Worst feat ever


Pathfinder First Edition General Discussion

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The description of the feats are also very interesting, for example patient strike states

"Your training under the Master of Swords has taught you that a well-timed strike is worth waiting for and that patience will serve you well in the long run."


Snorter wrote:
Ilja wrote:

Well some feats are intended for NPC's because they make sense for an NPC to have but not for a PC. Skill Focus (Profession (hairdresser)) is useless for a PC, but for a hairdresser it's far preferable to Power Attack. Natural Jouster or whatever is it's name also falls into this category.

NPC's that do the same kind of things as the PC's should have the same kinds of feats, but that's not always the case.

That's exactly right. If the NPC is a specialist in a nonadventuring profession, such as hairdressing, he would have feats to match.

I'd also drop any alleged Challenge Rating to near zero, to reflect that, too, so the PCs can't level up from rampaging through a high street of level 7 manicurists and poodle-shampooers.

This reminds me that RAW Hairdressing Magus Hexcrafters don't work since they can't use their Prehensile Hair with Spell Combat. :P

(Same if they get a bunch of natural attacks).


Stunning Fist Adept (Combat)
Your stunning fist strikes become even deadlier.

Prerequisites: Stunning Fist, base attack bonus +3.

Benefit: Add +1 to the saving throw DC against your Stunning Fist attacks. This bonus does not stack with feats that grant you bonuses to the DC for saving throws against your Stunning Fist attacks, such as Mantis Style.

=============

So this give you less bonus than ability focus or mantis style AND do not stak with those feats, what?


Nicos wrote:

Stunning Fist Adept (Combat)

Your stunning fist strikes become even deadlier.

Prerequisites: Stunning Fist, base attack bonus +3.

Benefit: Add +1 to the saving throw DC against your Stunning Fist attacks. This bonus does not stack with feats that grant you bonuses to the DC for saving throws against your Stunning Fist attacks, such as Mantis Style.

=============

So this give you less bonus than ability focus or mantis style AND do not stak with those feats, what?

They figured it would overpower monks :P


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Finlanderboy wrote:

Cooperative Crafting

You will never tell me this feat is not one of the most useful in the game. Yeah, it sounds like you and a wizard buddy can craft something together for a slight bonus to Spellcraft, but it's really much more than that. The language of the text says that using this "doubles the gp value of items that can be crafted each day."

Note that it doesn't say anything along the lines that only one person can assist in making magic items using this feat. If you pick up Leadership and give all your followers this feat and Craft Wondrous Item, they can all work on the same item and your crafting abilities shoot up exponentially.


It doubles the gp value of items that can be crafted each day. That is, it allows your character and the character you are helping to produce things just like you are each crafting separately. For two characters, it is no different than two competent crafters individually, and is thus trash.

I hadn't thought of a bunch of crafters getting in on it, and you're right in that the feat doesn't specifically disallow it. I think that's a questionable use of resources for a questionable intent, but that's a personal judgment call, not rules as written. Perhaps the feat does not belong on this list.


Of course, it allows on the GM, but as it's written, it just says that you can aid a crafter and double the output. If you get enough people enchanting an item, you can craft any item in the game within one day. Leadership makes this a very viable option, especially when playing a sorcerer.


Nicos wrote:

Stunning Fist Adept (Combat)

Your stunning fist strikes become even deadlier.

Prerequisites: Stunning Fist, base attack bonus +3.

Benefit: Add +1 to the saving throw DC against your Stunning Fist attacks. This bonus does not stack with feats that grant you bonuses to the DC for saving throws against your Stunning Fist attacks, such as Mantis Style.

=============

So this give you less bonus than ability focus or mantis style AND do not stak with those feats, what?

Wow, that's silly. Especially since you could just take Ability Focus (stunning fist) for +2 to the DC, with no BAB prerequisite and no limit on stacking.

Grand Lodge

flamethrower49 wrote:

It doubles the gp value of items that can be crafted each day. That is, it allows your character and the character you are helping to produce things just like you are each crafting separately. For two characters, it is no different than two competent crafters individually, and is thus trash.

I hadn't thought of a bunch of crafters getting in on it, and you're right in that the feat doesn't specifically disallow it. I think that's a questionable use of resources for a questionable intent, but that's a personal judgment call, not rules as written. Perhaps the feat does not belong on this list.

So, without the feat, aid other doubles gold speed for crafting items?


Espy Kismet wrote:
So, without the feat, aid other doubles gold speed for crafting items?

Aid Another doesn't do it, no. But say you have two people with Craft Wondrous Item. They each get base 1000 gold of crafting every day. If they both craft, then you get 2000 gp a day. Hence, double gold speed, if you will. This may have to be on different items, depending on the GM, but usually your party needs multiple items if you're taking time off to craft anyway.

Grand Lodge

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Well.. you're reserving 4000 for one magic item and another 4000 for another.. Your party has to have 8000 gp. So if don't have 8k gold, you don't do yourselves much of any favors there.

Not to mention, being able compound other feats/abilities.. Arcane Builder, Hedge Mage..

Liberty's Edge

Diving headfirst in the deepend of the pool.

Ok I'll give it a whirl, How about childlike, Is this some ploy to get your adult child who wont move out of the house to get into the show at the under 12 rate?


Espy Kismet wrote:

Well.. you're reserving 4000 for one magic item and another 4000 for another.. Your party has to have 8000 gp. So if don't have 8k gold, you don't do yourselves much of any favors there.

Not to mention, being able compound other feats/abilities.. Arcane Builder, Hedge Mage..

I don't know what you mean with the first paragraph there, but the second paragraph is certainly fair.


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Cooperative Crafting is really used to increase the turn around on really powerful items. Keep in mind, that if a caster wanted to make say, a staff, he is incapable of making anything else for a week or more. Staffs average 8,000 gp or higher in price, so that is 8 days of crafting. During that time, you can't scribe scrolls, you can't make potions, you can't upgrade other gear etc.

Lets say someone wanted to make a Ring of Freedom of Movement, that means he's going to spend 40 days not making anything else.

Magic Item Creation wrote:
This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by 5.

He can accelerate this to 20 days by increasing the DC by 5. So a Cooperative Crafting pair could make a Ring of Freedom of Movement in 10 days by upping the DC by 5.

However, depending on the leniency of a GM, Cooperative Crafting may be utterly worthless at higher levels. You can double the speed of crafting, by increasing the DC by 5, so it may be reasonable to allow further speed increases by simply upping the DC even more. At higher levels, one could up the DC by 15 or more and still be able to make many items with ease, but he's whipping items out like crazy. This isn't RAW, though it isn't unreasonable either.


Since the feat said that it doubles the rate of crafting, so even if you use the accelerated crafting DC, it would apply. But I do concede that a PC wouldn't get much use of it without Leadership.

Grand Lodge

Tels wrote:

Cooperative Crafting is really used to increase the turn around on really powerful items. Keep in mind, that if a caster wanted to make say, a staff, he is incapable of making anything else for a week or more. Staffs average 8,000 gp or higher in price, so that is 8 days of crafting. During that time, you can't scribe scrolls, you can't make potions, you can't upgrade other gear etc.

Lets say someone wanted to make a Ring of Freedom of Movement, that means he's going to spend 40 days not making anything else.

Magic Item Creation wrote:
This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by 5.

He can accelerate this to 20 days by increasing the DC by 5. So a Cooperative Crafting pair could make a Ring of Freedom of Movement in 10 days by upping the DC by 5.

However, depending on the leniency of a GM, Cooperative Crafting may be utterly worthless at higher levels. You can double the speed of crafting, by increasing the DC by 5, so it may be reasonable to allow further speed increases by simply upping the DC even more. At higher levels, one could up the DC by 15 or more and still be able to make many items with ease, but he's whipping items out like crazy. This isn't RAW, though it isn't unreasonable either.

Nod nod.

And if you have a dwarven wizard cohort..

DW can craft items at an accelerated rate.

dwarves wrote:
Wizard: Select one item creation feat known by the wizard. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.

So you could have a dwarven cohort wizard, reduce the time by 200gp, per level of wizard. Increasing the DC by 5, he can add so much more too. Add a crafty pc with Co-op crafting, Possibly a dwarven cleric, use arcane builder along with that, and you're getting heavy amounts of turn around time. Especially useful for crafting really big expensive items at low levels that would take you a good long time to craft.

Also what I was talking about earlier, is seizing up party wealth. If you have to crafters crafting two different items, you seize up that much wealth for that item. If the items cost 4000 each, you seize up 8000. Having Co-op crafting however seizes up only 4000 at a time, allowing you the use of the magic item sooner to acquire more wealth. Especially depending if the dm allows both crafters use hedge mage on the item. You could make a magic sword at -10% cost if they do, allowing you to sell it later at a profit, even while selling them at 50% of the full price of the sword.


Another really srtong candidate

Combat Distraction (Goblin)
Anyone who attacks you while you act like a lunatic exposes themselves to brutal counterattacks from your allies.

Prerequisite: Goblin, Acrobatics 1 rank, Escape Artist 1 rank.

Benefit: As a full-round action, you can choose to do something that seems to serve no useful purpose. Example actions could include laughing at another creature’s misfortune, rooting in your pockets for a snack, bending over to pick up what looks like a weird bug, or trying to fly into the air by flapping your arms like a sea gull. Although you’re acting like a lunatic, your unpredictable actions are distracting. Any creature other than a goblin within 5 feet of you takes a –2 penalty on Perception checks and concentration checks for as long as you continue to be a distraction and remain in range. This penalty stacks with other goblins performing combat distractions, as long as you’re both adjacent to the distracted target.


Useless for a PC, but remember Goblins are sterotpically "expendable" and only dangerous in large numbers. The feat can be taken at level 1, so it can be used by cannon fodder to support stronger allies (it would be better at that if it had a penalty to anything else though, as it is now it only helps supporting sneaky allies or mobbing casters)


Captain Sir Hexen Ineptus wrote:
Tarondor wrote:

Starcoffin:

It takes a standard action to use the feat. You haven't attacked yet, just increased your threat range. And now all you have left is a move action.

The only way this feat is useful is with attacks of opportunity...and they're the only kind of attacks you can make.

BAD FEAT!

Sorry if this was mentioned before, but....

There is one problem with that "until the end of your turn"

What if you then use your move action to trigger an attack of opportunity and the opponent uses the attack of opportunity to use a combat maneuver that provokes an attack of opportunity and also happens to lack the feat that prevents the maneuver from provoking. This of course would mean that you're attacking a monster with Reach because otherwise you still wouldn't get any benefit because you'd be in range without Monkey Lunge.

So it's not... entirely... useless. As long as you're provoking attacks of opportunity which a specific kind of monster chooses to use in a sub-optimal way.

Wow, that's a bad feat.


New contender, I just found this: Fury's Fall

If you want your DEX to your CMD for trips, chances are you have Weapon Finesse already, and trips are one of the combat maneuvers called out as allowing weapon finesse to work when using them (along with disarm and sunder, I believe).

Silly.


Paulicus wrote:

New contender, I just found this: Fury's Fall

If you want your DEX to your CMD for trips, chances are you have Weapon Finesse already, and trips are one of the combat maneuvers called out as allowing weapon finesse to work when using them (along with disarm and sunder, I believe).

Silly.

Fury's Fall doesn't replace your Str modifier, it just adds your Dex modifier as well. Weapon Finesse replaces your Str modifier with your Dex modifier.


Yeah, Fury's Fall + Finesse means dex adds to it twice. Despite a minority of this board wishing so very hard that were not the case.

It's still a feat sink and doesn't leave you much better off than a str-based tripper. Then when you note that you can only trip up to 1 size larger than you and size-increasing magic hurts your dex but boosts strength... The whole "dex-tripper is a trap" thing becomes apparent.

Still, if you're falling into the trap anyway, it's not like Fury's Fall actively makes you worse in any way. It just makes a trap option look more appealing.


Fury's Fall is actually a pretty decent feat as far as Maneuver Boosters go. If you have a higher dex than 14, it gives a better boost than the Improved feats do. Especially if you're rocking a high strength/dex or if you're using a high dex (doubling the dex bonus).

It's particularly good for Monks as they can use Ki Trip to mitigate the size restrictions.


It is a feat that do something, something that might or not might not be good depending on the build and the campaing you are playing.

Dark Archive

Most of the Legacy of Fire achievement feats are terrible.

I have nothing against campaign-specific or thematic feats. There are a number of Caravan feats which are of course useless to most people but potentially helpful In Jade Regent, the setting for which they are intended.

Several of the LoF ones are hard to get, have negligible effect and don't do what one hopes for. That should qualify them for this thread.

Flame-Tested Survivor wrote:

Prerequisites: Knocked unconscious or killed by fire damage at least 10 times.

Benefit: Your history with fire has attracted the attention of a powerful but mysterious guardian spirit from the Elemental Plane of Water. This spirit grants you fire resistance 5, and you gain a +2 bonus on all saving throws made to resist fire effects.

We can see it should have a positive benefit, thus it should make it better than the old version of Prone Shooter. However, I'd argue it is actively detrimental. The prerequisite is bonkers. I defy anyone to have their PC die ten times to fire in one AP and just take it, waiting to qualify for the feat. You get this small bonus after jumping through these deadly flaming hoops. But how will that bonus do you any good considering just how prone you must have been to fire beforehand? You must be actively courting fire damage. Never taking resistqnces, not trying to have good saves, nothing. I'd suggest you need an active Vulnerability to fire to get close to qualifying for this feat and to never have thought about shoring up that weakness. You are actively getting yourself killed and scorched, risking your party. All for a benefit that won't make much difference to you due to being so prone.

History of Scars wrote:

Your scars bear witness to countless battles.

Prerequisites: Take a cumulative total of 1,000 points of damage. Magical healing offsets this running total; for every 5 points of magical healing you receive, reduce your cumulative damage total by 1.

Benefit: Your thick scars impart a –2 penalty on all Charisma-based skill checks, but increase your natural armor bonus by +2.

It's plainly awful. You have to be actively suicidal in order to get +2 AC eventually. Not only that, but you slow your party down to an unplayable crawl, insisting on weeks of bedrest after every fight.

I'd say the negatives outweigh the benefits for these terrible feats.


Killed 10 times? I doubt your party keep revivifying you after you die on every battle.


In light of a recent errata:

Crane Riposts. You must now take the full defense action to use crane wing, leaving you unable to make attacks of opportunity with which to riposte. It therefore does absolutely nothing.


Atarlost wrote:

In light of a recent errata:

Crane Riposts. You must now take the full defense action to use crane wing, leaving you unable to make attacks of opportunity with which to riposte. It therefore does absolutely nothing.

Link? I can't find this errata.


Hey!, it reduce the penalty for figthing defensively by 1!.


Nicos wrote:
Hey!, it reduce the penalty for figthing defensively by 1!.

Yeah, but now I have to look at this extra few sentences of text that do nothing. That's a real eyesore dontcha' know. And I have to remember the day they nerfed crane wing.

Scarab Sages

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Captain K. wrote:

It's plainly awful. You have to be actively suicidal in order to get +2 AC eventually. Not only that, but you slow your party down to an unplayable crawl, insisting on weeks of bedrest after every fight.

I'd say the negatives outweigh the benefits for these terrible feats.

It actually isn't that hard to get 1000 (1250 if you ignore the magic penalty) points of damage if you're going oracle of life, you take the sum of the party's damage and that racks up fast. Plus the bonus of +2 AC (that stacks with other natural armor) at a -2 penalty to Cha checks is better than Dodge (+1 dodge bonus to AC) 95% of the time.

Bad or impossible to get in most cases? yes.
A good feat once you get it? yes.
Far from the worst feat.

The only way this feat is actually bad is that it forces a player to keep track of how much damage they have taken, which is a pain. Also you could make argument for the scars granting a bonus, not penalty, to some cha skills. I would certainly be more intimidated by someone with a ton of scars. Potentially the same for diplomacy, military advice from a baby-face vs scared veteran?


The bookkeeping for History of Scars is a pain but at least you're probably taking a lot of damage naturally over time anyhow. The converse feat, Healer's Touch, is unbearable though:

Healer's Touch wrote:

Prerequisites: Cure a cumulative total of 1,000 points of damage for other creatures using healing spells. Dealing damage slows progress toward this goal achievement; for every 1 point of damage you deal to another creature, reduce your cumulative healing total by 2.

Benefit: When you cast a healing spell to heal a target other than yourself, the spell is maximized as though using the Maximize Spell effect. This does not increase your casting time for the spell. When you cast a healing spell to damage a target, the spell is not maximized but its saving throw DC increases by +4.

You need to be specifically using your spells (instead of channel energy) for healing, so your spell slots are being used on cures instead of other spells... but you also can't hit anything for damage, so you can't contribute that way either. And unlike History of Scars, you can't ignore the drawback because the ratio is against you instead of in your favor.

The result is that merely wanting to take this feat forces you into a very strict and boring healbot role for multiple levels, complete with heavy bookkeeping for extra aggravation.

Achievements like this are a really stupid idea and I have no idea why Paizo keeps trying to bring them back every couple of years.


Roberta Yang wrote:
Achievements like this are a really stupid idea and I have no idea why Paizo keeps trying to bring them back every couple of years.

I think they do it just to annoy you. ;)


Um just have a friend punch another friend and health the non-lethal damage. If that doesn't work give your friend a dagger.

Spend a week or two doing this.

Scarab Sages

I just realized that Healer's touch says " the spell is maximized as though using the Maximize Spell effect. This does not increase your casting time for the spell." but doesnt mention the increased spell level cost.

So for a feat you get: the option to use a different feat to only healing spells, ignoring a penalty that only applies to spontaneous casters, and +4 DC for burning your heal spells on not healing. It is painful for the player to keep track of information to get the feat. and it forces playing a certain style even to qualify.

I'd put this on the "worst feat" candidate list. At least if your DM doesn't let you take it at creation because of backstory.


Marthkus wrote:

Um just have a friend punch another friend and health the non-lethal damage. If that doesn't work give your friend a dagger.

Spend a week or two doing this.

Total cheese, but I'd likely allow it. I'd give them a severe eye rolling for it though!

Hey, you could get the damage feat as well, just get a third character to hit him repeatedly while you heal him. Is there a damage dealing feat? Three achievement feats for the price of a few weeks downtime! :D

Liberty's Edge

Epic Meepo wrote:

I still think Monkey Lunge allows you to attack, because it says it lets you "use Lunge" as a standard action. If you activate Lunge but don't attack at least once, you still haven't yet "used" the benefits of Lunge. It's poor wording and a lame benefit, but I do think it lets you attack.

Elephant Stomp and Prone Shooter, on the other hand...

I am with Meepo on this one. Instead of using lunge to do a Full attack at range with an AC penalty, it is allowing you to make 1 standard action attack without taking the AC penalty.

If that is not how it is read, I believe that is the intent and players wishing to take this should discuss it with their DMs.


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After today's errata, I think we can add Crane Wing to the list of Worst Feat candidates.


Crane Wing actually does something though. +4 AC on a designated melee attack, or you can deflect one melee attack during Total Defense.

Crane Riposte, however, can't be used, as Atarlost pointed out.

Scarab Sages

Marthkus wrote:

Um just have a friend punch another friend and health the non-lethal damage. If that doesn't work give your friend a dagger.

Spend a week or two doing this.

Something tells be they wouldn't be your friend for too long.They would certainly run long before you end up dealing enough damage to kill a normal human 300 times over.

That's literal torture.

Now if you first used a couple doses of Scarlet Spider poison to first get them to 0 str (and unconscious) then put on a pair of Deathwatch Eyes... well they couldn't do much about the very evil torture you or you friend are about to subject them to, just make sure you have the spiders on hand once they eventually heal that str damage every 12 hours or so. The weak whimpering of intense pain should prove a decent alarm though. certainly use the non lethal damage though, it heals for free when you heal the lethal damage. (I condone absolutely nothing about this process)


Timebomb wrote:

Something tells be they wouldn't be your friend for too long.They would certainly run long before you end up dealing enough damage to kill a normal human 300 times over.

That's literal torture.

Eh, after getting impaled a few times you get used to it. Besides, normal people don't have 300 hp and drop from orbit... usually.


Timebomb wrote:
Marthkus wrote:

Um just have a friend punch another friend and health the non-lethal damage. If that doesn't work give your friend a dagger.

Spend a week or two doing this.

Something tells be they wouldn't be your friend for too long.They would certainly run long before you end up dealing enough damage to kill a normal human 300 times over.

That's literal torture.

Now if you first used a couple doses of Scarlet Spider poison to first get them to 0 str (and unconscious) then put on a pair of Deathwatch Eyes... well they couldn't do much about the very evil torture you or you friend are about to subject them to, just make sure you have the spiders on hand once they eventually heal that str damage every 12 hours or so. The weak whimpering of intense pain should prove a decent alarm though. certainly use the non lethal damage though, it heals for free when you heal the lethal damage. (I condone absolutely nothing about this process)

That the thing. The friend getting punched is going to be able to qualify for the History of Scars feat, while the friend doing the healing will get the Healer's Touch feat. WIN-WIN.

Is there a feat for doing X amount of damage to a person before they die or something? Cause then the friend doing the punching will get a feat too.


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Timebomb wrote:


Something tells be they wouldn't be your friend for too long.They would certainly run long before you end up dealing enough damage to kill a normal human 300 times over.
That's literal torture.

Lawrence of Arabia used to pay other British soldiers to tie him up and beat him with clubs and whips.

Grand Lodge

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MrSin wrote:
Timebomb wrote:

Something tells be they wouldn't be your friend for too long.They would certainly run long before you end up dealing enough damage to kill a normal human 300 times over.

That's literal torture.
Eh, after getting impaled a few times you get used to it. Besides, normal people don't have 300 hp and drop from orbit... usually.

Actually, one does get used to taking damage. Maybe not impalement, but battle damage, yes. I'm an expert martial artist with a lot of full contact fighting experience. I got to the point where it wasn't a good fighting session if I didn't take a HP or two of damage. I've been KOd many times in rough sparring sessions. There were no hard feelings. I've probably taken well over 100 hp of (mostly non-lethal, but some lethal) damage in my life. That includes about a dozen broken bones - one even gets used to those, a little, if they're not major bones.

Similarly, a spirited bout of sparring with wooden weapons generally leads to a lot of bumps and bruises that amount to a few HP damage. You get used to it. Do that every day for a few years and you'll take 1000 HP lifetime damage. No need for magical healing, even. That should be the standard for a dedicated RPG martial combatant: daily practice, as realistic as possible, for years.

Try being the padded attacker for a Women's Self Defense class. Do it monthly for a few years. The heavy padded armor drastically reduces the damage you take, but you still take some damage each session. My teenage daughter, also a skilled martial artist, once took the armor as license to do a full power flying kick to my head, which almost KOd me. Without the armor you would take enough damage, each session, to be killed five times over.

I had a friend who was a veteran special forces commander. He had scars from about a dozen bullet wounds, and another dozen shrapnel and knife wounds. .762 bullets leave a different scar pucker than 9mm bullets. He was a 6th degree black belt with a huge amount of real combat experience. Minor wounds didn't seem to bother him much. He was much tougher than I ever was, and had taken a lot more lifetime damage.

Grand Lodge

Are wrote:

I edited the post Nicos replied to (and now Ross has apparently deleted it entirely), so his statement doesn't really make sense now. I apologize for that.

The post originally mentioned the "Disengaging Feint" feat as a poorer version of withdrawing, but I edited the post to remove that mention once I realized that the feat actually allowed the character to move as part of the same standard action used to Bluff. So the character would have a full regular move action left afterwards compared to a normal withdraw.

I realized that too but many traits are better than this. A skill point maybe more useful.


chaoseffect wrote:


Galley Slave


Nicos wrote:
Unexpectedly prone shooter now does something.

So it was changed? Thank god, because I was reading through this thread since the original mention of it, trying to figure out why in the heck everyone agreed it was so useless. It's situational and not for everyone, but not useless.

What did the old version say?


I believe the old version allowed you to shoot a crossbow or firearm while prone... which anyone can do without the feat. But I disagree with you about it being worth taking under any circumstance, especially because it's not like the ranged attack feat line is short.


Anachrony wrote:
What did the old version say?

It let you fire a crossbow while prone, which is something you could already do. It was literally a feat that did nothing, except maybe confuse people about whether you could fire while prone with a crossbow or not. Also it requires weapon focus, which is something to loath imo. Now its improved prone, but requires weapon focus crossbow.


Everyone talks about the feats in inner sea gods, Somebody have an example? is the book worst in that regad to gnome of golarion?

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