Worst Pathfinder Feats?


Pathfinder First Edition General Discussion

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Blindig Light. You have to 1) be an aasamir. 2) use your once per day daylinght ability. 3) have an enemy that has readied an action to counter / dispell your daylight ability (or waste a regular dispell attempt after you cast daylight). 4) they need to fail this attempt. 5) they then need to fail a fortitude save.

Assuming all galaxies in the universe align, your reward is blinding the target for 1 round. You could have cast a level 2 wizard spell to blind them indefinitely, but...

Silver Crusade

Ranishe wrote:

Blindig Light. You have to 1) be an aasamir. 2) use your once per day daylinght ability. 3) have an enemy that has readied an action to counter / dispell your daylight ability (or waste a regular dispell attempt after you cast daylight). 4) they need to fail this attempt. 5) they then need to fail a fortitude save.

Assuming all galaxies in the universe align, your reward is blinding the target for 1 round. You could have cast a level 2 wizard spell to blind them indefinitely, but...

Actually since Daylight lasts 10 minutes a level that's a bit of a window it leaves you.

That and Heavenly Radiance (the exact opposite of what would get placed in this messageboard) gives you more uses of your SLA that you can also use on other useful SLAs.

Also it says "counter" and not just counterspell so I'm led to believe it would go into effect in the much more likely event of an enemy using a Darkness spell or ability to try and cancel it out.

Silver Crusade

Melkiador wrote:
I hate the Empathy feat for Androids. You lose at least as much as you gain for the price of a feat. It really should have just been a free racial option.

Agreed 100% on all 3 counts.


JiCi wrote:

I might sound like a broken record, but... Vital Strike

We are playing a Rappan Athuk campaign and have a couple allied, fighter-leveled phase minotaurs that use this to pretty good effect.


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Prof. Löwenzahn wrote:
Air0r wrote:

Assuming Vital Strike actually lets you move then Vital Strike (which is how my tables use it) Then I'd argue it is one of the best feats in the game for a martial character (or a mage who doesn't do mage things).

That's the correct use but I wonder why none of the vital strike haters has yet complained about your "best feat in the game" statement :D

I like it too, but it is inferior in terms of numbers.

It becomes viable however if you use the called shots alternative rules. Build around power attack, furious focus, all vital strike feats and as much weapon damage dice and ST you can get and with the improved and greater calles shot feats you will constantly cut off legs, arms and heads with devastating debuffs. Kind of broken if you ask me, so I withdrew that concept voluntarily in one of my gaming group

Well, the actual secret to vital strike is to play something that has attained HUGENESS!

Druids are the archetypal example. Plenty of the forms you can grab end up with fairly large damage dice on their attacks. And you can then look for options that treat the dice as an even larger size (lock jaw, lead blades, impact, etc.). Ergo, vital strike works great when you are adding 4d6 (~14, or more than druids get from power attack for that one hit) to the attack.

Particularly nice on goliath druids, who can wield HUGE axes and still get the option to full attack with their HUGE reach. Truly, it prepares them for their HUGE QUEST


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ryric wrote:
I have a special hate spot in my heart for Antagonize...a tabletop game with a human GM doesn't need aggro mechanics. Especially one that uses a trivial skill check to force kindly old grandmothers and lifelong pacifists to run screaming towards an obvious threat.

Hey, anything that lets hyper-defense characters be relevant to the fight in this rocket-tag game is fine by me.


JiCi wrote:

I might sound like a broken record, but... Vital Strike

Look, do you want to avoid any kind of confusion and rule tweaking?

Just make it a FULL-ROUND ACTION!

The fact that it's "When you use the attack action" confuses every single person that plays the game. Why? Because you CANNOT use the feat WHEN you use the attack action.

Spring Attack? Nope
Regular Charge? Nope
Wind/Lightning Stance? Nope
Mounted Charge? Nope
Manyshot? Nope

NOTHING that USES the attack action is eligible to a Vital Strike.

"As a full-round action, you focus yourself to deliver a single, yet powerful strike. You can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total."

DONE! Screw movement, screw other attack actions that are standard or full-round, screw everything else...

It takes 6 seconds to smack a target for double, triple or quad damage.

Well... that completely ruins an otherwise meh feat. The ONLY time I ever find a use for Vital Strike, is if I'm forced to move and relegated to only getting one attack anyway. Making it a full round action, means I should just be full attacking. I don't see it EVER getting used.


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Probably not the WORST feat ever written... but I really hate

'Thrill of the Kill.
When you are raging and your attack reduces an enemy to negative hit points or kills it, you regain 1 round of rage. You may only use this feat if the fallen enemy had at least as many Hit Dice as you. You can only gain this benefit once per round.

I was looking at this pretty seriously for my alchemist(chymist/Barbarian build... till I noticed Extra Rage: Gain 6 more rounds of Rage...

I suppose they may stack, but +6 is a heck of a lot better then hoping you get the final kill WHILE raging, and hoping the opponent is worthy enough to qualify 6 times a day...


phantom1592 wrote:

Probably not the WORST feat ever written... but I really hate

'Thrill of the Kill.
When you are raging and your attack reduces an enemy to negative hit points or kills it, you regain 1 round of rage. You may only use this feat if the fallen enemy had at least as many Hit Dice as you. You can only gain this benefit once per round.

I was looking at this pretty seriously for my alchemist(chymist/Barbarian build... till I noticed Extra Rage: Gain 6 more rounds of Rage...

I suppose they may stack, but +6 is a heck of a lot better then hoping you get the final kill WHILE raging, and hoping the opponent is worthy enough to qualify 6 times a day...

Sure, at early levels and for run-of-the-mill encounters with one or two creatures Extra Rage is a safe bet, but if you know that you're up against lots of beatable melee opponents and you like to challenge yourself a bit, Thrill of the Kill is not so bad. Neither is Gore Fiend, for that matter. Just because those feats don't guarantee you X amounts of rage rounds 100% all of the time, doesn't make them bad. They give you the opportunity to regain a limited resource beyond the normal limits (rest and wait for the next day). Compared to other really bad feats named in this thread, they don't even compare.


Rysky wrote:
Melkiador wrote:
I hate the Empathy feat for Androids. You lose at least as much as you gain for the price of a feat. It really should have just been a free racial option.
Agreed 100% on all 3 counts.

Oooh, that's not all. Apparently Androids can't take levels in Occult casting classes because they have no emotions (even if their actually fluff says they've got stunted ones...), and Empathy is the only way to circumvent that. So, while Combat Expertise wins the feat tax Olympics by number alone, Empathy gets a special mention because it's a feat tax to restrict the access to five base classes.


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Adahn_Cielo wrote:
Rysky wrote:
Melkiador wrote:
I hate the Empathy feat for Androids. You lose at least as much as you gain for the price of a feat. It really should have just been a free racial option.
Agreed 100% on all 3 counts.
Oooh, that's not all. Apparently Androids can't take levels in Occult casting classes because they have no emotions (even if their actually fluff says they've got stunted ones...), and Empathy is the only way to circumvent that. So, while Combat Expertise wins the feat tax Olympics by number alone, Empathy gets a special mention because it's a feat tax to restrict the access to five base classes.

Well, they can take levels in them and of course Kineticist doesn't play by psychic rules so they can Kin it up all they want.

They can also cast with all of the psychic casters if they use the Logical Metamagic on everything with components.


Antariuk wrote:
phantom1592 wrote:

Probably not the WORST feat ever written... but I really hate

'Thrill of the Kill.
When you are raging and your attack reduces an enemy to negative hit points or kills it, you regain 1 round of rage. You may only use this feat if the fallen enemy had at least as many Hit Dice as you. You can only gain this benefit once per round.

I was looking at this pretty seriously for my alchemist(chymist/Barbarian build... till I noticed Extra Rage: Gain 6 more rounds of Rage...

I suppose they may stack, but +6 is a heck of a lot better then hoping you get the final kill WHILE raging, and hoping the opponent is worthy enough to qualify 6 times a day...

Sure, at early levels and for run-of-the-mill encounters with one or two creatures Extra Rage is a safe bet, but if you know that you're up against lots of beatable melee opponents and you like to challenge yourself a bit, Thrill of the Kill is not so bad. Neither is Gore Fiend, for that matter. Just because those feats don't guarantee you X amounts of rage rounds 100% all of the time, doesn't make them bad. They give you the opportunity to regain a limited resource beyond the normal limits (rest and wait for the next day). Compared to other really bad feats named in this thread, they don't even compare.

Yeah, Gore fiend could be useful if you actively build towards it. I saw a half-orc ranger/barbarian with her falchion critting all the time like a beast.

Thrill of the kill? I just see too many limitations when something else gives you more with zero limitations. UNLESS you had them both. I mean if you want to go crazy ragey and blow all the feats on them, that MAY be useful... but hoping to get that last hit in on an opponent equal to your level?? If there are hordes, they're usually lower then you that add up to a high CR... if there's only a few, by the time you kill it you probably don't need the extra rounds...

I know my guy's a niche character... i'm trying out the variant multiclass into barbarian which cuts his feats in half anyway... so it was a fast and easy pass for me.


phantom1592 wrote:


Yeah, Gore fiend could be useful if you actively build towards it. I saw a half-orc ranger/barbarian with her falchion critting all the time like a beast.

Thrill of the kill? I just see too many limitations when something else gives you more with zero limitations. UNLESS you had them both. I mean if you want to go crazy ragey and blow all the feats on them, that MAY be useful... but hoping to get that last hit in on an opponent equal to your level?? If there are hordes, they're usually lower then you that add up to a high CR... if there's only a few, by the time you kill it you probably don't need the extra rounds...

I know my guy's a niche character... i'm trying out the variant multiclass...

Sure, the HD limit is annoying, but if I were to play AM BARBARIAN in, say, a random hexcrawl with the possibility of several brutal encounters per day, I could think of dozens of feats way worse than Thrill of the Kill. But I'll concede that its far from being a strong choice.

Dark Archive

phantom1592 wrote:

Probably not the WORST feat ever written... but I really hate

'Thrill of the Kill.
When you are raging and your attack reduces an enemy to negative hit points or kills it, you regain 1 round of rage. You may only use this feat if the fallen enemy had at least as many Hit Dice as you. You can only gain this benefit once per round.

I was looking at this pretty seriously for my alchemist(chymist/Barbarian build... till I noticed Extra Rage: Gain 6 more rounds of Rage...

I suppose they may stack, but +6 is a heck of a lot better then hoping you get the final kill WHILE raging, and hoping the opponent is worthy enough to qualify 6 times a day...

Not mechanically the worst, but one of the most pointless and a waste of ink, page space and a feature which should be implicit in the class rather than having to buy it with a feat.

Consider the scenarios it might have some use in.

- A PC Barbarian is wading through an army of mooks he is one-shotting. TotK means he can murder several more as they politely stand in line to get sliced, but this isn't much of a fight anyway. TotK should be a v minor class feature of the Barbarian, allowing trivial encounters to be treated trivially. Consider it like a point of Gunslinger's Grit if you score a kill.

- An NPC enemy Barbarian is somehow at the end of his rage rounds, yet is slaying a PC every round. Uh oh. There are bigger problems than that rubbish feat - the party has messed up and looking at a tpk.

I cannot think of an overall build it would be useful in, neither for PC nor enemy nor even RP. If a feat has no value for any of these circumstances and especially if it could be considered a class feature, it is useless and just wasteful rules bloat.

Very different to that Pharoah cult suicide bomber feat. That has RP and enemy use, and stylish with it. TotK is not really usable by anyone because when you are in a position to use it, you would never need it.


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LOL

I was JUST gonna say, something like that would work well for Half-orc favored class bonus for barbarians.....

but they already have something better. "Add 1 to the half-orc's total number of rage rounds per day."


No one has mentioned Sacred Geometry yet? Seriously, who came up with this nightmare.


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kamenhero25 wrote:
No one has mentioned Sacred Geometry yet? Seriously, who came up with this nightmare.

I think people are in the mindset of worst=terribad, not worst=lolbroken. Sacred Geometry falls into the latter category, considering the fact that it might almost be balanced as a 9 feat chain (1 feat per spell level).


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Well, it is a terribad feat for everyone else sitting around while you balls around with it. Not even the munchkin in me would take it just cause it would make the game worse.

Sovereign Court RPG Superstar 2011 Top 32

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Ranishe wrote:

Blindig Light. You have to 1) be an aasamir. 2) use your once per day daylinght ability. 3) have an enemy that has readied an action to counter / dispell your daylight ability (or waste a regular dispell attempt after you cast daylight). 4) they need to fail this attempt. 5) they then need to fail a fortitude save.

Assuming all galaxies in the universe align, your reward is blinding the target for 1 round. You could have cast a level 2 wizard spell to blind them indefinitely, but...

My nominee for "feat whose conditions never actually happen" is Cockatrice Strike.

So you are attacking a foe who already has a status ailment, you spend a full round action to make one attack, and if you crit, your foe makes a mediocre save or turns to stone. It has to be an unarmed strike so your threat range is at best 19-20.

I'm sure it's awesome if it ever went off but you probably should have bought a lottery ticket with that luck.


Cellion wrote:
deuxhero wrote:

There was one feat in a module that did nothing but let you commit suicide easier and make it impossible to resurrect you.

I forget what it was called though. It at least did what I assume (haven't read the module it was from) it was meant to: give the bad guys in the module proof against interrogation mundane and magical. That likely means its better than some of the other feats that make you worse.

I came across the feat you're talking about a few weeks ago and had to read it three or four times to believe it. Even now I'm stunned at how overwhelmingly bad it is at the cost of effectively deleting your character.

Troth of the Forgotten Pharaoh

This is hilarious, not only does this feat turn your character into a suicide bomb, but it's an extraordinarily weak suicide bomb as well.

Scarab Sages

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HeHateMe wrote:
Cellion wrote:
deuxhero wrote:

There was one feat in a module that did nothing but let you commit suicide easier and make it impossible to resurrect you.

I forget what it was called though. It at least did what I assume (haven't read the module it was from) it was meant to: give the bad guys in the module proof against interrogation mundane and magical. That likely means its better than some of the other feats that make you worse.

I came across the feat you're talking about a few weeks ago and had to read it three or four times to believe it. Even now I'm stunned at how overwhelmingly bad it is at the cost of effectively deleting your character.

Troth of the Forgotten Pharaoh

This is hilarious, not only does this feat turn your character into a suicide bomb, but it's an extraordinarily weak suicide bomb as well.

Again, it's not for your character, it's for fanatic NPCs.


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Wait, I got it, the true worst feat of the game. Quicken Spell. Even with it's heavy +4 cost it still lets casters break the combat part of the game into finer pieces than they had before.


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I always found Threatening Illusion an annoying feat. A fighter fighting an illusory ogre does not actually feel threatened by the ogre because... Reasons. Unless the caster is a gnome, with this feat, and even then the ogre only threatens five squares instead of the ~30 squares he'd normally threaten. It also gives the threatened target a free will save to disbelieve with a nerfed DC compared to your normal spell save DC despite having Spell Focus (Illusion) as a prerequisite, and doesn't fully explain the results if the target makes the save. He is no longer affected by the threatening effect, but he still thinks the illusion is real? What?


Here's one that is not only makes you worse, but also becomes a tax: Two Weapon Fighting.

You're paying a feat to have lower accuracy, lower damage, a more difficult time overcoming DR when lacking special materials, and double the cost of magical weapons. Worst of all, you have to keep spending feats just to continue to "benefit" from the extra attacks everybody gets for free. You also have to take another feat to try to help your damage (double slice). If you don't use the same paired weapons, you'll also need to take weapon specific feats twice or sacrifice some effectiveness. Chances are there's another feat being spent on Weapon Finesse, otherwise those scaling Dex requirements for the feats will seem like more of a waste.

So, Two Weapon Fighting has almost archery level feat requirements, for nowhere near the effectiveness, and without even real comparison to a two feat two handed weapon build.


TWF can be pretty good for folks with bonus damage like Rogues or Ninjas. I've also had some success using it for high AC plus "around normal" damage with my Viking, but that's partially because he has Mythic Power Attack. Honestly he'd do around as much damage using his heavy shield with two hands (the light hammer is pretty much just there eating tons of feats for RP/theme)


I don't see twf as a combat style, I see it as crappy melee rapid shot with more attacks you can grab.

Liberty's Edge

I would not say the worst yet definitely not worth taking imo. Is Craft Ooze. It requires one to have two item creation feats, three ranks in a skill and be at fifth level. While also needing the right materials, area and time to build the ooze. Yet end up with a ooze that is mindless and uncontrollable. Granted the majority of oozes are unintelligent. Yet even if one creates the rare one that is intelligent like a slitering tracker. By what's written in the feat it's still unintelligent.

So you have a feat that allows one to create a ooze that one cannot use in combat as it might attack your own party or even the person who created it. It can even be used to be guard someone or a area because they are uncontrollable. At most useful to slow a enemy down from chasing the party. Yet why waste a feat when a summoned creature can do the same thing. While being loyal and under control of the summoner.

I might as well ask the DM permission to go into the sewers of the area the party adventures in and try to convince and bribe a Otyugh. Give it some garbage treat it well and it's probably going to remain loyal. If the devs really did not want players to craft and create oozes. Why even create the feat. It's like "well you can make oozes but were going to damn well punish you for choosing the feat".

Prone Shooter. Even after they gave it errata which by the way took forever. Should have never ever made it to print.

Any feat that provides a bonus or ability that requires some kind of feat tax. Or worse some kind of situational thing to happen. For example gain a +1 or +2 to AC while escaping from enemies but only if your walking through a doorway. Or receive a AOO while going through a doorway.

Two weapon fighting. To me makes no sense. So as I take more feats to improve my combat style I end receiving more attacks. Yet end up hitting less. How the hell does that make sense. While the ranged archer types suffer no real major penalties imo.


Memorax wrote:
I would not say the worst yet definitely not worth taking imo. Is Craft Ooze.

Craft Ooze is a great feat for cave druids or anyone with the Ooze Whisperer feat.


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HeHateMe wrote:
Cellion wrote:
deuxhero wrote:

There was one feat in a module that did nothing but let you commit suicide easier and make it impossible to resurrect you.

I forget what it was called though. It at least did what I assume (haven't read the module it was from) it was meant to: give the bad guys in the module proof against interrogation mundane and magical. That likely means its better than some of the other feats that make you worse.

I came across the feat you're talking about a few weeks ago and had to read it three or four times to believe it. Even now I'm stunned at how overwhelmingly bad it is at the cost of effectively deleting your character.

Troth of the Forgotten Pharaoh

This is hilarious, not only does this feat turn your character into a suicide bomb, but it's an extraordinarily weak suicide bomb as well.

A fellow player in one of my games has a Reincarnated Druid that uses this feat to good effect alongside a Blade of the Rising Sun.

It's basically his limit breaker move: he declares a sacrificial strike, discharges sunburst+the troth's effect, and destroys his body so that it can't be messed with. 24 hours later, he comes back either via the sword's effect (50% chance) or via the reincarnated druid's reincarnation (in case if the sword didn't proc) as a different person. The feat also allows him to commit suicide risk-free when he's at a high risk of dying and there are potential casters with death spells in the enemy ranks.

It's not super-powerful, of course, but it's decently useful for a character that weaponizes deaths - both to prevent Death Knell from ruining his day and as a bit of a bonus on a sacrificial strike. Even without the added fire damage, being able to kill yourself when your biggest concern is death effects (rather than dying itself) is a pretty big boon.


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The Mortonator wrote:
Well, it is a terribad feat for everyone else sitting around while you balls around with it. Not even the munchkin in me would take it just cause it would make the game worse.

our gm imposed a 30 second time limit to do the math portion of the feat or the spell fails. Our wizard has still only ever failed once.

Liberty's Edge

Avoron wrote:


Craft Ooze is a great feat for cave druids or anyone with the Ooze Whisperer feat.

Well it's not going to redeem the feat in my eyes. Requiring one to take a specific archetype. Or even worse another feat. Just screams not worth taking to me at least.

Grand Lodge

kamenhero25 wrote:
No one has mentioned Sacred Geometry yet? Seriously, who came up with this nightmare.

That one makes my head hurt.


Frogsplosion wrote:
The Mortonator wrote:
Well, it is a terribad feat for everyone else sitting around while you balls around with it. Not even the munchkin in me would take it just cause it would make the game worse.
our gm imposed a 30 second time limit to do the math portion of the feat or the spell fails. Our wizard has still only ever failed once.

The one local campaign where Sacred Geometry was used, we found the working of the dice into the desired numbers to be trivial and swift.


Maybe it's just me, but 30 additional seconds on a turn still seems excessive.


While I think Sacred Geometry is horrible for game balance, it's a great tool for teaching children quick math. By the way, the easy trick is to get the sum you want as fast as possible (go go times table!), make a zero (any two identical numbers) and multiply all the extra by that. With someone half-decent at math it's very quick. With someone who's not, they could probably use the practice.


I think there is a smartphone app out there which does the maths for you, if you are worried about time.
Besides, I think the feat is really overpowered. Just don't let it be taken by a caster player who thinks for 5 minutes every round which spell to use. If you know your char and your spells, this should take less time than an archer who rolls 264826 shots per round with different modifiers


Water Skinned, an Undine racial feat.

For the cost of a feat, you gain the incredible ability to...put out a small nonmagical fire by touching it as a standard action.

Other hall of shamers...

-Combat Expertise, reigning king of the Onerous Feat Tax Olympics
-The Vital Strike Chain, or "the poster child for why feat chains are bad and need to stop"
-Sacred Geometry, for "who the hell read this and though this was a thing that needed to exist?"
-And of course, Dazing Spell, or "thanks for turning the boss fight I worked on all week into a five-minute stunlocked curb-stomp, guys. Time well spent."


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Blackwaltzomega wrote:
-And of course, Dazing Spell, or "thanks for turning the boss fight I worked on all week into a five-minute stunlocked curb-stomp, guys. Time well spent."

Really that's just full casters in general, the feat just lets blasty casters get in on the action.

Grand Lodge

HeHateMe wrote:
Cellion wrote:
deuxhero wrote:

There was one feat in a module that did nothing but let you commit suicide easier and make it impossible to resurrect you.

I forget what it was called though. It at least did what I assume (haven't read the module it was from) it was meant to: give the bad guys in the module proof against interrogation mundane and magical. That likely means its better than some of the other feats that make you worse.

I came across the feat you're talking about a few weeks ago and had to read it three or four times to believe it. Even now I'm stunned at how overwhelmingly bad it is at the cost of effectively deleting your character.

Troth of the Forgotten Pharaoh

This is hilarious, not only does this feat turn your character into a suicide bomb, but it's an extraordinarily weak suicide bomb as well.

1d6+(1/level)... the only place I'd ever use this is if I had a village of commoners, and a barbarian that I know uses cleave.

Scarab Sages

Ms. Pleiades wrote:
HeHateMe wrote:
Cellion wrote:
deuxhero wrote:

There was one feat in a module that did nothing but let you commit suicide easier and make it impossible to resurrect you.

I forget what it was called though. It at least did what I assume (haven't read the module it was from) it was meant to: give the bad guys in the module proof against interrogation mundane and magical. That likely means its better than some of the other feats that make you worse.

I came across the feat you're talking about a few weeks ago and had to read it three or four times to believe it. Even now I'm stunned at how overwhelmingly bad it is at the cost of effectively deleting your character.

Troth of the Forgotten Pharaoh

This is hilarious, not only does this feat turn your character into a suicide bomb, but it's an extraordinarily weak suicide bomb as well.
1d6+(1/level)... the only place I'd ever use this is if I had a village of commoners, and a barbarian that I know uses cleave.

The damage is incidental. The point of the feat is to kill yourself rather than talking to betray you master, and the method protects you from being forced to betray them after death as well.

Grand Lodge

Imbicatus wrote:
Ms. Pleiades wrote:
HeHateMe wrote:
Cellion wrote:
deuxhero wrote:

There was one feat in a module that did nothing but let you commit suicide easier and make it impossible to resurrect you.

I forget what it was called though. It at least did what I assume (haven't read the module it was from) it was meant to: give the bad guys in the module proof against interrogation mundane and magical. That likely means its better than some of the other feats that make you worse.

I came across the feat you're talking about a few weeks ago and had to read it three or four times to believe it. Even now I'm stunned at how overwhelmingly bad it is at the cost of effectively deleting your character.

Troth of the Forgotten Pharaoh

This is hilarious, not only does this feat turn your character into a suicide bomb, but it's an extraordinarily weak suicide bomb as well.
1d6+(1/level)... the only place I'd ever use this is if I had a village of commoners, and a barbarian that I know uses cleave.

The damage is incidental. The point of the feat is to kill yourself rather than talking to betray you master, and the method protects you from being forced to betray them after death as well.

I don't know, a dozen commoners bum-rushing the party to make a faux mini-fireball sounds absolutely hilarious. I may have found the perfect sound for it too.


Hate to repeat anything, but 90 posts. I love TWF. That is why I say I hate Greater Two Weapon Fighting. A -10 penalty just for an extra attack. You'd be WAY better off with Two-Weapon Rend... That is at least applicable.


Honestly, after thinking about it a while, Exotic Weapon Proficiency (bastard sword) and (dwarven waraxe). Both are basically either +1 to damage compared to longswords and battleaxes, or +2 (or +2.5) to damage and -2 to hit compared to greatswords and greataxes. It's why I'd even let someone with all martial weapons try to one-hand a bastard sword. 'You want +1 damage for -4 to hit? Knock yourself out. If you can.'


I'll second TWF. The worst thing about it is how bad it sucks compared to the nearly identical archery feats.

TWF vs. Rapid Shot -> RS deals your full strength bonus on both hits when using a sling or composite bow, no need for double slice.

Improved TWF vs. Manyshot -> The extra attack from manyshot is at your Full BAB, not -5.

Greater TWF vs. They didnt bother because archers know an extra attack is unnecessary at this point.

And that's not to mention the benefits of being able to shoot 1000 feet.

I would love to play a TWF sword and board build, but it's pretty tough to put a fun one together without exhausting all your resources with the way TWF works.


Can we just talk about how the only way to play a shield focused character is with a ranger or slayer and cheating with ranger combat style feats?


That Brawler Archetype looks decent too. I once looked over it though and found some bug, but can't remember what it was.


Prof. Löwenzahn wrote:
That Brawler Archetype looks decent too. I once looked over it though and found some bug, but can't remember what it was.

Except it can't get shield mastery without dealing with feat taxes out the wazo.

Dark Archive

My Self wrote:
What really, really doesn't need to be a feat is Power Attack. It's an excellent option, probably the best single feat a martial character could pick up. However, it's a feat that practically *every* martial character will pick. Granted, it's not as mind-numbingly awful as Combat Expertise, but it feels like an option you should just... have. Maybe you could get a 2:1 two-handed and 1:1 single-handed Power Attack ratio normally, and have the option to improve it to a 3:1 and 2:1 as a feat.

Power Attack (-Atk, +Dam) and Combat Expertise (-Atk, +AC) should definitely just be options, not feats, or, at the very least, options baked into classes like the Fighter (with other classes needing to take the feat to acquire them).

Mutants and Masterminds also had Reckless Attack (-AC, +Dam) and Accurate Attack (-Dam, +Atk) options, which I'd add to the options available for Fighters (or as feats for others).

It would be pretty cool if Fighters (again, at minimum) could juggle around numbers from their attack, AC and damage willy nilly, but, ideally, some sort of class based flat AC and damage bonus (to trade off with BAB), such as those gained by the Monk (or 1st edition D&D Monk, back when they got +1 damage / 2 levels to their armed attacks).

But, as they say, that's an option whose time has passed.


I'd say Human Spirit isn't the worst, but it's certainly not worth the feat. You get four skill ranks over the course of four levels, and you have to choose it at first level. Okay, some people really like skill ranks, but at least make it scale like Toughness. I'd still say a Half-Elf with this feat gets way less than a human. With this feat, Half-Elves get a +2 to a stat, immunity to sleep effects and a bonus to enchantment spells, Skill Focus, a +2 to Perception, low-light vision, and 4 extra skill ranks. This feat essentially eats their first level feat slot. Humans get a +2 to a stat, two feats and at most 20 extra skill ranks. Half-Elves get some goodies (most notably that +2 to enchantment saves), but I've rarely played characters that don't want a first-level feat.

Liberty's Edge

I forgot about Exotic Weapon Proficiency. Not the worst. Only worth taking in certain cases. I dislike it as a feat as sometimes the so called "exotic" weapons are not really exotic. Just better in terms of damage then ones in the core so the devs penalize people for taking them.

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