.

Shadow Lodge

LazarX wrote:
Stewart Perkins wrote:
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...

Huh??? shows you how much I haven't read X-Men lately.

Given that she is Jubilee, she at least has a good reason to sparkle.

Dude you do realize that Jubilee has the Summon Canadian feat usable at will. You make her cry and you better have your will in order.

And no when she uses it she doesn't have JP appear (Unless she is in Colorado). ;)

On that note what's up with Wolverine and all his underage girl sidekicks?


dartnet wrote:
On that note what's up with Wolverine and all his underage girl sidekicks?

Perhaps he's a repressed homosexual who has a metahporical underage girl screaming to get out. Maybe "off camera" they braid each other's hair, and paint toenails, talk about twilight, and all that crap. I bet wolverine thinks the werewolf from twilight is "dreamy."

Edit: i'm kidding by the way, for those who may not have picked up on that.

RPG Superstar 2010 Top 32

Tiny Coffee Golem wrote:
Maybe "off camera" they braid each other's hair, and paint toenails, talk about twilight, and all that crap. I bet wolverine thinks the werewolf from twilight is "dreamy."

You mention that...


Xum wrote:
Ok then, Weapon Focus wouldn't enter the minor feats category. What feats would you put there?

Basically, I'd look at feats that no one ever takes of their own free will, and feats that are pure taxes to start a feat chain. Endurance is basically never taken for its own merit. I almost never see anyone other than Rangers, who get it for free, with the feat. Sea Legs from UC is another such feat: I doubt we'll ever see anyone other than a Pirate archetype Rogue with it, since they get it for free. Childlike and Pass For Human are other examples.

If it's a feat that people might actually be willing to spend a feat for on its own merits, then it should stay a feat. Weapon Focus falls into this category: sure, it starts quite a number of feat chains and so sometimes people take it even if they don't actually want the feat itself, but at the same time, people do take it just to have it.

Shadow Lodge

1 person marked this as a favorite.
A Man In Black wrote:
Tiny Coffee Golem wrote:
Maybe "off camera" they braid each other's hair, and paint toenails, talk about twilight, and all that crap. I bet wolverine thinks the werewolf from twilight is "dreamy."
You mention that...

Thanks now I can never unsee that. :)


A Man In Black wrote:
Tiny Coffee Golem wrote:
Maybe "off camera" they braid each other's hair, and paint toenails, talk about twilight, and all that crap. I bet wolverine thinks the werewolf from twilight is "dreamy."
You mention that...

That just made my day. :-)


Pathfinder Starfinder Society Subscriber
hogarth wrote:

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

[sad trombone]

The only situation I can see for taking Extra Cantrips or Orisons would be for a prepared spellcaster who somehow does not know every zero level spell on his spell list. The prime example of that would be a specialist wizard -- this feat would let him learn two cantrips from his opposition schools. Expanded Arcana, limited as it is to spontaneous spellcasters, would be no help in this case.


A Man In Black wrote:
Bobson wrote:
As written, it also doesn't use any of the spell casting rules, except BoL's effect. See the Iconoclast Inquisitor's Dispelling Attack ("as if she had cast dispel magic") and the Gunslinger's Menacing Shot grit ("as if they were subject to the fear spell"). "As if" implies "use the mechanics, not the delivery method".
How is the range not one of the mechanics?

What would you say about an ability like: "Shoot at one target in range. If they are hit, they take damage and are affected as if you had cast dispel magic on them"? The arrow can hit at a much further range than dispel magic.

Basically, I consider range, casting time, components, and so on to be part of the delivery method. I'm casting a spell and here's what goes into it. The result of the spell is entirely independent of how it is cast (provided it's cast legally), and it's that result which this feat is emulating.

If it had said "spend three uses to cast BoL", that would be an entirely different story.

RPG Superstar 2010 Top 32

Bobson wrote:
Basically, I consider range, casting time, components, and so on to be part of the delivery method. I'm casting a spell and here's what goes into it. The result of the spell is entirely independent of how it is cast (provided it's cast legally), and it's that result which this feat is emulating.

While this is not an unreasonable set of rules, they're rules you just made up on the spot. There are no rules for "delivery method", or even any rules for "as if you had cast".

A plain-sense reading of Dispelling Attack and the like is that you make an attack with all the usual rules for that attack, then inflict the spell's effect on them.

A plain-sense reading of Channeled Revival is that you burn uses of channel to cast a spell, perfectly typically save for the full-round action. It's perfectly functional with this plain-sense reading, just crappy.

I don't feel that you need some sort of convoluted process where the author is implying that you substitute some other stat just because the feat sucks, when it's much simpler to believe that the author just didn't read breath of life very carefully. If you want the feat not to suck, it's easy to fix, just make it a standard action, like breath of life.


Has anyone mentioned Sharp Senses? It does half of what Alertness does, and is limited to races with Keen Senses only. If you really want to invest everything possible into perception and sense motive, sure, but it's generally pretty pointless.


David knott 242 wrote:
hogarth wrote:

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

[sad trombone]

The only situation I can see for taking Extra Cantrips or Orisons would be for a prepared spellcaster who somehow does not know every zero level spell on his spell list. The prime example of that would be a specialist wizard -- this feat would let him learn two cantrips from his opposition schools.

In Pathfinder, specialists can write spells from their opposition schools into their spellbooks just fine. They just take two slots to cast.


Chris Mortika wrote:
Daniel Moyer wrote:
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? ;)
Are you just swapping places between the cavalier and the paladin, or are the horses switching, too? The mount is at least one size larger than the cavalier, yes?

I haven't actually done it yet... however Tactician provides the feat to all allies (within range), horses are (player controlled) allies and should be able to swap places with one another regardless of the riders mounted on them, the horses are the same size. At least that's how I read it.

-------------------
Also worth mentioning in regards to the Swap Places feat, there is a non-teamwork version of this feat in The Seeker of Secrets book. I forgot to mention it in my previous post.
EDIT: Ninja'd by Ninjaiguana, Friendly Switch, that'll teach me to not read ALL of the newest 73 replies, lol.


Jason Nelson wrote:
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.

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.

I could see it being useful for the small races, usually a dip in rogue is the answer for that, at least in our group. Having attempted to re-create a 1E forest gnome fighter that used handaxes, I just found myself wildly frustrated and ended up rolling a new character... fun RP, itty bitty usefulness. (there were 2 other martial characters in the group as well, weapon-size, STR penalty, reduced speed... pffftt!)

Even so there could just be a feat for +1 damage(like Weapon Focus does for Attack), that wasn't the prereq. for what is essentially a mandatory feat for archers/ranged. (and not Fighter only) I also find myself forgetting to add in Point-Blank Shot since it's situational, mostly useful indoors... like Dodge was in 3.5E, when you were 'suppose' to declare it, but everyone house-ruled it auto on, lol. :/


Arcane_Guyver wrote:

Point Blank Shot should give a Dodge bonus to AC against Opportunity Attacks provoked from ranged attacks, and not be a prereq for anything.

That would be a decent change(dodge bonus on ranged AoOs), easier to remember than "I get +1 damage within 30 feet" ... *counts squares*, but still just as situational. The prereq. part is the part that irritates me the most, especially as someone else mentioned on non-humans/non-fighters who only get 1 feat at 1st level, but such are the rules.

Pathfinder changed Weapon Finesse to not require a +1 BaB(Amazing change!), examining a few of the other feats/feat trees might have been in order.

Liberty's Edge

A Man In Black wrote:
Mike Schneider wrote:

Swap Places is stupidly good for a cavalier who can "share" it.

"Aw, you smart, smart monster who thought you were gonna be cute by moving around me to beat on my wizard friend...well, heeerree's Johnny!' <switch!><bash><bash><bash>

Most teamwork feats suck unless there's a cavalier around. Make an entire party full of cavaliers....

Oooor. You could use the standard action you need to give your teammates the feat on some more-effective method to help cover your friend.

A cavalier's teamwork feats blow chunks until 9th-level....then they're redonkulously awesome (standard action becomes swift actions).


LazarX wrote:
Given that she is Jubilee, she at least has a good reason to sparkle.

Jubilee = Cousin Oliver


1 person marked this as a favorite.

The absolute worst feat I have ever seen in any d20 game has to be Elephant Stomp.

d20pfsrd wrote:

Elephant Stomp

You deliver a crushing blow to downed enemies.

Prerequisites: Str 13, Power Attack, Improved Overrun, base attack bonus +1.

Benefit: When you overrun an opponent and your maneuver check exceeds your opponent's CMD by 5 or more, instead of moving through your opponent's space and knocking her prone, you may stop in the space directly in front of the opponent (or the nearest adjacent space) and make one attack with an unarmed strike or a natural weapon against that opponent as an immediate action.

Normal: When your overrun maneuver check exceeds your opponent's CMD by 5 or more, you move through the target's space and she is knocked prone.

http://www.d20pfsrd.com/feats/combat-feats/elephant-stomp-combat

So, by taking this feat...upon winning a combat maneuver check that almost certainly cost your standard or full round (charge) action to use, since it's Overrun, you get the option to give up all the benefits you'd normally get for doing so in order to waste your immediate action to have a chance to hit it for damage. When you could have just attacked in the first place.

Yeah...at least the much-maligned 3E toughness actually gave you 3 hit points. It was a matter of opportunity cost, not taking something better. You weren't actually making yourself literally worse for using it.


.
..
...
....
.....

As you are all aware/conditioned

BE AWARE

Our Glorious Citizens voted 'Fleet' as their least favoured feat.

Who am I to contradict/suppress the masses?

Quote:

Fleet

You are faster than most.

Benefit: While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.

Special: You can take this feat multiple times. The effects stack.

*shakes fist*


Monkey shine gives a +4 bonus to AC. Against a stunned opponent only.


Stéphane Le Roux wrote:

Monkey shine gives a +4 bonus to AC. Against a stunned opponent only.

What's that from?


2 people marked this as FAQ candidate.
Marc Neufeld wrote:

The absolute worst feat I have ever seen in any d20 game has to be Elephant Stomp.

d20pfsrd wrote:

Elephant Stomp

You deliver a crushing blow to downed enemies.

Prerequisites: Str 13, Power Attack, Improved Overrun, base attack bonus +1.

Benefit: When you overrun an opponent and your maneuver check exceeds your opponent's CMD by 5 or more, instead of moving through your opponent's space and knocking her prone, you may stop in the space directly in front of the opponent (or the nearest adjacent space) and make one attack with an unarmed strike or a natural weapon against that opponent as an immediate action.

Normal: When your overrun maneuver check exceeds your opponent's CMD by 5 or more, you move through the target's space and she is knocked prone.

http://www.d20pfsrd.com/feats/combat-feats/elephant-stomp-combat

So, by taking this feat...upon winning a combat maneuver check that almost certainly cost your standard or full round (charge) action to use, since it's Overrun, you get the option to give up all the benefits you'd normally get for doing so in order to waste your immediate action to have a chance to hit it for damage. When you could have just attacked in the first place.

Yeah...at least the much-maligned 3E toughness actually gave you 3 hit points. It was a matter of opportunity cost, not taking something better. You weren't actually making yourself literally worse for using it.

I think the feat RAI was to knock prone AND make the attack (elaborating from the "delivering a crushing blow to downed enemies" part), but the way it's written it's indeed useless.


Umbral Reaver wrote:
What's that from?

Ultimate combat.

The feat allow you to go into the square of an opponent against whom you made a successful stunning fist. You gain +4 AC against that opponent. And when the "stun" condition ends, the opponent can go away using a 5-foot-step. Oh, you can do an AoO, but since you're a monk, you miss.


Stéphane Le Roux wrote:
Umbral Reaver wrote:
What's that from?

Ultimate combat.

The feat allow you to go into the square of an opponent against whom you made a successful stunning fist. You gain +4 AC against that opponent. And when the "stun" condition ends, the opponent can go away using a 5-foot-step. Oh, you can do an AoO, but since you're a monk, you miss.

Or a fatigued target, or sickened, or staggered, or blinded or deafened, or paralyzed...

Don't forget that Stunning Fist for a monk isn't just stun.


Talynonyx wrote:
Stéphane Le Roux wrote:
Umbral Reaver wrote:
What's that from?

Ultimate combat.

The feat allow you to go into the square of an opponent against whom you made a successful stunning fist. You gain +4 AC against that opponent. And when the "stun" condition ends, the opponent can go away using a 5-foot-step. Oh, you can do an AoO, but since you're a monk, you miss.

Or a fatigued target, or sickened, or staggered, or blinded or deafened, or paralyzed...

Don't forget that Stunning Fist for a monk isn't just stun.

So if you use your stunning fist for sicken or stagger or deafened they can attack that +4 AC. They can still 5 foot step out of your square though.

You can get +4 AC against opponents you have blinded with stunning fist. Sauce, but with that 50% miss chance the goose has already been cooked. Fleet is better. I might consider fleet on a combat patrol build.


Zmar wrote:
Marc Neufeld wrote:

The absolute worst feat I have ever seen in any d20 game has to be Elephant Stomp.

d20pfsrd wrote:

Elephant Stomp

You deliver a crushing blow to downed enemies.

Prerequisites: Str 13, Power Attack, Improved Overrun, base attack bonus +1.

Benefit: When you overrun an opponent and your maneuver check exceeds your opponent's CMD by 5 or more, instead of moving through your opponent's space and knocking her prone, you may stop in the space directly in front of the opponent (or the nearest adjacent space) and make one attack with an unarmed strike or a natural weapon against that opponent as an immediate action.

Normal: When your overrun maneuver check exceeds your opponent's CMD by 5 or more, you move through the target's space and she is knocked prone.

http://www.d20pfsrd.com/feats/combat-feats/elephant-stomp-combat

So, by taking this feat...upon winning a combat maneuver check that almost certainly cost your standard or full round (charge) action to use, since it's Overrun, you get the option to give up all the benefits you'd normally get for doing so in order to waste your immediate action to have a chance to hit it for damage. When you could have just attacked in the first place.

Yeah...at least the much-maligned 3E toughness actually gave you 3 hit points. It was a matter of opportunity cost, not taking something better. You weren't actually making yourself literally worse for using it.

I think the feat RAI was to knock prone AND make the attack (elaborating from the "delivering a crushing blow to downed enemies" part), but the way it's written it's indeed useless.

So basically, it is an overcomplicated and useless Greater Trip?


Talynonyx wrote:
Stéphane Le Roux wrote:
Umbral Reaver wrote:
What's that from?

Ultimate combat.

The feat allow you to go into the square of an opponent against whom you made a successful stunning fist. You gain +4 AC against that opponent. And when the "stun" condition ends, the opponent can go away using a 5-foot-step. Oh, you can do an AoO, but since you're a monk, you miss.

Or a fatigued target, or sickened, or staggered, or blinded or deafened, or paralyzed...

Oh yes, you also have +4 AC against a paralyzed opponent. Sounds much better.

@Atarlost: at least fleet doesn't have two feat as a pre-req. and in order to add insult to injury, one of the two feat is useless (it add some nice bonus to Climb, but since you must be level 8, who cares about climbing ?).

At least, those feat don't harm you (as opposed to death or glory or caustic slur).

Oh, and there's a feat named sling flail. If you take it, it allow you to use your sling as a flail, and it has a better effect if you don't take it: it allow you to do lame puns like "this feat is more useless than sling fail".


Cartigan wrote:
Zmar wrote:
Marc Neufeld wrote:

The absolute worst feat I have ever seen in any d20 game has to be Elephant Stomp.

d20pfsrd wrote:

Elephant Stomp

You deliver a crushing blow to downed enemies.

Prerequisites: Str 13, Power Attack, Improved Overrun, base attack bonus +1.

Benefit: When you overrun an opponent and your maneuver check exceeds your opponent's CMD by 5 or more, instead of moving through your opponent's space and knocking her prone, you may stop in the space directly in front of the opponent (or the nearest adjacent space) and make one attack with an unarmed strike or a natural weapon against that opponent as an immediate action.

Normal: When your overrun maneuver check exceeds your opponent's CMD by 5 or more, you move through the target's space and she is knocked prone.

http://www.d20pfsrd.com/feats/combat-feats/elephant-stomp-combat

So, by taking this feat...upon winning a combat maneuver check that almost certainly cost your standard or full round (charge) action to use, since it's Overrun, you get the option to give up all the benefits you'd normally get for doing so in order to waste your immediate action to have a chance to hit it for damage. When you could have just attacked in the first place.

Yeah...at least the much-maligned 3E toughness actually gave you 3 hit points. It was a matter of opportunity cost, not taking something better. You weren't actually making yourself literally worse for using it.

I think the feat RAI was to knock prone AND make the attack (elaborating from the "delivering a crushing blow to downed enemies" part), but the way it's written it's indeed useless.
So basically, it is an overcomplicated and useless Greater Trip?

Without expertise and thus intelligence requirements, so it could be given to mounts and beasts of war?


The crappiest feat award goes to Zoidberg! Yay for Zoidberg!


Toward Death or Glory feat... it could be interesting with death from massive damage rules, although large opponents generally tend to have a good fortitude save.


Pathfinder Rulebook Subscriber

3 pages and No mention of Monkey Lunge?

As a standard action, you can increase your reach by 5 ft, and avoid the -2 ac penalty of lunging.
oh, and it ends at the end of your turn, so you can't use it to give yourself more AoOs.
it requires Lunge and 1 rank in Acrobatics.

note that it is a Standard action, instead of as part of an Attack that Lunge is normally.
meaning you increase your reach, and then effectively end your turn, making you incapable of using that extended reach.

only use would be for quickened touch range spells, but Reach spell is much better and far less dangerous.

Silver Crusade

Pathfinder Adventure Path Subscriber
Karjak Rustscale wrote:

3 pages and No mention of Monkey Lunge?

As a standard action, you can increase your reach by 5 ft, and avoid the -2 ac penalty of lunging.
oh, and it ends at the end of your turn, so you can't use it to give yourself more AoOs.
it requires Lunge and 1 rank in Acrobatics.

note that it is a Standard action, instead of as part of an Attack that Lunge is normally.
meaning you increase your reach, and then effectively end your turn, making you incapable of using that extended reach.

only use would be for quickened touch range spells, but Reach spell is much better and far less dangerous.

The entire Feats chapter of Sargava: Lost Colony is quite craptastically bad.

*checks the authors*

Yeah...

RPG Superstar 2010 Top 32

Gorbacz wrote:

The entire Feats chapter of Sargava: Lost Colony is quite craptastically bad.

*checks the authors*

Yeah...

JD Wiker (of SW Saga fame) and Sean K. Reynolds, according to the Paizo.com description. I have no idea what the feats are like or who wrote them, though.

Completely unrelated, though, I found out while looking this up that JD Wiker is SKR's brother-in-law. Small world!

Silver Crusade

Pathfinder Adventure Path Subscriber
A Man In Black wrote:
Gorbacz wrote:

The entire Feats chapter of Sargava: Lost Colony is quite craptastically bad.

*checks the authors*

Yeah...

JD Wiker (of SW Saga fame) and Sean K. Reynolds, according to the Paizo.com description. I have no idea what the feats are like or who wrote them, though.

Completely unrelated, though, I found out while looking this up that JD Wiker is SKR's brother-in-law. Small world!

The above-mentioned Monkey Lunge and Elephant Stomp, also: Jaguar Pounce (if you charge or spring attack a flat-footed foe, your first attack counts as if having Improved Critical...yeah, really), Piranha Strike (best of the lot, Power Attack for light weapons), Rhino Charge (you can ready a charge), and some fluff-related equipment tricks.


Gorbacz wrote:
Karjak Rustscale wrote:

3 pages and No mention of Monkey Lunge?

As a standard action, you can increase your reach by 5 ft, and avoid the -2 ac penalty of lunging.
oh, and it ends at the end of your turn, so you can't use it to give yourself more AoOs.
it requires Lunge and 1 rank in Acrobatics.

note that it is a Standard action, instead of as part of an Attack that Lunge is normally.
meaning you increase your reach, and then effectively end your turn, making you incapable of using that extended reach.

only use would be for quickened touch range spells, but Reach spell is much better and far less dangerous.

The entire Feats chapter of Sargava: Lost Colony is quite craptastically bad.

*checks the authors*

Yeah...

Rhino Charge is quite good, actually.


Yeah, even if Rhino Charge only allowed a 'partial Charge,' I know some of my players would give it a serious look (I'm not sure it's a must-have, though). They're always trying to do this, and I have to keep telling them 'Not in Pathfinder.'

Jaguar Pounce looks like a serious contender for crappiest feat, though.


Quote:
Completely unrelated, though, I found out while looking this up that JD Wiker is SKR's brother-in-law. Small world!

Or nepotism :D

RPG Superstar 2010 Top 32

Patrick Kropp wrote:
Or nepotism :D

That's not cool even if it is a joke.

Silver Crusade

Pathfinder Adventure Path Subscriber

Ah, I stand corrected: Rhino Charge isn't that bad, all the time I thought you can ready a "lite" charge, but it seems that Charge Lite can be used only if something prevents you from taking a full round action.

So yes, it's not that bad. However...it's not as good as Combat Patrol :)


Sharp Senses:

Gain a +2 to perception checks! Not like Skill Focus isn't superior in every way or anything with its +3 bonus which later turns into a +6. Or Alertness with its +2 bonus that later turns into a +4. AND affects another skill.


EWHM wrote:
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.

Are you sure that the important thing is not 'run faster and longer than the slowest of your buddies?'

SCNR

101 to 150 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.