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General Tabletop Discussion
*Pathfinder & Starfinder
What are the most worthless feats (Heroic)?
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<blockquote data-quote="Saeviomagy" data-source="post: 4690570" data-attributes="member: 5890"><p>Expanded Spellbook - the 'choice' of a wizard doesn't actually tend to be all that useful: most of the spells have fairly general applications, and outside of that, there's no real way to scout ahead and know what to prepare. Spending a feat to expand that choice is a bit of a waste therefore.</p><p></p><p>Far Shot and Far Throw - Not usually useful at the normal range than an engagement starts.</p><p></p><p>Fast Runner - +2 speed is pretty nice for certain characters.</p><p></p><p>Long Jumper - worthwhile IF you intend to use jump to travel over the squares of foes (which a rogue may want to do)</p><p></p><p>Mounted Combat - Worth getting if you get a mount and are in a scenario where that mount will see combat. Worthless otherwise. The availability of retraining stops this from being completely unused.</p><p></p><p>Shield Push - Great feat for fighters.</p><p></p><p>Skill Focus - The only way to raise your skills above all others.</p><p></p><p>Sure Climber - one of these wierd feats: climbing has almost zero combat application, even when used creatively. So the main use for this is in situations where the DM has decided that you need to climb. And if noone has this feat, then the climb is unlikely to be incredibly deadly.</p><p></p><p>Linguist - see sure climber. Most DMs who write story don't do so in order to have the players never learn that story. Hence dialog will almost always be in a language the players understand (either that, or it won't have much thought put into it). Taking this feat simply makes it more likely that ONLY YOU will understand the necessary language, whereas normally the DM would need to resort to common. In that sense, this HURTS your party. There are some specific DMs who are willing to go to some effort writing up story that will never be heard: best to avoid taking this feat until you're certain that your dm is one of them.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 4690570, member: 5890"] Expanded Spellbook - the 'choice' of a wizard doesn't actually tend to be all that useful: most of the spells have fairly general applications, and outside of that, there's no real way to scout ahead and know what to prepare. Spending a feat to expand that choice is a bit of a waste therefore. Far Shot and Far Throw - Not usually useful at the normal range than an engagement starts. Fast Runner - +2 speed is pretty nice for certain characters. Long Jumper - worthwhile IF you intend to use jump to travel over the squares of foes (which a rogue may want to do) Mounted Combat - Worth getting if you get a mount and are in a scenario where that mount will see combat. Worthless otherwise. The availability of retraining stops this from being completely unused. Shield Push - Great feat for fighters. Skill Focus - The only way to raise your skills above all others. Sure Climber - one of these wierd feats: climbing has almost zero combat application, even when used creatively. So the main use for this is in situations where the DM has decided that you need to climb. And if noone has this feat, then the climb is unlikely to be incredibly deadly. Linguist - see sure climber. Most DMs who write story don't do so in order to have the players never learn that story. Hence dialog will almost always be in a language the players understand (either that, or it won't have much thought put into it). Taking this feat simply makes it more likely that ONLY YOU will understand the necessary language, whereas normally the DM would need to resort to common. In that sense, this HURTS your party. There are some specific DMs who are willing to go to some effort writing up story that will never be heard: best to avoid taking this feat until you're certain that your dm is one of them. [/QUOTE]
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What are the most worthless feats (Heroic)?
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