Worst feat ever


Pathfinder First Edition General Discussion

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Ssalarn wrote:
Nicos tried to point it out, but did anyone notice that today's FAQ for Ultimate Combat makes Prone Shooter halve the penalty vs. melee attacks while prone while adding +2 to the AC bonus vs. ranged attacks?

I think Ilja did.


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Ilja wrote:
Ashiel wrote:
I'm even more fond of animating the dead as a Paladin. Do not put the innocent in harms way when the bodies of the guilty serve just as well. ;)
Paladin/Juju oracle? Sounds quite viable.

Unsanctioned Knowledge lets paladins get animate dead as a third level spell off the cleric spell list. :D


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Ilja wrote:
Ashiel wrote:
Sir Ophiuchus wrote:
Ilja wrote:


Well, it CAN be used and is AFAIK the only way for a paladin to raise the dead (note that another character can move the corpse to the paladin between one dying and the paladin acting, and there's other ways at high levels such as dimension dooring the paladin in).

It's highly circumstantial and not a great feat, but not in the same league as the others in this thread.

To raise the dead as a paladin, use Ultimate Mercy.
I'm even more fond of animating the dead as a Paladin. Do not put the innocent in harms way when the bodies of the guilty serve just as well. ;)
Paladin/Juju oracle? Sounds quite viable.

Could work. A strait Paladin can acquire and cast animate dead via Unsanctioned Knowledge, and alignment descriptors on spells do not make casting those spells an aligned act (even PFS agrees with this). So a Paladin can cast animate dead using his Paladin spells at his Paladin caster level and animate undead to act in the service of good. An example of this would be to cast animate dead on the remains of the orcish scouting party before the horde comes the following day, allowing you to arm a village with additional defenses against the marauders.

The Paladin of Wee Jass clutched her holy symbol upon her neck, and kneeled before the bodies of the fallen. She closed their eyes and spoke the funeral rites of the ruby queen. "Souls of the fallen, pass from this world into the land of the gods, that trivial things like flesh give way to new beginnings free of want." the Paladin said praying for the safe passage into the afterlife for the very enemies who sought to kill not minutes past. Her comrades were too busy speaking amongst themselves to pay too much attention to her ministrations.

After the rites were complete she laid her hand and holy symbol upon them. "Red queen of magic and death, guard the souls of the past, and lend me your strength to protect those that yet live. Give me the wisdom to guide your power in this world to do what is needed." the Paladin continued. She placed her hand on each corpse, instilling a false mind like that of an automaton, and the bones and bodies began to move, rising up from the ground, clamoring to their feet with axes, mail, and bow in tow. The once lifeless husks risen up to do battle once again in service to the witch goddess and her page.

"We have precious little time my friends." the Paladin said to her allies. "The goddess provides us re-enforcements. We shall place them in cloaks and I shall ride out with them to meet the horde. We now have the advantage." the Paladin said kissing the holy symbol of his goddess.

"But Saffron, how is it that you figure we have the advantage? Even with your goddess's creepy magics there's only thirty of those and you. You can't take the horde yourself. Are you mad?" the party's rogue stammered, tapping her foot in the snow. "No...not mad. Brilliant!" the wizard remarked as he looked upon the path the horde would be coming from. Between two great hills covered in rock, ice, and snow. "We shall cause an avalanche while you and yours are holding the line!" the wizard said stroking his chin with a grin.

"But that's suicide!" the Ranger exclaims. "Everyone in the basin will be swept away, including our own men!" he added. The Paladin turned her gaze to the Ranger. "Our men are already dead. Keep the town guard back and fire upon any orc that escapes the flood of rocks and snow. I will make sure I get out of the path. I've survived worse." the Paladin explained. "Better we take this shot than to let the horde have a go at the people of this village who still have lives yet to live."

The Ranger pondered, looking at the thirty something undead orcs. "Eh...I guess that is a good plan. I shall ride out with you. I have several scrolls that would come in handy should we find ourselves about to be pinned beneath the snow." the Ranger remarked, saddling up his white horse Solstice. The Paladin nodded. "Come then, we will need to prepare, and to rest, and to pray." she said, shouldering her scythe and leading her soldiers to their positions.


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Aratrok wrote:
Ilja wrote:
Ashiel wrote:
I'm even more fond of animating the dead as a Paladin. Do not put the innocent in harms way when the bodies of the guilty serve just as well. ;)
Paladin/Juju oracle? Sounds quite viable.
Unsanctioned Knowledge lets paladins get animate dead as a third level spell off the cleric spell list. :D

The school Aratrok attended in highschool. ;)


So we now only have monkey lunge and elephant stomp as the worst feats.


Ashiel wrote:
Aratrok wrote:
Unsanctioned Knowledge lets paladins get animate dead as a third level spell off the cleric spell list. :D
The school Aratrok attended in highschool. ;)

I don't play rogues anymore. I should try ninjas. :P


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Ashiel wrote:
Could work. A strait Paladin can acquire and cast animate dead via Unsanctioned Knowledge, and alignment descriptors on spells do not make casting those spells an aligned act (even PFS agrees with this).

Hey, don't go there. You know casting a spell with the evil description is an evil action and PFS's houserules are irrelevant. You've had the LEAD DESIGNER tell you explicitly that it is, and you think what PFS houserules is more relevant?

That's along the lines of "nothing says you can't act when you're dead".

Also: Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.


I would like to nominate spellbreaker.

At higher level casters do not tend to fail their concentration checks so the feat is wasted, but that is not the biggest problem I have with the feat.
Spellbreaker is a feat tax for the very cool feats teleport tactician and ray shield and shatterspell.


Nicos wrote:


At higher level casters do not tend to fail their concentration checks so the feat is wasted, but that is not the biggest problem I have with the feat.

This might be true for some very high-level, optimized SAD casters. Note that since 3.5, the DC to cast defensively has increased by Spell Level and the bonus to concentration is far lower than it used to be. When you get this feat, enemy casters might be around 13th level, casting 7th level spells. The DC for a 7th level spell near a character with disruptive is 33, and they have +13+Mod+Misc on it. Many opponents will have around +20 or so, giving them a fair chance to fail. Few will have above +26 even with combat casting. Even at higher levels, say level 17 when the 9th level spells enter, the DC is 36 and the bonus to the roll is something like +25 to +30 for a decently optimized SAD full caster.

Now, if the enemy isn't a wizard, but something like a combat cleric, a druid, a magus, or why not a dragon? The chance increase by a LOT.

Spellbreaker seems like a fairly good feat.


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Ilja wrote:
Ashiel wrote:
Could work. A strait Paladin can acquire and cast animate dead via Unsanctioned Knowledge, and alignment descriptors on spells do not make casting those spells an aligned act (even PFS agrees with this).
Hey, don't go there. You know casting a spell with the evil description is an evil action and PFS's houserules are irrelevant. You've had the LEAD DESIGNER tell you explicitly that it is, and you think what PFS houserules is more relevant?

Whose houserules you're using is irrelevant. Paladins can get Animate Dead on their spell list, and unless you prescribe to said lead designer's house rule that using [Evil] spells is an evil act, said paladin can cast the spell.

If you'd like to start another circular argument about this topic, you can go start another thread. This one isn't dead yet.


Aratrok wrote:
Ilja wrote:
Ashiel wrote:
Could work. A strait Paladin can acquire and cast animate dead via Unsanctioned Knowledge, and alignment descriptors on spells do not make casting those spells an aligned act (even PFS agrees with this).
Hey, don't go there. You know casting a spell with the evil description is an evil action and PFS's houserules are irrelevant. You've had the LEAD DESIGNER tell you explicitly that it is, and you think what PFS houserules is more relevant?

Whose houserules you're using is irrelevant. Paladins can get Animate Dead on their spell list, and unless you prescribe to said lead designer's house rule that using [Evil] spells is an evil act, said paladin can cast the spell.

If you'd like to start another circular argument about this topic, you can go start another thread. This one isn't dead yet.

I think its safe to assume Paladins conform to the Cleric alignment restriction on casting spells, er go you can get it your list but you can't cast it.


Aratrok wrote:
Ilja wrote:
Ashiel wrote:
Could work. A strait Paladin can acquire and cast animate dead via Unsanctioned Knowledge, and alignment descriptors on spells do not make casting those spells an aligned act (even PFS agrees with this).
Hey, don't go there. You know casting a spell with the evil description is an evil action and PFS's houserules are irrelevant. You've had the LEAD DESIGNER tell you explicitly that it is, and you think what PFS houserules is more relevant?

Whose houserules you're using is irrelevant. Paladins can get Animate Dead on their spell list, and unless you prescribe to said lead designer's house rule that using [Evil] spells is an evil act, said paladin can cast the spell.

If you'd like to start another circular argument about this topic, you can go start another thread. This one isn't dead yet.

I think is safe to say that the paladin can cast the spell.

It would be perfectly reasonable tfor any DM to make th epaladin fall for casting it though.


Ilja wrote:

This might be true for some very high-level, optimized SAD casters. Note that since 3.5, the DC to cast defensively has increased by Spell Level and the bonus to concentration is far lower than it used to be. When you get this feat, enemy casters might be around 13th level, casting 7th level spells. The DC for a 7th level spell near a character with disruptive is 33, and they have +13+Mod+Misc on it. Many opponents will have around +20 or so, giving them a fair chance to fail. Few will have above +26 even with combat casting. Even at higher levels, say level 17 when the 9th level spells enter, the DC is 36 and the bonus to the roll is something like +25 to +30 for a decently optimized SAD full caster.

Now, if the enemy isn't a wizard, but something like a combat cleric, a druid, a magus, or why not a dragon? The chance increase by a LOT.

Spellbreaker seems like a fairly good feat.

Umm...no.

At low levels, when Concentration was also not guaranteed in 3E, PF certainly made it slightly (slightly) harder. But it is no harder at all at higher levels. You no longer get the +3 from ranks/class skill bonus, but...you're also no longer paying for it, either. And you're using your casting stat, instead of con (a 2ndary or tertiary stat) to modify it, which could easily be worth a +3 difference at level 1 on its own.

Consider: In 3E, not a single core race boosted a mental stat (some of the monster manual variants did, though iirc you had to pay for it with -2 Con as an Elf). In PF, ANYONE can get any mental stat +2 if they want it, just by being human.

So, level 1 caster is looking at 1 CL and +5 casting stat mod. By level 5, that's a +6 ability mod (+2 item), by 8, a +7 (2 level up points), etc... By the teens, the caster has an orange iuon stone for +1 CL, and at least a +4 item for his casting stat if not a +6.

So, at level 13, the earliest the guy can even use 7th level spells, he has a Concentration modifier of +22 (CL 14 +8 stat), +24 if he has the trait for +2, which...really isn't that hard to obtain. You say the DC is 33, so yeah, he fails on an 8 or below, still a decent failure chance.

On his highest level spell, that he can only cast at most 3 times per day at that point. His 6th level spell is passing on a 6+, his 5th on a 4+, his 4th on a 2+, anything lower is automatic. If he had a +6 item by 13th level, which is totally possible, then he auto-passes anything of level 4 or lower.

I really don't know what the point of only looking at the caster's highest possible spell level at the bare minimum level he can cast it is, though. Your fighter gets in my 13th level wizard's face, my wizard's perfectly fine using his 3rd level Suggestion to auto-succed cast defensively and suggest your fighter goes off to build a snowman.


And having said all that.... while Spellbreaker is a poor feat, it is no where near as bad as most of the other feats in this thread.


^ Schrodinger's Wizard.

Grand Lodge

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Pathfinder Adventure, Rulebook, Starfinder Adventure Path Subscriber

What is Schrondinger's about 'my wizard can defensively cast his lower level spells, of which he has many more than his higher level spells, without the possibility of failure'?


I think it's more that StreamoftheSky seems to be using the best possible wizard for this situation as an example.

I'm with Ilja on this one. Let's look at a non-optimised (but still fairly good) character for a second.

For this example, I'm playing a 13th-level wizard who started with an Int of 16, because we used point buy and I wanted to have a decent Con as well. (Edit: I missed your point about being human. Fair enough, if he's human or elf he starts with an Int of 18: increase all success rates listed by 5%. It's still nontrivial.). In my game, we're not playing with the optional rule of traits. I increased my Int at 4th, 8th and 12th level (base 19 now), and have a +6 Intelligence item (I have 140k wealth by level, getting the best stat-increase item is a no-brainer). I also spread out my money on my cloak of resistance and other important buys, so I don't buy an ioun stone to raise my caster level, because I have other priorities (30k gold is a LOT, even at this level - over 20% of my entire WBL). I don't have Combat Casting, because I figure I'll go out of my way to avoid melee, and I have a lot of metamagic feats I want to take.

My concentration check is CL 13 + 7 Int mod = +20.

The DCs for casting defensively by someone with Disruptive, and my corresponding success rates, are:

Level 1 Spells: 15 + 2 + 4 = 21. Cast 100% of the time.
Level 2 Spells: 15 + 4 + 4 = 23. Cast 90% of the time.
Level 3 Spells: 15 + 6 + 4 = 25. Cast 80% of the time.
Level 4 Spells: 15 + 8 + 4 = 27. Cast 70% of the time.
Level 5 Spells: 15 + 10 + 4 = 29. Cast 60% of the time.
Level 6 Spells: 15 + 12 + 4 = 31. Cast 50% of the time.
Level 7 Spells: 15 + 14 + 4 = 33. Cast 40% of the time.

That's actually a pretty harsh failure rate. Even casting that suggestion isn't guaranteed. This wizard might be in trouble.

Combat Casting increases the success chances by a flat 20%, which makes success and overall survival much more likely. Which is as it should be. If I've spent a feat to protect myself from these sorts of situations, then it should benefit me. It's still not a guaranteed thing. Overall, honestly it looks like Disruptive should scare any full caster who didn't max out his chances on concentration checks at least a bit. If they're not a full caster ... owch.


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Funky Badger wrote:


Whose houserules you're using is irrelevant. Paladins can get Animate Dead on their spell list, and unless you prescribe to said lead designer's house rule that using [Evil] spells is an evil act, said paladin can cast the spell.

It's not a dev houserule, it's a clarification on the rules _as written_ with a reference to where in the books it's stated.

SKR's clarification in the Rules Questions forum. It is part of RAW and SKR tells you where to find it.
There is also a comment by Jason Bulmahn directly to Ashiel (or if it was that Ashiel commented directly to Bulmahn afterwards) that state the same thing but I can't seem to find it for some reason. I had it before me when I posted last time on this.

Some more comments by others:
James Jacobs on it
James Jacobs on it again

Quote:
This one isn't dead yet.

Yes it is, it's stone dead, it's just that Ashiel has a tendency to forget certain rules sometimes (the same rules several times over interestingly).

Quote:
I think its safe to assume Paladins conform to the Cleric alignment restriction on casting spells, er go you can get it your list but you can't cast it.

By RAW, they can cast them, but they instantly fall when they do.

Quote:

Umm...no.

At low levels, when Concentration was also not guaranteed in 3E, PF certainly made it slightly (slightly) harder. But it is no harder at all at higher levels. You no longer get the +3 from ranks/class skill bonus, but...you're also no longer paying for it, either. And you're using your casting stat, instead of con (a 2ndary or tertiary stat) to modify it, which could easily be worth a +3 difference at level 1 on its own.

Consider: In 3E, not a single core race boosted a mental stat (some of the monster manual variants did, though iirc you had to pay for it with -2 Con as an Elf). In PF, ANYONE can get any mental stat +2 if they want it, just by being human.

So, level 1 caster is looking at 1 CL and +5 casting stat mod. By level 5, that's a +6 ability mod (+2 item), by 8, a +7 (2 level up points), etc... By the teens, the caster has an orange iuon stone for +1 CL, and at least a +4 item for his casting stat if not a +6.

So, at level 13, the earliest the guy can even use 7th level spells, he has a Concentration modifier of +22 (CL 14 +8 stat), +24 if he has the trait for +2, which...really isn't that hard to obtain. You say the DC is 33, so yeah, he fails on an 8 or below, still a decent failure chance.

On his highest level spell, that he can only cast at most 3 times per day at that point. His 6th level spell is passing on a 6+, his 5th on a 4+, his 4th on a 2+, anything lower is automatic. If he had a +6 item by 13th level, which is totally possible, then he auto-passes anything of level 4 or lower.

I really don't know what the point of only looking at the caster's highest possible spell level at the bare minimum level he can cast it is, though. Your fighter gets in my 13th level wizard's face, my wizard's perfectly fine using his 3rd level Suggestion to auto-succed cast defensively and suggest your fighter goes off to build a snowman.

Sooo... Dropping a 13th level wizard to cast 3rd level spells is NOT good use of a feat? I think it's an excellent use, especially when that wizard has gone out of it's way to boost concentration checks including skipping a spell focus or similar feat as well as skipping magical lineage which is a fantastic trait. Unless you can spontaneously metamagic it up, it'll be quite easy for the fighter to beat the save too. Even for a fighter.

As I said, an optimized, SAD caster will have a decent chance at doing it. How about the combat-focused cleric that starts out with a 16 Wis and need strength boosters as well? Or how about a CR17 [http://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/chromatic-red/red-dragon-old]Old Red Dragon

? Or a magus?

Saying "concentration is easy" and taking a character that is optimized for concentration checks is kinda cheesy. And compare it to 3.5:
The DC is 22 rather than 33.
The bonus to check is something like +16 (skill) + 4 (con) + 10 (third eye concentrate) and if we're going with an invested feat +4 from combat casting = +34 instead of +22 (with less investment too, no traits). There's also the tunic that gives +5 concentration but I can't remember if it takes a slot or not.

So yeah. It's become far harder.


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My candidate for the worst feat ever is Helpless Prisoner.

You thought Strike Back was bad for locking an intuitive option behind a feat? Well, thanks to this little gem, it now takes a feat to bluff a guard into loosening your bonds just a bit in order to get a circumstantial bonus on Escape Artist! And apparently only Gnomes can employ this sort of arcane trickery.

To add insult to injury, it lets the GM arbitrarily screw with you by declaring the guard a cruel sadist, in which case your action actually penalizes your EA roll.

I hate this feat so very much. It's bad game design at it's finest.


Skill Focus (Basket Weaving)


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amorangias wrote:

My candidate for the worst feat ever is Helpless Prisoner.

You thought Strike Back was bad for locking an intuitive option behind a feat? Well, thanks to this little gem, it now takes a feat to bluff a guard into loosening your bonds just a bit in order to get a circumstantial bonus on Escape Artist! And apparently only Gnomes can employ this sort of arcane trickery.

To add insult to injury, it lets the GM arbitrarily screw with you by declaring the guard a cruel sadist, in which case your action actually penalizes your EA roll.

I hate this feat so very much. It's bad game design at it's finest.

u.u


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Noone has metioned Caustic Slur yet? It is actively worse than Monkey Lunge and Elephant Trample because not only are you losing a standard action, you are using it to make your opponents stronger. Now that prone shooting is out of the equation I think it takes the cake.


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Blakmane wrote:
Noone has metioned Caustic Slur yet? It is actively worse than Monkey Lunge and Elephant Trample because not only are you losing a standard action, you are using it to make your opponents stronger. Now that prone shooting is out of the equation I think it takes the cake.

I can see the use. It's not the best way to cause a penalty, but hey: Penalty.

Also if your one of those builds, that extra damage might not matter if they can't even hit you.


Giving all favoured enemies within 60 feet a free feat can hardly be called a penalty. On top of this, by using up your standard action you are effectively giving your opponents a free turn. So they get a -1 to hit but now get to attack you twice for the price of one, (and each attack is more damaging). Regardless, your opponents are not obliged to attack you if the -1 to hit/+ damage could somehow be an issue in the first place.

And that's assuming it even succeeds.


Any reason you couldn't use Caustic Slur on your allies?


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Bearded Ben wrote:
Any reason you couldn't use Caustic Slur on your allies?

And give them penalties to attacking you, and extra damage when they do?

I'm sure you could, but I'm struggling to find a reason for it.


Technically it does affect your allies as well, if they are your favoured enemy type. However, they only get the free power attack if they attack you.


Sir Ophiuchus wrote:
Bearded Ben wrote:
Any reason you couldn't use Caustic Slur on your allies?

And give them penalties to attacking you, and extra damage when they do?

I'm sure you could, but I'm struggling to find a reason for it.

Use Bluff and make your allies think XXX said it instead.

Dude, that guy just said you Mom activates a charge of his Enlarge Metamagic Rod! You gonna take that?


Tels wrote:
^ Schrodinger's Wizard.

Because why on earth would a wizard prepare Suggestion? It's totally not versatile at all, nor is it any good.

Hold Person?

Color Spray?

Charm Person?

Invisibility?

How many more valid low level spells that the wizard could auto-successfully cast to escape the situation do I need to list before my point stops becoming a maybe-dead cat in a box?


StreamOfTheSky wrote:
Tels wrote:
^ Schrodinger's Wizard.

Because why on earth would a wizard prepare Suggestion? It's totally not versatile at all, nor is it any good.

Hold Person?

Color Spray?

Charm Person?

Invisibility?

How many more valid low level spells that the wizard could auto-successfully cast to escape the situation do I need to list before my point stops becoming a maybe-dead cat in a box?

I should have been more clear. It was merely a warning that comments like yours was basically how every Schrodinger X argument starts. You built a Wizard that maxed out concentration checks, which means, inevitably someone is going to build a character to make you auto-fail those concentration checks. Then it becomes a Wizard vs AM BARBARIAN thread. I was hoping that by mentioning Schrodinger's Wizard, I could head that argument off before it starts.


Blakmane wrote:
Noone has metioned Caustic Slur yet? It is actively worse than Monkey Lunge and Elephant Trample because not only are you losing a standard action, you are using it to make your opponents stronger. Now that prone shooting is out of the equation I think it takes the cake.

Ouch, that sucks.

Another completely useless feat from Gnomes of Golarion, btw.


Kitsune Knight wrote:

Prone Shooter

At least Monky Lunge eliminates a penalty that actually exists.

They changed the feat.

Liberty's Edge

RE: Prone Shooter (yes, I know it's been FAQed) ...

The first thing I noticed was that the feat entry doesn't have the Normal line. I have to think that if that feat had included the Normal line, whoever edited it into stupidity wouldn't have done so.

On the other hand, Normal didn't save Elephant Stomp.

On the other other hand, Elephant Stomp isn't in a hardcover. (I'm not even sure if I own Sargava (but I probably do).)


Tels wrote:
StreamOfTheSky wrote:
Tels wrote:
^ Schrodinger's Wizard.

Because why on earth would a wizard prepare Suggestion? It's totally not versatile at all, nor is it any good.

Hold Person?

Color Spray?

Charm Person?

Invisibility?

How many more valid low level spells that the wizard could auto-successfully cast to escape the situation do I need to list before my point stops becoming a maybe-dead cat in a box?

I should have been more clear. It was merely a warning that comments like yours was basically how every Schrodinger X argument starts. You built a Wizard that maxed out concentration checks, which means, inevitably someone is going to build a character to make you auto-fail those concentration checks. Then it becomes a Wizard vs AM BARBARIAN thread. I was hoping that by mentioning Schrodinger's Wizard, I could head that argument off before it starts.

Fair enough. But the only thing my example wizard did to buff concentration was take a trait. Boosting CL and casting stat is....sort of something he's enticed to do anyway.


StreamOfTheSky wrote:
Tels wrote:
StreamOfTheSky wrote:
Tels wrote:
^ Schrodinger's Wizard.

Because why on earth would a wizard prepare Suggestion? It's totally not versatile at all, nor is it any good.

Hold Person?

Color Spray?

Charm Person?

Invisibility?

How many more valid low level spells that the wizard could auto-successfully cast to escape the situation do I need to list before my point stops becoming a maybe-dead cat in a box?

I should have been more clear. It was merely a warning that comments like yours was basically how every Schrodinger X argument starts. You built a Wizard that maxed out concentration checks, which means, inevitably someone is going to build a character to make you auto-fail those concentration checks. Then it becomes a Wizard vs AM BARBARIAN thread. I was hoping that by mentioning Schrodinger's Wizard, I could head that argument off before it starts.
Fair enough. But the only thing my example wizard did to buff concentration was take a trait. Boosting CL and casting stat is....sort of something he's enticed to do anyway.

The way you wrote your post about the concentration assumes that every wizard will optimize their stats. That every wizard will have a 20 intelligence at first level, that every wizard will have a +6 booster at 13th level, that every wizard will use an orange ioun stone....

I myself am playing a wizard in Kingmaker and am level 7. For various reasons, he has yet to be able to acquire a stat booster of any sort (GM is rather stingy so I can't even craft it despite devoting nearly all feats to crafting), and has an Intelligence of 18.

Not every caster tries to optimize himself into a SAD caster. So making a post using that assumption to prove another posters claim as wrong creates a fallacy. My optimized SAD caster can auto pass the Concentration DCs, therefore all casters can auto pass their DCs.


amorangias wrote:
Blakmane wrote:
Noone has metioned Caustic Slur yet? It is actively worse than Monkey Lunge and Elephant Trample because not only are you losing a standard action, you are using it to make your opponents stronger. Now that prone shooting is out of the equation I think it takes the cake.

Ouch, that sucks.

Another completely useless feat from Gnomes of Golarion, btw.

I personally love this feat because on a failed Will save they become "angered", which is my favorite non-existing status effect, and on top of that awesome penalty they get Power Attack (or buffed Power Attack if they already have it) against me. Really, what's not to like here?

Still, I can't help but feel maybe instead of angered, they meant something like "enraged", but then again that would be nowhere near as useful as what we already have here.

Shadow Lodge

chaoseffect wrote:
amorangias wrote:
Blakmane wrote:
Noone has metioned Caustic Slur yet? It is actively worse than Monkey Lunge and Elephant Trample because not only are you losing a standard action, you are using it to make your opponents stronger. Now that prone shooting is out of the equation I think it takes the cake.

Ouch, that sucks.

Another completely useless feat from Gnomes of Golarion, btw.

I personally love this feat because on a failed Will save they become "angered", which is my favorite non-existing status effect, and on top of that awesome penalty they get Power Attack (or buffed Power Attack if they already have it) against me. Really, what's not to like here?

Still, I can't help but feel maybe instead of angered, they meant something like "enraged", but then again that would be nowhere near as useful as what we already have here.

You would also run the risk of confusion with the rage ability. That being said I would love to see an "angered" status come out just have it not suck as bad as that one does. Maybe something like a +1 to damage for a -2 atk & AC and like a -5 to perception checks to notice others, potentially allowing others to stealth as if they had concealment and what not against the angered opponent.


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Blakmane wrote:
Noone has metioned Caustic Slur yet?

What bothers me most about this feat is not that it's purely detrimental to use, or that it's a trap option, or that uses a non-existing status effect.

No, it's that it implies that if you're not a gnome ranger with points in bluff facing one of his favored ennemies, and the special training needed to achieve this FEAT, you can't make your opponents angry through slurs and offensive gestures.
Also, that if your opponent is farther than 60 feets, it'll just pout and recite "sticks and stones..."

It's the same problem as for the Helpless Prisonner feat (same book...).
Making up feats that replace roleplaying or skill uses, just to fill up pages and make players think they have always more options, is awful design. That's why I don't like 4e's powers system.
But I even suspect that Paizo is doing this not only because option bloat sells, but because replacing skill uses and roleplaying gives them a reservoir of underpowered feats that will not endanger the balance of the game even if they don't look twice for interactions and synergies. On the contrary of feats designed to be actual feats, requiring a particular talent or a significant training and achieving useful effects. Those also require more attention from designers.

Well, most feats are fine.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Roberta Yang wrote:
...but only if you took Fast Learner at first level because it doesn't grant the extra bonuses retroactively. So you still need to wade through two levels of having an inferior feat.

It is retroactive.

James Jacobs wrote:
Masked Participant wrote:

Are the benefits from the Fast Learner feat (Advanced Race Guide under humans) intended to be retroactive? Skill ranks for intelligence increases are retroactive, as are hit points from Toughness. I've also heard developers strongly hint that pretty much everything in Pathfinder is meant to be retroactive (so that two similar characters stay relatively balanced against each other no matter when they took certain feats and abilities).

However, this feat doesn't seem to read that way.

Yes. It should absolutely be retroactive.


Gnome Weapon Focus (Combat)

Your extensive training with traditional gnome weapons gives you an advantage.
Prerequisites: Base attack bonus +1, gnome, proficient with all martial weapons.
Benefit: You gain a +1 bonus on attack rolls with gnome weapons (weapons with "gnome" in the title).

It is a trap cause...there is only one gonme weapon in the game.

Grand Lodge

Pathfinder Adventure, Rulebook, Starfinder Adventure Path Subscriber

Nah, it's just really specific. At least it does something. Good for someone that wants to specialize in hooked hammers.


TriOmegaZero wrote:
Nah, it's just really specific. At least it does something. Good for someone that wants to specialize in hooked hammers.

I know i just wanted to make a little rant.

Grand Lodge

Pathfinder Adventure, Rulebook, Starfinder Adventure Path Subscriber

Oh, don't mind me then. :)


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I think gnomes of golarion is kind of a hot spot for this stuff. I wonder what went wrong?

Maybe the gnomes dabble in nonsensical combat tactics in order to stave off the bleaching?


Gnome Weapon Focus gives an untyped bonus, so it stacks with normal Weapon Focus, so it's arguably quite good. Shame that a gnome probably doesn't have feats to waste on it.

RPG Superstar Season 9 Top 16

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http://www.d20pfsrd.com/feats/general-feats/supernal-feast

Prerequisites: Con 15, aasimar.

Benefit: Whenever you are adjacent to a good outsider that takes bleed or blood drain damage, you gain 1 temporary hit point as you bathe in the celestial being's gore. Furthermore, as a full-round action, you can feast on the fallen body of a good outsider that has been dead no longer than 24 hours. When you do, you regain 1 temporary hit point per Hit Die the outsider possessed at a rate of 1 hit point per minute. Temporary hit points gained from this feat last 1d4 hours.

I wonder who wrote that one.


G~!#&$n that's crappy.


Mudfoot wrote:

This isn't technically useless, but it's pretty awful:

Echoing Spell (Metamagic)

(snip)

So you use a slot 3 levels higher to cast the spell twice. I can envisage occasions where that might possibly be handy, but no way is it worth a feat.

Actually, I can see this as being pretty useful in a few ways.

As a sorcerer this would be pretty useful. You have a limited spell list and sometimes you don't need one of those 6th level spells as much as you could use a pair of fireballs or fly spells.

As a metamagic rod this could be great. It would be like three pearls of power in one item. Three Pearls of Power 3rd level would cost 27,000 gp, while a lesser metamagic rod of echoing spell would only cost 14,000 gp.

Horselord wrote:
Toppling Spell: It's a trap feat. The higher your level, the weaker it gets - and it doesn't start out strong.

I've seen this one work very well in a PFS game. A low level sorcerer (or wizard) with magical lineage and toppling spell can use his magic missiles to trip people at 1st level. It slows down enemy movement and gives the fighters a big bonus to hit; just wait until your target is next to your barbarian, and drop him. Obviously inflicting the prone condition at high levels isn't a big deal but at low levels it can be kind of awesome.

Peet


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I'm not sure it can compete with Elephant Stomp, Monkey Lunge, Caustic Slur, etc... But I submit Ostentatious Display for your amusement. Spend 5% of your WBL (having to keep scaling it up as you get richer) for a +1 bonus to one specific skill. And you have to not use that slot for an actual magic item.

Whether using it makes you actively worse could be debated (I think it does), it's quite definitely a trap. Made all the more hilarious by this trait, which is just plain better in every possible way.

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