
Draznar |

In a similar vein as the thread
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/general/andTheCrappiestFeatAwardGoesTo
but reversed and more positive. What are some of your favorite feats? Stuff that's almost always useful / fun ^_^b
I really enjoy the Dazzling Display line, especially for Bards.

Dragonsong |

The arcane armor training feats (although it should be one and scale with caster level)
A lot of the bluff/ intiimdate feats are really solid
I personally like Shield of Swings as a lot of the folks I play with like to make more Face characters I can make a big damage dealer and then cut the damage down to make folks (players and GM) feel less like its an arms race i become more survivable and the GM doesn't have to throw a super homebrew baddie at me to be a challenge.

Dragonsong |

I like the spell penetration feats. They're almost mandatory for offensive casters at mid-high level
That to me almost means that SR needs to be retooled. A feat should fit a concept not be required to do your job OR they should be included in the casters class progression. Like the armor and weapon proficiencies are.
+1 on breadth Cheapy.

Poor Wandering One |

They may not be the most effective but I like gang up and Desperate battler. They are flavorful enough to build a character around. The team oriented pally with Gang up forming a shield wall or a nimble thief with gang up dancing from target to target adding that reeded third persion and stabbing away. Or the stoic monk leaping behind the enemies lines and desperately battling far from friendly faces.
That sort of thing anyway.

WPharolin |

Stunning Fist or any other feat that grants you Y rather than modify X. New abilities and versatility are always more interesting than a numerical bonus to something.
Command Undead, Riptide Attack or any feat that modifies the way your previous options function by allowing them to do something brand new and not just granting a numeric bonus or additional time per day.

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I haven't had a chance to try it out yet, but Second Chance seems like it would be great:
Quick reflexes turn missed strikes into second chances.
Prerequisites: Int 13, Combat Expertise, base attack bonus +6.
Benefit: When making a full attack, if you miss on your first attack, you can forgo making any other attacks for the rest of your turn to reroll that attack at your highest base attack bonus.
I plan to take this at 6th for my PFS fighter, who already uses CE, ImpDsrm, and ImpTrip. Sounds like it would be pretty good, no?

umbralatro |

haven't had a chance to try it out yet, but Second Chance seems like it would be great
I'll be taking it too pretty soon here, and likewise I think it looks pretty good.
An old standby-->Improved Initiative
+1
Depending on the style of character, I love Stand Still (obviously better with other things on top of it though)

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An old standby-->Improved Initiative.
Going first can win the fight, and it is the only feat that I can think of that I consider taking, no matter what the build is.
I must admit, I've had the opposite experience.
I can't think of any fight I've been in where going first meant the difference between success and failure. As a result, Improved Initiative looks like a complete trap to me, despite seeing so many people swear by it.
For me, I think that Skill Focus, Extra Hex, Extra Revelation, and Lingering Performance are huge--for the right class, of course.

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wraithstrike wrote:An old standby-->Improved Initiative.
Going first can win the fight, and it is the only feat that I can think of that I consider taking, no matter what the build is.
I must admit, I've had the opposite experience.
I can't think of any fight I've been in where going first meant the difference between success and failure. As a result, Improved Initiative looks like a complete trap to me, despite seeing so many people swear by it.
What people have suggested to me (and it seems reasonable) is that ImpInit is good if it's used to help your initiative be insane (and if that's useful for your character), but if it would only take your init from "bad" to "mediocre" then it's not worth it.
For example, a rogue (who gets sneak attack against flat-footed targets) with +3 or +4 from DEX, and another +2 from a trait, might consider taking ImpInit to take the total to +9 or +10 so he can win initiative a lot and shiv people while their pants are down. Alternatively, a fighter with +1 or +2 from DEX and move speed of 20ft isn't going to gain nearly as much from upping his initiative to +5.
But anyway, what are YOUR favorite feats? :)

wraithstrike |

Jiggy wrote:haven't had a chance to try it out yet, but Second Chance seems like it would be greatI'll be taking it too pretty soon here, and likewise I think it looks pretty good.
wraithstrike wrote:An old standby-->Improved Initiative+1
Depending on the style of character, I love Stand Still (obviously better with other things on top of it though)
I don't like Standstill because you can only attack adjacent squares with it. I was hoping UC would provide an improved version.

wraithstrike |

wraithstrike wrote:An old standby-->Improved Initiative.
Going first can win the fight, and it is the only feat that I can think of that I consider taking, no matter what the build is.
I must admit, I've had the opposite experience.
I can't think of any fight I've been in where going first meant the difference between success and failure. As a result, Improved Initiative looks like a complete trap to me, despite seeing so many people swear by it.
For me, I think that Skill Focus, Extra Hex, Extra Revelation, and Lingering Performance are huge--for the right class, of course.
My group completely changes a fight if they get to go first. I am guessing it is a playstyle difference.
If I go into specifics thought, to get back on course.
Two handed fighter type-Power Attack
Bow-Manyshot
TWF-TWF Feat Tree
Casters-Combat Casting:It drops off at later levels, but at low levels it is good to have
I like Iron Will also.

Serisan |

wraithstrike wrote:An old standby-->Improved Initiative.
Going first can win the fight, and it is the only feat that I can think of that I consider taking, no matter what the build is.
I must admit, I've had the opposite experience.
I can't think of any fight I've been in where going first meant the difference between success and failure. As a result, Improved Initiative looks like a complete trap to me, despite seeing so many people swear by it.
For me, I think that Skill Focus, Extra Hex, Extra Revelation, and Lingering Performance are huge--for the right class, of course.
I'm playing a Witch currently and I have +8 initiative. It's rare that I'm not first in combat and, as a result, I either have hexed something to sleep or I have done something to dramatically alter combat, like Silent Image. Improved Initiative has been absolutely amazing for the character. The shame of it is that the feat is very strong for casters, not so much for melee, as casters are more likely to have big impacts with their actions.

Ravingdork |
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Spell Perfection: I've never seen a single feat be interesting, perfectly balanced at high levels, AND make blaster builds viable while also making other caster builds more fun as well. This feat single-handedly fixes a lot of problems.
Preferred Spell: Spontaneously cast my favorite spells with few prerequisites and can apply metamagic without increasing casting time? YES PLEASE!
Spell Specialization line[/b]:[/b] For those of us who just love having a high caster level and the ability to spontaneously cast our favorite spells. The ability to upgrade spell choices as one advances is absolutely outstanding!

Mortagon |

Power attack, No melee character should be without this feat
Deadly aim, a must have for anyone considering doing decent damage with ranged attacks
Crane style line of feats, Haven't tried them yet but they look awesome and the concept is great
Dervish dance, A feat that makes a finesse build viable. To bad it's limited to scimitars
Quicken spell, A must have for high level spellcasters, the ability to cast two spells every turn is amazing
Cosmopolitan, Great for expanding your characters skill base
Bodyguard, I just love the idea of jumping in front of someone to save them
Dazzling display, Almost guaranteed debuff on multiple foes

EWHM |
Spell Perfection: I've never seen a single feat be interesting, perfectly balanced at high levels, AND make blaster builds viable while also making other caster builds more fun as well. This feat single-handedly fixes a lot of problems.
Preferred Spell: Spontaneously cast my favorite spells with few prerequisites and can apply metamagic without increasing casting time? YES PLEASE!
Spell Specialization line[/b]:[/b] For those of us who just love having a high caster level and the ability to spontaneously cast our favorite spells. The ability to upgrade spell choices as one advances is absolutely outstanding!
I haven't started allowing APG stuff in my games yet, but spell perfection is one that I might allow ONLY to blasters. I've seen it used with spells like flesh to stone and it is pretty sick.

OberonViking |

I'm enjoying Reach Weapons with Lunge. A lot. At last they enemy can't simply 5' step past my longspear, and it only requires one feat and a cheap weapon, a great level 1 starter.
Add to this Combat Reflexes, Stand Still, and Leadership where your cohort also has these feats and you have built yourself a Wall.
(Well, really you want a third as back up, but the rest of the party is usually happy to help, especially the spellcasters who now have something about 50' wide to hide behind.)

Ravingdork |

At last they enemy can't simply 5' step past my longspear, and it only requires one feat and a cheap weapon, a great level 1 starter.
Why couldn't they? Lunge ONLY works on YOUR turn. On their turn, you have normal reach. Also, how on earth are you getting lunge before 6th-level? There's a base attack bonus requirement.

LovesTha |
OberonViking wrote:At last they enemy can't simply 5' step past my longspear, and it only requires one feat and a cheap weapon, a great level 1 starter.Why couldn't they? Lunge ONLY works on YOUR turn. On their turn, you have normal reach. Also, how on earth are you getting lunge before 6th-level? There's a base attack bonus requirement.
Also lmk how the Level 1 starter has +6BAB :)

Anburaid |

Power attack/deadly aim, toughness, arcane strike, dodge, combat reflexes ...
I think that working towards combat patrol is neat as most of those feats are pretty nice (mobility is a little less so now). But combat patrol means you can turn combat reflexes into an almost offensive stance and make all your attacks at your highest attack bonus. It's almost like an improved whirlwind attack.

OberonViking |

OberonViking wrote:At last they enemy can't simply 5' step past my longspear, and it only requires one feat and a cheap weapon, a great level 1 starter.Why couldn't they? Lunge ONLY works on YOUR turn. On their turn, you have normal reach. Also, how on earth are you getting lunge before 6th-level? There's a base attack bonus requirement.
Whoops, such a small thing to forget about. I've been creating higher level NPCs for my campaign.
Wouldn't that leave them 15' at the start of their turn? having to move through your threatened square, so I at least get an AoO, and it makes them think twice about moving in to attack me. And when you have two of these fighters side by side with their reach overlapping. Throw in Guisarmes and Improved Trip you can have a lot of fun.

Captain Riley |

Combat Patrol is terrifying with a AoO build
As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal.

chaoseffect |

Dirty Trick Master is without a doubt my favorite feat and one that has potential to be one of the strongest in the game I think. Runner up favorite is Destroy Identity, both for coming online two levels before Staggering Critical, but for also letting me cut someone so bad their very essence wishes I hadn't cut them so bad.

Waterhammer |

Dodge. Good for anyone.
Precise shot. You a ranged type, or a spell-caster who likes to use ray spells? You need this.
I've actually been enjoying the alertness feat. I made a cleric character with the feat. Her sense motive score is really high, and her perception score is not too bad either.
I did a 1st level half-elf fighter character and with alertness, his perception score is +6. That's without spending any skill points whatsoever.
Improved initiative is not bad, but there are traits that can boost your initiative, and it's better to avoid being surprised if you can...

Artemis Moonstar |

I like lots of feats depending on what I'm playing.
Deathless Initiate and Deathless Master are fun (I find Zealot rather useless, but maybe my foes just aren't lucky). Stack on an Orc Fighter, and you're gold.
I have also really come to enjoy the Vital strike Chain. I know it gets a lot of flak for being a "useless" feat, but after a bit of thinking... You basically get most of a full attack when you have to take a move. You get the extra weapon damage at the same time as your extra attacks (as a fighter's bonus feats anyways), you just miss out on multiplying the modifiers.... Very fun when you're playing a tiefling with Oversized Limbs, with an Impact enhancement earth breaker... 2d6 > 3d6 > 4d6, as I recall (oversized limb tiefling + earth breaker part of this credit goes to my GF who pointed it out to me :p).
False Focus. Always fun...