Feats You Think Are Awesome!


Pathfinder First Edition General Discussion

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Mightypion wrote:

Related topic, whats the least bad prestige class?

Furious Guardian for Bloodragers who arent primalists and want to auto rage at start of combat?

Least bad? Agent of the Grave.


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Loremaster wizard. Secret of magical discipline ftw.

Edit: just realized this answered the on and off topic questions.


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How have I not brought up Harrying Partners? Extendinding the duration of the bonus Aid Another provides is legit AF... Order of the Dragon Cavaliers can hand it out to everyone in the party via Tactician, and it's the perfect teamwork feat to load into a Ring of Tactical Precision, too.

Fire Music... because it is neat, and I like Bards. In the particular case of Bards and the aforementioned Fire Music feat, I suggest a Flame Dancer-Flamesinger with an Eversmoking Bottle... summoning flaming monsters that can see through the smoke.

Bushwhack/Chokehold... could probably throw Strangler in there, too. Something about these feats just make sense to me, especially when taken/used together on something like a Bandit-Kidnapper Rogue.


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Amplified Radiance... and its opposite, Seeping Darkness... both are race-specific teamwork feats that play off of racial SLA's... an aura of light for Aasimars that share their feat, and concealmemt for Drow that share their feat. It is cool that two (or more) Aasimar shine with light simply for being close to each other, or Drow start to blurr and become harder to distinguish if they are grouped together... that is just neat.


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VoodistMonk wrote:

{. . .}

Fire Music... because it is neat, and I like Bards. In the particular case of Bards and the aforementioned Fire Music feat, I suggest a Flame Dancer-Flamesinger with an Eversmoking Bottle... summoning flaming monsters that can see through the smoke.

Fire Muxic looks neat, but unfortunately it will progressively hose you more as you go along, because Summon Monster gets worse and worse with level as a Bard spell because of the 6/9 spellcasting progression, and Fire Music only works on Summon Monster cast as a Bard spell, even if you have Summon Monster at a higher level in something else. Then if you AREN'T going Flamesinger Bard, having to dip or go VMC another arcane spellcasting class to meet the rest of the prerequisites hurts, although if you wanted VMC Wizard for some other reason (which could actually be good), you might be able to make a go of it (select Spark as your Cantrip). But Flamesinger or not, you still have the problem of your Summon Monster spells falling behind; Flame Dancer's Song of the Fiery Gaze will help you keep your summons relevant a bit longer, but not much longer. (Would have had to have a 9/9 spellcasting Bard variant in 1st Edition to make this work, or else some kind of Bard/Summoner hybrid that could apply Fire Music to the Summon Monster spell-like ability.)

VoodistMonk wrote:
Bushwhack/Chokehold... could probably throw Strangler in there, too. Something about these feats just make sense to me, especially when taken/used together on something like a Bandit-Kidnapper Rogue.

In looking up Chokehold, I stumbled upon a feat with which Stamina is actually good -- reducing the Chokehold penalty from -5 to -1 for just 2 Stamina points is not too shabby.

The subject of which prestige classes are least bad brings up a feat that isn't awesome, but is necessary for certain prestige classes to be good: Accomplished Sneak Attacker gives Arcane Trickster the potential to be pretty good.


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My Flame Dancer-Flamesinger Bard is actually VMC Sorcerer for the Verdant/Groveborn Bloodline, adding Lush Summons to equation. She is a Treeborn Gathlain, so you have this forest fire/burning wood theme that actually kind of works. Sure, she is no Master Summoner or Monster Tactician, but she seems to do alright.

Also, that is cool that Combat Stamina can help reduce the Chokehold penalty... Combat Stamina just keeps popping up. Definitely need to hand this out to everyone as a bonus feat next time I run a campaign so I can see it in use.


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Bringing this thread back up, because I think it's awesome.

Combat Stamina... the more I look at it, the more fun it gets. Ignoring the Intelligence requirement and the attack penalty for Combat Expertise. There are literally tons of feats that have special interactions with stamina. Very fun... something I look forward to handing out as a bonus feat to players at my tables from now on.

Porcupine Defense... speaking of feats that interact with stamina... this feat is great for Small characters. I really like it for Underfoot Halflings, Disciple of the Pike Cavaliers, and Spawn Slayer Slayers... really anything with a bonus for picking on something larger than oneself.

Dastardly Trick... I love Dirty Trick builds, and being able to spend Panache to force a Will save to remove your tricks is legit.


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Glad I started this thread, get to be reminded about feats you forgot about and learn about feats you didn't know about at all.


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There is an item mastery feat that, as a swift action, adds d4 to your weapons elemental d6 damage.
If you are a class like f.e. Bloodrager, that does not use swift actions much, and you have a weapon that deals 2 different types of elemental damages, its basically +2d4 damage, which is notable.

Note that the feat only works on weapons, and you cant use f.e. Ifrits innate +1 fire damage to add +d4 fire damage to that.


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Honestly I really like Cosmopolitan. It's an excellent way to make your characters a bit more flexible while also giving you two free bonus languages.

Empath is also fun if you're running an Occult game, and you can never go wrong with Skill Focus.

Splintering Weapon has limited utility at higher levels, but is really fun for lower level characters and can be a nasty surprise for the PCs when a Villainous NPC has it.

Noble Scion and Racial Heritage can be great for flavor, though I honestly dislike how the latter is limited to humans.

Gruesome Shapechanger is also really, really neat, though unfortunately it is incredibly situational and, being a horror adventures feat, is better for enemies than players. The same cannot be said for my second favorite Horror Adventures feat, Disconcerting Knowledge, which is much better for PCs than monsters in addition to having amazing flavor and can really feel like a "Oh how the tables have turned" moment if pulled off right.

When it comes to metamagic, I really like Elemental Spell. It has limited utility but a lot of flavor and can be amazing in some specific situations.

I also remember really liking a bunch of Story Feats from Ultimate Campaign but I forgot most of them.

Unfortunately, even though Hobgoblins are my favorite race, most of their feats are rather disappointing. The whip fighting feat chain (Demoralizing Lash, Taskmaster, and Terrorizing Dislpay) is decent mechanically, but incredibly narrow and only really fits with a specific build. In addition, flavor-wise it'd be a better fit for a BBEG than a PC, which kinda annoys me in this particular instance because the Advanced Race Guide felt more geared towards Players than Horror Adventures or even Ultimate Combat did.

Honestly my favorite Hobgoblin feat is the Teamwork Feat Spirit of the Corps, which was introduced in the Monster Codex but honestly feels better suited for PCs than the Hobgoblin feats introduced in the Advanced Race Guide AND doesn't require you to be a Hobgoblin to take it.

Also, a lot of this was copy-pasted from another post, but this thread reminded me of another feat I forgot before which I really, really like - Cunning


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With regard to Disconcerting Knowledge...do size modifiers still apply?


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Lemartes wrote:
With regard to Disconcerting Knowledge...do size modifiers still apply?

I think any rules that apply to using Intimidate when attempting to demoralize a creature, would still apply when using the proper Knowledge skill in place of Intimidate. I believe it would be similar to, if not the exact same as, using Versatile Performance to replace Intimidate with Perform (Comedy,Keyboard,Percussion).


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Greylurker wrote:

I don't know that I would call it awesome but Symbolic Mastery is a weird little feat you can throw into just about any character with a decent Use Magic Device and a Good Fort save.

Your Holy Symbol now shoots lasers. Number of times per day equal to you Base FORT save. Damage 1d6+ half your ranks in Use Magic Device

The Neat thing is that the damage it inflicts depends on the Domains of the God you worship. so you usually get 3 or 4 different damage types out of it.
For example with Pharasma you get; Cold, Positive, Negative and Untyped (damage reduced to 1d3 + half ranks in UMD)

plus abilities and feats that affect all weapon attacks function as normal with symbolic bolts.

Maybe not awesome but a really neat trick to pull out of your pocket.

Found in Pathfinder Players Companion; Magic Tactics Toolbox

There are traits, such as Birthmark and/or Holy Tattoo, that allow your holy symbol to be, well, you. With either of those traits, YOU can shoot lasers! Lol. Or a tattoo on you detached Possessed Hand could shoot lasers. There is lots of fun to be had with this...


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We already brought up Smite Evil Magic and Witchbreaker, but forgot about Sunder Blessing. It's like the Spell Sunder/Sunder Enchantment Rage Power(s), but for Fighters [or anyone that counts as one].

And Nature Magic has already been mentioned, but we forgot Grasping Strike. Vital Strike that entangles, it's just cool. Goes great with Gorum's Swordmanship and Rhino Charge.


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Some of my favorite feats have been:

Improved Familiar: My shaman has a unique non-standard improved familiar (wyrmling nightmare dragon) thanks to a chronicle boon. She's delightfully colorful and creepy!

Bodyguard: I've seen some players add obscenely high bonuses to AC with certain combos, but Bodyguard is still pretty useful on its own, or with benevolent armor. And a bodyguard animal companion with a high Dex can get a lot of mileage, too! My cavalier rides an axebeak [another boon] who regularly makes AoO's with reach and still has some left over to Bodyguard with.

Fiend Sight has potential, but you have to take it twice to get see in darkness, so my tiefling's not quite there yet.

Improved Initiative: A perennial favorite, especially for characters who rely on being mobile, or who want to dependably get off the first hit or spell in a fight. My stonelord paladin has it so he can move up into a good position to enter his defensive stance before his foes have time to scatter. And my inquisitor has it in order to make his initiative bonus even more obscene.

Boon Companion: This allows for interesting multiclassed builds that won't nerf one class's companion. I have a hunter/rogue whose main schtick is flanking with her pet, and B.C. makes it workable. My wife has a cavalier who turned paladin, and is using B.C. to make up the level gap until she gets divine bond and gets her full level without it again; she'll retrain the feat then.

Improved Spell Sharing: Very helpful for conserving both actions and spell slots when your caster has a combat-capable companion.

Weapon of the Chosen feat tree: A couple years back, Owen K.C. Stephens posted on social media about building a warpriest with these feats plus the Vital Strike tree, and I decided I had to try it out for myself for my first warpriest. My PC now has all three W.o.t.C. feats at 3rd level, but needs a few more levels before she qualifies for V.S.

Regarding story feats, I'm playing an oracle in Legacy of Fire who has just qualified for Healer's Touch and will be taking it as soon as we level up at the end of Book 2 (which I believe we are only one or two fights away from). Cheap maximized healing for her allies FTW!


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Combat Advice and Strike True were both mentioned as alternative uses of a move action, but I think Battle Cry deserves a shout out as a decent use of a swift action. Giving all your allies a morale bonus to attack for 1 minute [as a swift action] is pretty legit.

Battle Cry isn't nearly as cool as, say, something like Flagbearer's constant effect +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. Or the beautiful constant effect +2 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects, and the +2 resistance bonus on all saving throws against mind-affecting effects that Flagbearer does with the Banner of Ancient Kings... but we can't all be Bards with Longspears [can we?]. Not everyone is perfect.

The teamwork feat Artillery Team is awesome because it allows Small and/or Medium creatures to work together and use Large Crossbows and Large Muskets... your buddy supports the weapon and loads it, while you shoot it. If your buddy has feats or abilities that affect reloading, they apply whilst wielding the Large weapon in this manner. Likewise, your feats/abilities for aiming and firing apply to Large weapons when used like this. Just the image of this feat in action is worth its use.

Speaking of teamwork feats that play off of size... Blades From Above and Below allows allies of different sizes to count as flanking regardless of position if they both threaten the same enemy. The enemy has to be the same size as one of the allies benefitting from this feat, but that is pretty common [and hardly a restriction].

A few more race-specific feats that deserve some time in the spotlight...

The Goblin feat Saddle Strike is like Power Attack as a teamwork feat for your Mount, but it's not actually a teamwork feat [the Mount does not need to have it]. You [the Goblin rider] take a penalty to your personal attack rolls, but give your Mount a bonus to attack and damage with its natural weapons. This penalty and bonus scale with BAB like Power Attack, as well. It's epic, and beautiful. Little weak Goblin misses with its little weak Goblin weapons, but its monster of a Mount absolutely shreds. The attack bonus the Mount gets will negate the penalty from using Power Attack, and the bonus to damage will stack with Power Attack.

Another Goblin feat, Goblin Gunslinger, allows Goblins to use Medium firearms without the size penalty. Thought I would throw it out there since I mentioned Artillery Team.

And the Tengu feat Bloody Beak is cool in that the bleed damage specifically stacks with other scources of bleed damage. Unless I am missing something, this is a pretty rare/special, possibly unique, ability... and it's hilarious because it's a freaking bird-person pecking you with its face.


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The problem with bodyguard, which I like, is that it is useless RAW wise due to an errata.

To use it, you need to be adjacent to the target, and threaten the enemy making the attack. This means you generally speaking need a reach weapon, but, if the enemy is intelligent, he can almost always 5 foot step in a fashion that puts the one you are bodyguarding between the enemy and you. Now, the enemy has cover. You cannot make AoOs on him, and thus cannot use bodyguard.
If you are side by side with your ally, the enemy can probably still 5 foot step diagonally, or it can simply attack you.

RAI, if adjacent to the one you want to protect is all that is needed, and that was the authors intend, its good. RAW that FAQ killed it.

Dark Archive

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Mightypion wrote:

The problem with bodyguard, which I like, is that it is useless RAW wise due to an errata.

To use it, you need to be adjacent to the target, and threaten the enemy making the attack. This means you generally speaking need a reach weapon, but, if the enemy is intelligent, he can almost always 5 foot step in a fashion that puts the one you are bodyguarding between the enemy and you. Now, the enemy has cover. You cannot make AoOs on him, and thus cannot use bodyguard.
If you are side by side with your ally, the enemy can probably still 5 foot step diagonally, or it can simply attack you.

RAI, if adjacent to the one you want to protect is all that is needed, and that was the authors intend, its good. RAW that FAQ killed it.

What faq?

I only know the JJ comment that it works (no need to threaten)


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Unfunny FAQ

Quote:
Bodyguard: The Bodyguard feat says that I can spend one of my attacks of opportunity to aid another the AC of an adjacent ally, but it doesn’t say one way or the other whether this removes other restrictions on aid another? Particularly, do I need to threaten the attacking enemy? Also, has that enemy provoked an attack of opportunity from me?

You still need to fulfill all requirements of aid another, including threatening the attacking enemy. Bodyguard uses up one of your attacks of opportunity for the round, but the enemy hasn’t provoked an attack of opportunity from you, nor are you making one (which is relevant for abilities like Paired Opportunist).

I rather strongly dislike this FAQ ruling, and am aware that the feat authors intend was different.

Of course, if a GM goes by rules as intended, its a pretty good feat.


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Life is so much easier, and the gameplay is so much better if you completely ignore every single errata/FAQ. Ignore. Every. Single. One.


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The only errata I like was for Steadfast Personality feat other then that can't think of any positive changes.


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Alertness- Perception bonus need I say more, also helps sense motive.
Arcane Strike- Bonus damage is always handy.
Blind Fight- Cirumstantial but useful.
Cunning- More skill points please.
Dodge- A handy bonus not always wanted but useful all the same.
Extend Spell- My go to metamagic feat, get max duration out of certain spells.
Improved Critical- YMMV but I enjoy increased critical range and not spend all my cash.
Leadership- Game and Group specific but useful when its allowed.
Nimble Moves- Handy little mobility buff.
Toughness- Bonus HP for everyone.

This is my ones for certain NPC's.
Master Craftsman-Allows certain non-casters to craft a limited pool of magic items, useful for certain games.
Run- Cause more movement is handy.

EtG

Dark Archive

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VoodistMonk wrote:
Life is so much easier, and the gameplay is so much better if you completely ignore every single errata/FAQ. Ignore. Every. Single. One.

So ignore the change to prone shooter?

Yeah, no.


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Name Violation wrote:
VoodistMonk wrote:
Life is so much easier, and the gameplay is so much better if you completely ignore every single errata/FAQ. Ignore. Every. Single. One.

So ignore the change to prone shooter?

Yeah, no.

What an interesting choice to use as your example for where an errata/FAQ was an improvement... I did not even know that Prone Shooter was a feat, or that said feat had been changed. Looking at it, and the discussions about it, though... I will probably forget about it shortly. My characters spend so very little time prone, and rarely [if ever] attempt to fire a ranged weapon whilst prone. Grippli sniping with blowguns is cool and all, but the feat, and all its revisions, is completely useless to me. I'm sure I am not alone there, either.


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It doesn't concern a feat, but the one that says dragondisciple works for bloodragers is a (yes, rare) case of an faq adding options. Or.the one that says magus spell combat and haste are compatible.


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When it comes to nerfs by FAQs, I will shamelessly quote myself:

SheepishEidolon wrote:
There is a reason why Paizo did nerf options they considered overpowered: Such options are way more harmful than underpowered ones. If an option is underpowered, it will be ignored by ambitious players - hence all the other options are still relevant and the game is still interestingly diverse. But if one option is overpowered, every other option will be ignored by the same type of player - hence this part of the game becomes way more boring. See this blog entry for a slightly more elaborated description, I got it from there.


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There's hundreds of FAQs errata that fix critical errors. For example, without either, a Monk needs two weapons to Flurry, a Monk1/Fighter129 would have a BAB of 1 when flurrying, and a +1 AoMF costs 5k. Not moving makes invisible creatures twice as easy to notice (perception DC gets a -40) as running (-20). But hey, at least Shield Master lets you ignore any and all penalties to attack rolls!

These are just some examples of how ridiculous VoodistMonk alleged "ignore every single errata/FAQ" is. I say alleged, because I call total bull s~#+ on him actually doing so.
Hell, where do you even get a 1st edition CRB from? Because without that, it's literally impossible to play without errata!

Seriously, this isn't even worth discussing. VoodistMonk is just soapboxing against windmills.

Not that I will ever understand how anyone can take VoodistMonk serious, when he just said that ignoring the FAQ that lets an Oozemorph Shifter move more than one hour per day makes the game better.


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Derklord wrote:

There's hundreds of FAQs errata that fix critical errors. For example, without either, a Monk needs two weapons to Flurry, a Monk1/Fighter129 would have a BAB of 1 when flurrying, and a +1 AoMF costs 5k. Not moving makes invisible creatures twice as easy to notice (perception DC gets a -40) as running (-20). But hey, at least Shield Master lets you ignore any and all penalties to attack rolls!

These are just some examples of how ridiculous VoodistMonk alleged "ignore every single errata/FAQ" is. I say alleged, because I call total bull s*+% on him actually doing so.
Hell, where do you even get a 1st edition CRB from? Because without that, it's literally impossible to play without errata!

Seriously, this isn't even worth discussing. VoodistMonk is just soapboxing against windmills.

Not that I will ever understand how anyone can take VoodistMonk serious, when he just said that ignoring the FAQ that lets an Oozemorph Shifter move more than one hour per day makes the game better.

I am absolutely talking out my @$$... I don't even know where to find errata/FAQ in any official capacity, so I am only exposed to the one's mentioned on these boards. Said errata/FAQ are often only mentioned on these boards to "correct" someone's build that is either trying to get away with something, or built around something that does not work. I have absolutely no freaking clue what has, and has not, been changed throughout the years. I am hardly one to give a $#!+, though. As a GM, I make things work the way they were intended to... with, or without, errata/FAQ's to back it up.

Monk works just fine without any FAQ because only a blasted idiot would take the original text so literal as to make the original Monk not work as intended. I am glad the wording has been fixed so stupid people can play Monks without feeling dirty that they are breaking the rules by just letting the class work instead of following poorly written text to the letter. I do not feel sorry for people that lack imagination enough to solve nonproblems.

But, but... the books says...

You're right, it does. I don't care enough about RAW that I allow it to get in the way of a good game, so RAI rules the day. I try make things better, rather than worse. All that jazz about better options making the game lack diversity is garbage... not all martials use Butchering Axes or HornBows, not all spellcasters are Exploiter Wizards... literally nobody cares about tiers of imaginary power, and they play whatever they feel like. So nerfing something for the sake of it being overpowered compared to other options is something I just do not follow or care about... especially if I feel it was intended to be a powerful option.

Some things are better than others, and I am ok with that. I have yet to see this supposed domino effect of overpowered options making the game less diverse. And until it becomes a problem [for me], I will let overpowered options remain unchanged... ignoring every single errata/FAQ that in any way nerfs the original content.

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