Most Useless Feat

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Adventurer
What is the most useless feat you have ever taken?

Or what feat have you never taken because you thought it too useless?

Toughness gets my vote. Although Improved Toughness in Complete Warrior is actually useful. :)
 

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Eagle Claw attack from Sword & Fist is still the champion. It allows a character with Improved Unarmed Attack damage weapons with a sunder attempt. Which sounds good, until you realize that's something you can do anyway.

Its a feat that does absolutely nothing.
 

Greater Weapon Specialization: Net

Plain old Weapon Specialization: Net is bad, but taking all the feats necessary to get Greater Specialization is just terrible.
 


Mobility. Picked it up for a first level monk, he's now level 11 and has never used it for anything. Tumble prevents all the AoOs he would have used it for, never got around to picking up Spring Attack, it's a useless feat for that character.

I'm planning on using it the next time we encounter something with reach; go total defense (+6 to AC with the bonus from tumble) and move through his threatened spaces to provoke an AoO versus myself with a +10 bonus to AC (AC 38 total). The monster misses, wastes his AoO, and our paladin can charge without getting flattened moving through the threatened squares. That's right, I'm having to engineer situations where this feat will be useful. :)
 

Dodge and Mobility

The only reason any of my characters have either of these feats is to meet the requirements of PrCs and prerequisites of other feats.
 

The old 3.0 endurance no one in their right mind would ever burn a feat on that, and the current incarnation is only slightly better.
 

Dodge, but only because I can never remember to use it. I have to leave myslef a huge note at the top of my character sheet, and I still forget. The DM and the other players laugh about it... So do I :)
 

The 3.0 Run. 3.5 Run is actually useful.

Whirlwind Attack: Sound tactics say you attack one target and keep hitting it until it is destroyed, then you move on to the next target. WA is just a flashy way to take out Mooks. And Cleave/Great Cleave is the prefered way to do that and getting to the top of the feat tree takes fewer feats than getting to WA.

Iron will, great fortitude, lightning reflexes: Do people take these who don't need them for PrCs?

Improved Initiative: For me only as a player, because I always roll like a 4 on my init rolls. Half the party has II and our init list usually goes 28, 23, 21, 20, 19, 14, 3. once in every dozen or so combats I have an init number over 10 and my dex bonus is +2. When I DM, I always get good numbers. :)
 

In a short-lived game, I played a fighter in a large group of mixed Monk/multiclasses. Monk/Psions, Monk/Psi-warriors, Monk/Wizards etc. Plus a few straight spellcasters.

With all these Monks, who had Mobility? My Fighter. I also had Combat Reflexes, Iron Will (another feat someone mentioned above), Improved Initiative and so forth.

My Fighter would move freely through the enemy ranks, deliberately drawing AoOs so that they couldn't be used against others. Then they'd be facing the toughest one of their enemies right in their midst and have to draw AoOs in order to get past me to the weaker members and/or spellcasters in my party.

That was a fun game. Too bad the group didn't last.
 

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