Bad feats?


Advice

1 to 50 of 55 << first < prev | 1 | 2 | next > last >>

Are there feats that just are not worth taking? There seems 2 b a lot of feats to choose from however, it seems the same ones are always chooses.

Say as a fighter you always take the same 5ones feats.... what r they?
same for rogue? Same for wizard? Same for cleric?

The reason 4 this question is I am starting a game with people that have never played rpg b4. So just trying to get the feat list down to something manageable 4 them.


agentJay wrote:
Are there feats that just are not worth taking?

Yes, and the list would be too exhaustive to realistically type out.


I concur with what mplindustries says.

Simply put, a lot of the things that are on the list aren't exactly the best. Many of them are situational, or are VERY gimmicky, more for a roleplaying flavor build instead of an optimization build.


mplindustries wrote:
agentJay wrote:
Are there feats that just are not worth taking?
Yes, and the list would be too exhaustive to realistically type out.

So maybe 4 or 5 feats that r worth it?


agentJay wrote:
mplindustries wrote:
agentJay wrote:
Are there feats that just are not worth taking?
Yes, and the list would be too exhaustive to realistically type out.
So maybe 4 or 5 feats that r worth it?

I would say there's good number more feats than 4 or 5 that are worth it, but it also depends on what kind of build you are aiming for. Naturally a barbarian is not going to have the exact same feats that they want compared to let us say, a wizard.

EDIT: Despite this, there are also some playstyles within the classes that are vastly different. For instance, a ranger that is based more for mounted combat vs. one that is more Aragorn style combat, often referred to as the switch hitter.


agentJay wrote:
mplindustries wrote:
agentJay wrote:
Are there feats that just are not worth taking?
Yes, and the list would be too exhaustive to realistically type out.
So maybe 4 or 5 feats that r worth it?

No, there are dozens of good feats. But there are hundreds of feats to choose from. The majority suck, but there are so many feats overall, there're still lots of good ones.


The OP is asking for a lisst of 4 or 5 feat that seem best fot each class, or at least maybe each section; arcane, divine, combat, face.

He wantsw a simple list to point his new players, which he stated have never played.


agentJay wrote:

Are there feats that just are not worth taking? There seems 2 b a lot of feats to choose from however, it seems the same ones are always chooses.

Say as a fighter you always take the same 5ones feats.... what r they?
same for rogue? Same for wizard? Same for cleric?

The reason 4 this question is I am starting a game with people that have never played rpg b4. So just trying to get the feat list down to something manageable 4 them.

Here is a list of class guides. They usually have suggestions on which feats to take.

Grand Lodge

Well, Prone Shooter is still bad, though not literally useless anymore.


Elephant Stomp I think wins the competition for being literally useless

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


Isn't Monkey Lunge also literally useless? It takes a standard action to allow you to lunge without AC penalty, leaving you with no standard action to attack with and lunge only lasts until the end of your turn.


Nevan Oaks wrote:

The OP is asking for a lisst of 4 or 5 feat that seem best fot each class, or at least maybe each section; arcane, divine, combat, face.

He wantsw a simple list to point his new players, which he stated have never played.

^ YES that is what I was asking for. Thanks Nevan!

Shadow Lodge

1 person marked this as a favorite.

Here's my list. It's probably not the best list, but it's a decent start. The guides have more specific information in them about good feats for specific classes or character styles.

General Combat:
Power Attack (especially with a two-handed weapon)
Weapon Finesse (if you want dex)
Dervish Dance (if you want lots of dex)
Weapon Focus
Weapon Specialization (for fighters)
Armour Proficiency (for classes like clerics that don't get heavy armour)
Mounted Combat (and Ride-by-Attack and Spirited Charge)
Improved Critical
Two-Weapon Fighting (considered a weaker style, but if you want to TWF you need it)

Archery:
Precise Shot (which usually requires Point Blank Shot)
Rapid Shot
Manyshot
Clustered Shots
Snap Shot

Casting:
Spell Focus (depending on your spells)
Spell Penetration (at higher levels, with SR)
Selective Channeling (so your cleric doesn't heal the enemy)
Improved Familiar
Improved Share Spells
Metamagic - I tend to like Dazing, Persistent, Extend, and Empower
Spell Perfection
Natural Spell and Natural Speech (for the Druid)

Skill Feats:
Skill Focus
Persuasive (Diplomacy and Intimidate)
Self-Sufficient (Heal and Survival)
Deceitful (Bluff and Disguise)
Alertness (Perception and Sense Motive)
Breadth of Experience (Knowledge and Profession)

General Survival:
Dodge
Iron Will
Great Fortitude
Toughness

Other:
Boon Companion: If you've got an animal companion and an effective druid level below your character level.

Many class features have an "Extra Feature" feat giving you either another choice of feature (for things like rogue talents or rage powers) or more uses per day (for bardic performance, rage, channel). Since these features are very useful, these feats are often good to take.


Elephant Stomp isn't useless it is just a Niche Feat. Monkey Lunge is useless.

That said for a Human I always see if my build can fit in and use the following without much suffering. Since I tend to play Martials & such...:


  • Toughness
  • Improved Initiative
  • Fast Learner
  • Power Attack
  • Deadly Aim

Grand Lodge

Yeah, Power Attack/Deadly Aim are staple martial feats, as is Weapon Focus.


CWheezy wrote:

Elephant Stomp I think wins the competition for being literally useless

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

While not totally useless, Sharp Senses is near the top of my list for pointless feats.

It grants someone with the Keen Senses racial ability a +2 on Perception, and that's it.

You could instead take Skill Focus: Perception, which has no prerequisites, and isn't (possibly) turned off when you polymorph, which will grant a +3 bonus, that will eventually increase to a +6.

Or you could take Alertness, which grants a +2 on Perception AND Sense Motive, has no prerequisites, and eventually increases to a +4 bonus to both.

Honestly, other than for character who have Skill Focus AND Alertness and STILL want more Perception (why?) what's the point of the feat? It was published after Skill Focus and Alertness, and is worse in ever conceivable way.


Azaelas Fayth wrote:

Elephant Stomp isn't useless it is just a Niche Feat. Monkey Lunge is useless.

Please read elephant stomp again, because it literally does nothing for you

Quote:
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.

Bolded for emphasis, if you overrun something and succeed by 5 or more, instead of doing the overrun action, you stop, and can unarmed strike them.

So it is like charging without the benefits and you have to beat cmd which is very difficult. I think it is supposed to be written as "in addition to", not "instead of", so that it is actually usable


Weirdo wrote:

Skill Feats:

Skill Focus
Persuasive (Diplomacy and Intimidate)
Self-Sufficient (Heal and Survival)
Deceitful (Bluff and Disguise)
Alertness (Perception and Sense Motive)
Breadth of Experience (Knowledge and Profession)

Skill Focus can be ok in the right build on the right skill, but every +2 to two skills feat is squarely on the "bad feat" list, sorry.


mplindustries wrote:
Weirdo wrote:

Skill Feats:

Skill Focus
Persuasive (Diplomacy and Intimidate)
Self-Sufficient (Heal and Survival)
Deceitful (Bluff and Disguise)
Alertness (Perception and Sense Motive)
Breadth of Experience (Knowledge and Profession)
Skill Focus can be ok in the right build on the right skill, but every +2 to two skills feat is squarely on the "bad feat" list, sorry.

They aren't that awful since they do eventually give +4. However I think you're better off with skill focus (for the +6). Usually I only want one of the two in any of the combinations and I would rather have the bigger number.


Elephant Stomp on a Mount or Animal Companion. Just because it sucks for a PC it doesn't mean it it useless. Heck, I have seen an Overrun Monk that can be absolutely brutal when he is fighting enemies he can Overrun.

And one must remember not all campaigns have PCs fight the Higher CMD foes. Look at a Lord of the Rings based campaign.


I'd love to see anyone's lists of useful feats. I would think a pdf/printout of only those feats that are worthwhile and not totally niche would be a good playing aid.


Azaelas Fayth wrote:

Elephant Stomp on a Mount or Animal Companion. Just because it sucks for a PC it doesn't mean it it useless. Heck, I have seen an Overrun Monk that can be absolutely brutal when he is fighting enemies he can Overrun.

And one must remember not all campaigns have PCs fight the Higher CMD foes. Look at a Lord of the Rings based campaign.

If i rembemr correctly the problem is not with the overrun maneuver. Elephant stompt do not make you better at overruing enemies.

First you have to succed against a CMD+5.

Second you do not make your target prone.

" instead of moving through your opponent's space and knocking her prone"

third the feat let you make one attack with a natural or unarmed strike.

the third aspect of the feat is ludicrous, you can oalways move and attack.


Weirdo wrote:
Here's my list. It's probably not the best list, but it's a decent start.

I would add

Weirdo wrote:


General Combat:
Power Attack (especially with a two-handed weapon)
Weapon Finesse (if you want dex)
Dervish Dance (if you want lots of dex)
Weapon Focus
Weapon Specialization (for fighters)
Armour Proficiency (for classes like clerics that don't get heavy armour)
Mounted Combat (and Ride-by-Attack and Spirited Charge)
Improved Critical
Two-Weapon Fighting (considered a weaker style, but if you want to TWF you need it)

Lunge

dazing asault
cornugon smash

Weirdo wrote:


Archery:
Precise Shot (which usually requires Point Blank Shot)
Rapid Shot
Manyshot
Clustered Shots
Snap Shot

Point blank master.


OP@ sounds like you're new to the game too?


Elephant Stomp on a Wolf.


Azaelas Fayth wrote:
Elephant Stomp on a Wolf.

I fail to see your point. Why the wolf just not move and attack? he can do that without beating a CMD+5. Elephamt stompt do not allow anything else to my knowledge.


Move to get closer then Overrun for the chance to bite then use the Bite to trip them. It allows for what is effectively a charge but with more maneuverability and no AC penalty.


Azaelas Fayth wrote:
Move to get closer then Overrun for the chance to bite then use the Bite to trip them. It allows for what is effectively a charge but with more maneuverability and no AC penalty.

Sorry but I really do not see it.

why not just charge? elephant stompt do not grant you more movement.


Attacking a foe around a corner or when you don't want the AC Penalty.


Azaelas Fayth wrote:
Attacking a foe around a corner or when you don't want the AC Penalty.

Nop, i really do not see why you like the feat. If you have to succed against a cmd+5 then is better to take greater overrun so you only need to succe against the CMD (with another +2 bonus) the target will be knocked prone and you will have an AoO.

Shadow Lodge

I also forgot Improved Initiative. That's solid for a lot of different characters.

drbuzzard wrote:
mplindustries wrote:
Weirdo wrote:

Skill Feats:

Skill Focus
Persuasive (Diplomacy and Intimidate)
Self-Sufficient (Heal and Survival)
Deceitful (Bluff and Disguise)
Alertness (Perception and Sense Motive)
Breadth of Experience (Knowledge and Profession)
Skill Focus can be ok in the right build on the right skill, but every +2 to two skills feat is squarely on the "bad feat" list, sorry.
They aren't that awful since they do eventually give +4. However I think you're better off with skill focus (for the +6). Usually I only want one of the two in any of the combinations and I would rather have the bigger number.

Really depends. If you only want one of the skills you'll generally get more out of Skill Focus but if you legitimately use both skills and don't want to take Skill Focus for each you might want the package. My Inquisitor would have got better mileage out of either Persuasive or Alertness than any single Skill Focus, since getting +4 to two skills he used frequently was better than getting +6 to one skill.

Also, Breadth of Experience lets you make Knowledge and Profession checks untrained, which could be useful.


To the OP.

If it's a bunch of newbie players, just use the CRB. Block the rest of it, APG, UM, UC etc. Too many options is bewildering to new players. I'd also advise NOT to advance their starting levels. Use the KISS principle.

Of those.

Imp. Initiative
Dodge
Iron Will
Weapon Focus
Power Attack
TWF
Weapon Finesse
Point Blank Shot

One of those work for everyone.


zagnabbit wrote:
I'd also advise NOT to advance their starting levels.

Not advancing can cease being fun after awhile. I'd suggest holding off on advancing until it seems like everyone has a good handle on the rules both in general and in regard to their character, then let them level up, repeating at each level. Start at level 1 and build slowly up from there, only adding levels when you're certain they can handle more complexity. Stopping completely at some level, say 6th or 12th, is always an option to avoid the growing complexity of high level play.


My bad.
What I'd meant was don't start them at lvl 3 or 4... I see people do that too much, especially when newbies are involved. The game is complicated to start with. Some folks, the rule loving types who seem to end up as GMs, sometimes think, "I'll start you off at level 3 so you can do all this cool stuff", without stopping to realize that with newbies basic stuff like Inititive and simple Stat Bonuses are totally New Concepts.

All Virgins to PNP games should be started at level 1. IMHO.


If you're going to not advance or advance slowly you might start at level 2. It's more complicated, but most classes work at level 2 and quite a few don't really work at level 1. There's more room to do interesting under-CR encounters at level 2 as well, which may be important with an entire group of new players.

Shadow Lodge

zagnabbit wrote:

To the OP.

If it's a bunch of newbie players, just use the CRB. Block the rest of it, APG, UM, UC etc. Too many options is bewildering to new players. I'd also advise NOT to advance their starting levels. Use the KISS principle.

Of those.

Imp. Initiative
Dodge
Iron Will
Weapon Focus
Power Attack
TWF
Weapon Finesse
Point Blank Shot

One of those work for everyone.

Yeah, that's the short list for level 1. Keep in mind though that you're not always just picking one feat - a 1st level human fighter gets three feats. If you're an archer Precise Shot should be your next feat after Point Blank Shot.

I'd also advise starting at level 1, and allowing rebuilding if they realize when they become more comfortable with the rules that they don't like their early feat choices.


I tend to try and arrange some 1-on-1 game time with new players and run them through a simple Gladiatorial style encounter using the "Big 4" Pre-Gens. This gives them a feel for the 4 major Class Archetypes and a Variety of Fighting Styles.

Heck, Now that I have access to the NPC Gallery I might just build a small dungeon for each and run the player through whatever Class they want to try.


Yeah it really is a given that elephant stomp is totally worthless, since instead of having to beat two checks, you can just move and attack to get the same effect, and probably a better one since animals can get POUNCE.

Azaelas is just backfiring, whatever. You can show him it is useless but it doesn't matter, facts don't change minds


You mentioned Rogue in the original post.
A useful idea is to use the feat "Two Weapon Fighting" to get an extra attack. I think this is fairly common.
That extra attack also gets the Rogue's sneak attack damage (provided the Rogue is Flanking or some other reason to get Sneak Attack.
Ideally, this then doubles the Sneak Attacks the rogue can make.
Take care, it can be difficult to maneuver, Two Weapon Fighting needs a Full-Round action so moving weakens you.

Somewhat Off-Topic Elephant Stomp debate:

Could Elephant Stomp be, in principle, useful in something like the following situation:

It is initially tactically sound to overrun the target, so you do so.
Other characters had readied actions which are triggered by your overrun.
Due to those readied actions being triggered, the battle changes such that it is tactically preferable to deal unarmed/natural damage than knock the target prone.

For example, you want to capture Bob and kill Alice. You put killing Alice as the first priority.
Unbeknownst to you, Alice readies a buff to cast on Bob if an enemy gets in melee range of Bob.
You try to overrun Bob to get nearer to Alice (so you can hurt her in later turns).
This triggers Alice's readied buff, and now Bob is so dangerous that capturing him is no longer viable and killing him becomes the new top priority.

It might never come up in any game ever, but in principle Elephant Stomp could confer a tactical advantage.


Knocking him prone would still be more of an advantage then not killing him with your wimpy single unarmed strike.

EDIT: If you even can, since you probably have a weapon


Well, the buff might make him immune to going prone, like... polymorph him into a powerful ooze or something (surely ooze's can't be knocked prone, right?)
You might be a monk, so unarmed strike might not be so bad.

Elephant Stomp still seems fairly weak though.


Salindurthas wrote:


** spoiler omitted **

So, your argument for why Elephant Stomp isn't utterly useless is that there may be a situation that comes up maybe ONCE ever during your adventuring career, in which completing a started Overrun becomes untenable and obviously so to your character (not to the player)?

That to me looks like the very definition of a useless feat. Stuff like this was what Skill Tricks were useful for. Feats should be things that get used regularly, to reflect their limited availability and relative strength when compared to other feats.


Elephant stomp gives you what is effectively a Double Move with an Attack. Useful for say being unable to charge for Difficult terrain during your first move.

And you have to realize not every Campaign is nice. Some of them Charging isn't as viable as using the Overrun.

Don't call something useless just because you can't see the Tactics it can be useful for.


@ Azaelas

Why you say slephamt stomp five you double movement? As far as I can tell Overrun is a standar action that you can make in the middle of a movement. You only move once, elephant stompt or not, IMHO.


Move Then Take the Overrun.


Azaelas Fayth wrote:
Move Then Take the Overrun.

Does it work like that? IMHO, I think not.


Isn't there a Clarification?


yeti1069 wrote:


So, your argument for why Elephant Stomp isn't utterly useless is that there may be a situation that comes up maybe ONCE ever ...

Oh I by no means meant it was good compared to other feats. Other people were claiming (I think) that it was 100% useless, as in, having it could never help you under any circumstances. I was merely claiming that, in principle, it might help.

Azaelas Fayth wrote:
Move Then Take the Overrun.

Perhaps I misread, but I didn't think it worked like that.

I don't even understand what you could mean, because elephant stomp forgoes an overrun you were already making and stops you from moving. I can't see how it allows extra mobility.


Elephant Stomp makes you stop at the enemy.

EDIT: Seems PFRPG has either Errata'd or had changed the Overrun. It has now been Nerfed.


Charge also gives you double movement by the way

1 to 50 of 55 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Bad feats? All Messageboards

Want to post a reply? Sign in.