Thanks grognards.txt!I would like to point out that Monkey Lunge only removes the -2 penalty from the Lunge (http://www.d20pfsrd.com/feats/combat-feats/lunge-combat---final) feat that actually gives you the 5 feet of additional reach. And doesn't "until the end of your turn" mean that you still get the benefit on AoOs?
Monkey Lunge (Combat)
Paizo Peripheral
This content is from material published by Paizo Publishing, LLC, but is not part of the Pathfinder Core Rules.
You can quickly recover from your lunges, helping you to avoid counterattacks.
Prerequisites: Lunge, Acrobatics 1 rank.
Benefit: As a standard action, you can use the Lunge feat to increase the reach of your melee attacks by 5 feet until the end of your turn, without suffering a penalty to your AC. You cannot use this feat if you carry a medium or heavy load.
Normal: You take a -2 penalty to your AC until your next turn when making a lunge attack.
Waaaahhhh... (http://www.d20pfsrd.com/feats/combat-feats/monkey-lunge-combat)
Right up there with Prone Shooter, which negates the attack penalty for firing a crossbow while prone.No, it's worse than that. Prone Shooter lets you do something you can already do without the feat, so you just waste a feat.(click to show/hide)
It's a bit hard to rely solely on AoOs, especially in PF (no Karmic Strike or Robilar's Gambit, no Stand Still, Trip sucks etc.). Giving up your standard action in order to... stand there a little more ready doesn't strike me as a viable way to stab faces.
Why wouldn't you just... attack them?
Yeah, Helpless Prisoner and Death or Glory are also tremendous low points. People claim 3E is more trap laiden, but it is actuall PF that literally punishes you for making the wrong feat choice. In 3E, the punishment was only getting 3 measly hp." In PF, you're actually harmed.
http://www.d20pfsrd.com/feats/combat-feats/elephant-stomp-combat(click to show/hide)
I probably shouldn't have bothered bolding anything, the entire paragraph is basically pure fail.
http://www.d20pfsrd.com/feats/combat-feats/elephant-stomp-combat(click to show/hide)
I probably shouldn't have bothered bolding anything, the entire paragraph is basically pure fail.
Overrun is an action which can be done as part of a charge. Elephant stomp lets you make an attack with the mount whilst charging. It is mostly used for a charge build character like a paladin.
If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge).
Raging Drunk (Ex)
While raging, the drunken brute can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage for the day (instead of the alcohol’s normal effects). For each alcoholic drink consumed while raging, the barbarian is nauseated for 1 round when her rage expires, in addition the normal fatigue that follows a rage. Tireless rage does not negate this nauseated condition but the internal fortitude rage power does.
Alternate class feature for Barbarian, replaces Fast Movement:
Raging Drunk (Ex)
Yeah, Helpless Prisoner and Death or Glory are also tremendous low points. People claim 3E is more trap laiden, but it is actuall PF that literally punishes you for making the wrong feat choice. In 3E, the punishment was only getting 3 measly hp." In PF, you're actually harmed.I seem to miss something. How is helpless prisoner always bad?
Researching the Blot...
If that was written for a 3E D&D supplement, back when spellcraft didn't let you ID items on its own, I could see that being useful. But since it uses the PF trait system...I doubt that's the case... Wow...
Raging Drunk (Ex)
While raging, the drunken brute can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage for the day (instead of the alcohol’s normal effects). For each alcoholic drink consumed while raging, the barbarian is nauseated for 1 round when her rage expires, in addition the normal fatigue that follows a rage. Tireless rage does not negate this nauseated condition but the internal fortitude rage power does.
fast drinker
Drinking strong alcohol to gain temporary ki, takes a swift action rather than a standard action.
CREATE PIT
School conjuration (creation); Level sorcerer/wizard 2, summoner 2
Casting Time 1 standard action
Components V, S, F (miniature shovel costing 10 gp)
Range medium (100 ft. + 10 ft./level)
Effect 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
Duration 1 round + 1 round/level
Saving Throw Reflex negates; Spell Resistance no
You create a 10-foot-by-10-foot extradimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.
Creatures who fall into the pit take falling damage as normal. The pit's coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.
I have actually seen Paizils argue that, as an extradimensional space, you can't teleport out of it. Which may in fact be true, but just makes the spell completely ridiculous. Becomes a "have flight, or GTFO" ability at that point.Ok. Thanks for the clarification.
EDIT: I suppose Helpless Prisoner doesn't technically make you worse day-to-day and is just literally useless instead of 3E toughness which is "useless." When I say a feat is worse than useless, I work with the assumption that someone who takes it actually wants to / tries to use it. I really don't think anyone intentionally declares, "My character doesn't NEED feats, so I'm going to take this one that does nothing!" Now, there is the "spell mastery argument" (a DM of someone w/ SM gets the idea to steal the spellbook / thinks its less harsh to do so and is thus encouraged to do so; so for a PC w/ helpless prisoner, the DM is more encouraged subconsciously to put the PC in a prisoner status), but leaving that aside... If a PC *were* captured, and *did* have this feat, and *did not* realize how bad it is, he would probably try to use it. And then the feat would become worse than not having it at all.
That was my reasoning.
It gets worse.Why wouldn't you just... attack them?
Yes, that's why it's so much fail, basically. You spend all those feats to be an uber juggernaut bitch, use a standard or charge (ie, basically all your offensive action for the round) to over run, win it by 5+, which is HARD to do in PF.... and throw away the normal benefit (moving through space and making them prone) in order to waste your immediate action to make an attack w/ a limited weapon selection. Instead of attacking / vital striking / charging (pouncing) / full attacking / etc... to begin with.
And keeping your immediate!
God, this is like "explaining the joke".
Caustic Slur (http://www.d20pfsrd.com/feats/general-feats/caustic-slur-general)
Prerequisites: Bluff 1 rank, favored enemy class feature, gnome.
Benefit: As a standard action, you can make a Bluff check against one sort of favored enemy. Any creature of that type within 60 feet of you must make a Will saving throw or become angered. If an affected creature attacks you, it's treated as if it were using Power Attack (taking a penalty on attack rolls but gaining a bonus on damage rolls). If the creature already has the power attack feat, the attack penalty increases by 1 and the damage bonus increases by 2. These modifiers end when combat ends. This ability does not work on creatures that cannot understand you, though sometimes a simple gesture is sufficient for an intelligent opponent to catch your gist regardless of any language barrier.
QuoteCaustic Slur (http://www.d20pfsrd.com/feats/general-feats/caustic-slur-general)
Prerequisites: Bluff 1 rank, favored enemy class feature, gnome.
Benefit: As a standard action, you can make a Bluff check against one sort of favored enemy. Any creature of that type within 60 feet of you must make a Will saving throw or become angered. If an affected creature attacks you, it's treated as if it were using Power Attack (taking a penalty on attack rolls but gaining a bonus on damage rolls). If the creature already has the power attack feat, the attack penalty increases by 1 and the damage bonus increases by 2. These modifiers end when combat ends. This ability does not work on creatures that cannot understand you, though sometimes a simple gesture is sufficient for an intelligent opponent to catch your gist regardless of any language barrier.
So you use this feat and grant your enemy the benefit of Power Attack. I don't know what to say.
QuoteCaustic Slur (http://www.d20pfsrd.com/feats/general-feats/caustic-slur-general)
Prerequisites: Bluff 1 rank, favored enemy class feature, gnome.
Benefit: As a standard action, you can make a Bluff check against one sort of favored enemy. Any creature of that type within 60 feet of you must make a Will saving throw or become angered. If an affected creature attacks you, it's treated as if it were using Power Attack (taking a penalty on attack rolls but gaining a bonus on damage rolls). If the creature already has the power attack feat, the attack penalty increases by 1 and the damage bonus increases by 2. These modifiers end when combat ends. This ability does not work on creatures that cannot understand you, though sometimes a simple gesture is sufficient for an intelligent opponent to catch your gist regardless of any language barrier.
So you use this feat and grant your enemy the benefit of Power Attack. I don't know what to say.
Saw the thread on GitP about this one, holy shit this is a stupid feat.
How did Paizo ever compete with 4E again?
Saw the thread on GitP about this one, holy shit this is a stupid feat.
How did Paizo ever compete with 4E again?
Saw the thread on GitP about this one, holy shit this is a stupid feat.It's not boring or bland?
How did Paizo ever compete with 4E again?
Caustic Slur
(text)
So you use this feat and grant your enemy the benefit of Power Attack. I don't know what to say.
Caustic Slur
(text)
So you use this feat and grant your enemy the benefit of Power Attack. I don't know what to say.
I realize that Paizo definitely didn't mean for this to happen, but if your DM works with 3.5/Pathfinder transparency (able to use both systems with DM permission) then this feat works kind of okay with Elusive Target.(click to show/hide)
And if your DM uses the Pathfinder version of Dodge, then it technically affects everyone using Power Attack on you. It might be good to help dodge one or two attacks if you're going for a dodge-tank sort of ranger. Who knows?
Don't get me wrong, I'm not defending it. By itself, within just the Pathfinder system, the feat is pretty useless and can easily backfire. Additionally, the favored enemy requirement severely hinders its usefulness, depending on the setting. If it put the enemy into a frenzy of some kind then that would be more flavorful and fun, I think.
Caustic Slur
(text)
So you use this feat and grant your enemy the benefit of Power Attack. I don't know what to say.
I realize that Paizo definitely didn't mean for this to happen, but if your DM works with 3.5/Pathfinder transparency (able to use both systems with DM permission) then this feat works kind of okay with Elusive Target.(click to show/hide)
And if your DM uses the Pathfinder version of Dodge, then it technically affects everyone using Power Attack on you. It might be good to help dodge one or two attacks if you're going for a dodge-tank sort of ranger. Who knows?
Don't get me wrong, I'm not defending it. By itself, within just the Pathfinder system, the feat is pretty useless and can easily backfire. Additionally, the favored enemy requirement severely hinders its usefulness, depending on the setting. If it put the enemy into a frenzy of some kind then that would be more flavorful and fun, I think.
Saw the thread on GitP about this one, holy shit this is a stupid feat.Because they made their product essentially free to play and enjoy.
How did Paizo ever compete with 4E again?
Elusive Target doesn't work with PF's version of Dodge because you never designate foes to be affected by it.I know, that's why I said it could work with 3.5/Pathfinder transparency. If a feat's broken, then the DM might as well fix it and make some new rules to make it work, if a player thinks the feat sounds fun and wants to use it. Dodge is relatively useful in PF so we always use it in my games, so it would be easy to just replace the Elusive Target text "target designated by Dodge" with "target designated for the use of this tactical maneuver." In the case with Caustic Slur, the target would be "that guy I just pissed off."
You can't "re-skin" the ability's game mechanicsPathfinder has officially banned refluffing.
So...Those idiots...Quote from: http://paizo.com/paizo/faq/v5748nruor1fo#v5748eaic9rdkYou can't "re-skin" the ability's game mechanicsPathfinder has officially banned refluffing.
So...Those idiots...Quote from: http://paizo.com/paizo/faq/v5748nruor1fo#v5748eaic9rdkYou can't "re-skin" the ability's game mechanicsPathfinder has officially banned refluffing.
Goodbye Crane Wing (http://www.giantitp.com/forums/showthread.php?t=327113)
Just a thought, if one were to reverse the errata on all the mundane/non-primary caster options, how much would the power level of martials rise? A little? A lot?
Is there any compilation of these pre-nerf versions out there? I know all the (3+ability mod)/day abilities were originally at will...
A little. It's still be a giant disparity, but at least the martials could feel useful sometimes, other than specific tricked out builds (that haven't been nerfed yet themselves) to min/max dps. Likewise if you were to undo all the caster buffs of PF. I mean, then you'd be back at 3E level "balance." A noticeable improvement, but still a tiny one.
Excuse me, but even tough PF does gives a lot of buffs to spellcasters, the end result is still weaker than a 3E caster.
Why? Because shapechange (http://www.d20pfsrd.com/magic/all-spells/s/shapechange) and wish (http://www.d20pfsrd.com/magic/all-spells/w/wish) that's why. They may be just two spells, but they were two spells behind pretty much all of the top borked magic. PF Wish no longer can create magic items, and PF shapechange no longer allows you to cherry pick abilities from any monster from any book. And those two combined were worth infinitely more than all of the boosts PF has given casters so far.
But an awful lot of games (the majority I'd say) never even reach 17th level.
But an awful lot of games (the majority I'd say) never even reach 17th level.
If you need to wait that long to get either shapechange or wish, you're not really trying. There's the classic "call/summon and enslave low-level monster with that as an SLA", or you could just buy a scroll relatively cheap.
Oh, and gate (http://www.d20pfsrd.com/magic/all-spells/g/gate) got nerfed as well, so you don't get solars/great wyrms as your pets ridiculously early as well.
A few extra spell knowns and HP isn't really much when compared to the insanity you could pull out of those three spells as soon as the casters reached single-digits mid levels.
If you need to wait that long to get either shapechange or wish, you're not really trying. There's the classic "call/summon and enslave low-level monster with that as an SLA", or you could just buy a scroll relatively cheap.
Oh, and gate (http://www.d20pfsrd.com/magic/all-spells/g/gate) got nerfed as well, so you don't get solars/great wyrms as your pets ridiculously early as well.
Yeah, most of us don't play at Theoretical Optimization level bullshit. While irritating, the blatantly lulzbroken stuff has never been the biggest issue, simply because they don't happen in real games.They don't happen in 3.5 games because the DMs don't allow it for being too strong. Simple as that.
PF buffed casters at the other, actual acceptable levels of optimization. And I would argue Paragon Surge, especially once you can Spell Perfection it for free quicken, rivals those shenanigans from 3E anyway. Cast all the spells! On the fly!Already doable in 3.5.
While it was difficult to play a noncaster in a mildly-optimized campaign in 3.5, PF is making it outright pointless by printing abilities that make it trivial to replace/negate the noncasters and nerfing their few good tricks.
Yeah, most of us don't play at Theoretical Optimization level bullshit. While irritating, the blatantly lulzbroken stuff has never been the biggest issue, simply because they don't happen in real games.They don't happen in 3.5 games because the DMs don't allow it for being too strong. Simple as that.
If you consider that something on PF is too strong for casters, then you're completely free to nerf/ban it, just as 3.5 groups have banned wish/shapechange/gate/many others shenigans for years now.
Quote from: Gods and Magic, page 56Demon Mother's Mask
Aura faint transmutation; CL 3rd
Slot Head; Price 3,600 gp; Weight 1 lb.
Description:
This primitive hyena-like mask is usually made of leather, but some are made of soft metal like copper or even carved out of the skull of an animal. You gain a +2 competence bonus on Handle Animal and Heal checks. You can smell when nearby creatures are in heat or otherwise especially fertile (creatures such as humans that can breed any time of year always smell fertile unless they are barren).
If Lamashtu is your patron, the mask counts as a holy symbol and a hole for a third eye appears in the mask’s forehead. You may use summon monster II once per day to summon a fiendish hyena, which obeys you as if you shared a common language. You may interbreed with animals that are within one size category of your size, usually creating (if you are a humanoid) animal-humanoid creatures such as gnolls or lizardfolk, or sometimes natural lycanthropes prone to live in hybrid form.
Construction
Requirements: Craft Wondrous Item, detect animals or plants, polymorph, summon monster II, creator must have at least 5 ranks in Handle Animal and Heal; Cost 1,800 gp
Anyway, my contribution.I... er, you... like, this thing... Damn.Quote from: Gods and Magic, page 56Demon Mother's Mask
Aura faint transmutation; CL 3rd
Slot Head; Price 3,600 gp; Weight 1 lb.
Description:
This primitive hyena-like mask is usually made of leather, but some are made of soft metal like copper or even carved out of the skull of an animal. You gain a +2 competence bonus on Handle Animal and Heal checks. You can smell when nearby creatures are in heat or otherwise especially fertile (creatures such as humans that can breed any time of year always smell fertile unless they are barren).
If Lamashtu is your patron, the mask counts as a holy symbol and a hole for a third eye appears in the mask’s forehead. You may use summon monster II once per day to summon a fiendish hyena, which obeys you as if you shared a common language. You may interbreed with animals that are within one size category of your size, usually creating (if you are a humanoid) animal-humanoid creatures such as gnolls or lizardfolk, or sometimes natural lycanthropes prone to live in hybrid form.
Construction
Requirements: Craft Wondrous Item, detect animals or plants, polymorph, summon monster II, creator must have at least 5 ranks in Handle Animal and Heal; Cost 1,800 gp
Just one size category, tho? :(
3600gp? Holy shit!
does it give stats for the new breed?
Also, Humans aren't fertile year-round at all.
The aquatic ancestry (http://www.d20pfsrd.com/feats/arg-feats/aquatic-ancestry-undine) feat gives the ability to breathe air, but is exclusive to a race that can already breathe air.To be fair, though, not all Undine can breathe air. This is like a feat giving Dragonborn the ability to fly: some don't have a use for it, others do.
I don't know if the writer forgot to put in text about gaining the aquatic subtype or just never actually read the description of the amphibious special quality.
Bumping this thread to commemorate the official death of the rogue class (http://www.d20pfsrd.com/traits/campaign-traits/mummy-s-mask/trap-finder).That's a campaign trait. Most GMs won't allow you to take a campaign trait unless they are specifically running that campaign. Also, if you're looking for a trait that does in Rogues, here's a religion trait for you:
DEFENSIVE STRATEGIST
Source Faiths of Purity pg. 17
Category Religion
Requirement(s) Torag
Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.
COMBAT PATROL (COMBAT)Yep, you have to move for all of these attacks you're threatening, you give up a full-round action to set this up, and if you run out of speed you're done.
Source Advanced Player's Guide
You range across the battlefield, dealing with threats wherever they arise.
Prerequisites: Combat Reflexes, Mobility, base attack bonus +5.
Benefit: As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal.
PF nerfed casters?PFSRD does not mean "official" in the slightest. There's a ton of insane 3rd party shit on the pfsrd. I can probably shit out something retarded and get it listed on the PFSRD under "third party" too. We don't care about 3rd party content in Pathfinder unless it's Dreamscarred Press. "Stack Metamagic" and "Metamagic Focus" are both 3rd party content. They might as well not exist. If you're looking for broken Pathfinder spells, there's also shit like Source Severance and Bestow Grace of the Champion (crazy for Oracles).
Magical Lineage (http://www.d20pfsrd.com/traits/magic-traits/magical-lineage), Spell Perfection (http://www.d20pfsrd.com/feats/general-feats/spell-perfection), Arcane Concordance (http://www.d20pfsrd.com/magic/all-spells/a/arcane-concordance), Stack Metamagic (http://www.d20pfsrd.com/feats/3rd-party-feats/super-genius-games/general-feats/stack-metamagic), Channel the Gift (http://www.d20pfsrd.com/magic/all-spells/c/channel-the-gift), Samsaran's Mystic Past Life (http://www.d20pfsrd.com/races/other-races/uncommon-races/arg-samsaran), & Metamagic Focus (http://www.d20pfsrd.com/feats/3rd-party-feats/super-genius-games/general-feats/metamagic-focus) (3rd party, but pfsrd'd).
PF nerfed casters?PFSRD does not mean "official" in the slightest. There's a ton of insane 3rd party shit on the pfsrd. I can probably shit out something retarded and get it listed on the PFSRD under "third party" too. We don't care about 3rd party content in Pathfinder unless it's Dreamscarred Press. "Stack Metamagic" and "Metamagic Focus" are both 3rd party content. They might as well not exist. If you're looking for broken Pathfinder spells, there's also shit like Source Severance and Bestow Grace of the Champion (crazy for Oracles).
Magical Lineage (http://www.d20pfsrd.com/traits/magic-traits/magical-lineage), Spell Perfection (http://www.d20pfsrd.com/feats/general-feats/spell-perfection), Arcane Concordance (http://www.d20pfsrd.com/magic/all-spells/a/arcane-concordance), Stack Metamagic (http://www.d20pfsrd.com/feats/3rd-party-feats/super-genius-games/general-feats/stack-metamagic), Channel the Gift (http://www.d20pfsrd.com/magic/all-spells/c/channel-the-gift), Samsaran's Mystic Past Life (http://www.d20pfsrd.com/races/other-races/uncommon-races/arg-samsaran), & Metamagic Focus (http://www.d20pfsrd.com/feats/3rd-party-feats/super-genius-games/general-feats/metamagic-focus) (3rd party, but pfsrd'd).
Arcane Concordance is a bit ridiculous, but it's also a Bard only spell, and the Bard sucks at metamagic, barring the use of rods. I think the AoE aspect of it makes it a bit too good though.
Back to the thread subject for a moment, an enterprising poster has brought another terrible feat to my attention, so I am quoting it here:Actually, it says you may move. Also, I can still think of ways to abuse it. Say, with archery? I believe this would let you make ranged AoO's as it would override the normal "ranged weapons don't threaten".QuoteCOMBAT PATROL (COMBAT)Yep, you have to move for all of these attacks you're threatening, you give up a full-round action to set this up, and if you run out of speed you're done.
Source Advanced Player's Guide
You range across the battlefield, dealing with threats wherever they arise.
Prerequisites: Combat Reflexes, Mobility, base attack bonus +5.
Benefit: As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal.
Yeah, I don't think anyone would choose to move as part of that, but I can't help but feel like you're SUPPOSED to. Just the guy who wrote the feat didn't understand how threatened area works .
Not "bad" as in near useless, but very overpowered. (http://www.d20pfsrd.com/magic/all-spells/s/spellcasting-contract)
Not "bad" as in near useless, but very overpowered. (http://www.d20pfsrd.com/magic/all-spells/s/spellcasting-contract)/人◕ ‿‿ ◕人\ Make a contract with me, and become an etc. etc.
Not "bad" as in near useless, but very overpowered. (http://www.d20pfsrd.com/magic/all-spells/s/spellcasting-contract)/人◕ ‿‿ ◕人\ Make a contract with me, and become an etc. etc.
Prime wasn't implying Asmodeus. He was implying /人◕ ‿‿ ◕人\Not "bad" as in near useless, but very overpowered. (http://www.d20pfsrd.com/magic/all-spells/s/spellcasting-contract)/人◕ ‿‿ ◕人\ Make a contract with me, and become an etc. etc.
Somehow I can't imagine Asmodeus employing those things.
Prime wasn't implying Asmodeus. He was implying /人◕ ‿‿ ◕人\Not "bad" as in near useless, but very overpowered. (http://www.d20pfsrd.com/magic/all-spells/s/spellcasting-contract)/人◕ ‿‿ ◕人\ Make a contract with me, and become an etc. etc.
Somehow I can't imagine Asmodeus employing those things.
Prime wasn't implying Asmodeus. He was implying /人◕ ‿‿ ◕人\Not "bad" as in near useless, but very overpowered. (http://www.d20pfsrd.com/magic/all-spells/s/spellcasting-contract)/人◕ ‿‿ ◕人\ Make a contract with me, and become an etc. etc.
Somehow I can't imagine Asmodeus employing those things.
FALSE CASTINGWell the +5 to spellcraft DCs is something, but most sane GMs would already let you use Bluff or Disguise to convince others you are the source of spellcasting when using an item anyway. This is one of those feats that indirectly nerfs pre-existing mechanics because it suggests to the GM that without this feat he shouldn't let you do that.
Source Inner Sea Magic pg. 10
When using a magic item, you can trick onlookers into thinking you used spellcasting instead.
Prerequisites: Magical Aptitude, Bluff 1 rank, Sleight of Hand 1 rank.
Benefit: When you use a magic item or a spelllike ability to create a magical effect, you may add additional magic-seeming words and hand gestures to trick onlookers into believing you cast the spell yourself. If using an item that is recognizable as a magical implement (such as a wand or ring), you can trick viewers into thinking you are just using the item as a focus component. Onlookers who have no ranks in Spellcraft have no knowledge of what is genuine spellcasting, and automatically believe you are casting a spell.
If an onlooker attempts a Spellcraft check to identify your “casting,” his check is opposed by your Bluff check. If he succeeds, he realizes the deception. If he fails, he believes you cast the spell. Regardless of the result of that opposed check, he uses the result of that Spellcraft check to identify the “spell” you cast, except the DC is 20 + the spell’s level instead of 15 + the spell’s level.
New feat found:QuoteFALSE CASTINGWell the +5 to spellcraft DCs is something, but most sane GMs would already let you use Bluff or Disguise to convince others you are the source of spellcasting when using an item anyway. This is one of those feats that indirectly nerfs pre-existing mechanics because it suggests to the GM that without this feat he shouldn't let you do that.
Source Inner Sea Magic pg. 10
When using a magic item, you can trick onlookers into thinking you used spellcasting instead.
Prerequisites: Magical Aptitude, Bluff 1 rank, Sleight of Hand 1 rank.
Benefit: When you use a magic item or a spelllike ability to create a magical effect, you may add additional magic-seeming words and hand gestures to trick onlookers into believing you cast the spell yourself. If using an item that is recognizable as a magical implement (such as a wand or ring), you can trick viewers into thinking you are just using the item as a focus component. Onlookers who have no ranks in Spellcraft have no knowledge of what is genuine spellcasting, and automatically believe you are casting a spell.
If an onlooker attempts a Spellcraft check to identify your “casting,” his check is opposed by your Bluff check. If he succeeds, he realizes the deception. If he fails, he believes you cast the spell. Regardless of the result of that opposed check, he uses the result of that Spellcraft check to identify the “spell” you cast, except the DC is 20 + the spell’s level instead of 15 + the spell’s level.
HELPLESS PRISONERAnother feat that enables you to do what you should already be capable of without the feat, plus this one has a lot of stupid restrictions and drawbacks. You have to be a Gnome, you must only make it within 30 feet, and the dude gets a +4 bonus to its Sense Motive ("if it knows you are dangerous" - if you are a player character and locked up, the answer is generally "yes"), plus for good measure it encourages GMs to give even more of a bonus to its Sense Motive and screw over your Escape Artist check if you fail your bluff - in the event that you happen to be locked up by an evil or cruel villain, which seems to be a popular villain archetype if you ask me.
Source Gnomes of Golarion pg. 31
You can talk your way out of most restraints.
Prerequisites: Bluff 5 ranks, Escape Artist 1 rank, gnome.
Benefit: When you are restrained or imprisoned, you can make a Bluff check against any one creature within 30 feet in which you emphasize both your own harmlessness and the pain or inconvenience of your current condition. If the creature knows you are dangerous, it adds a +4 bonus to its Sense Motive check. If you win the check, the target does something intended to make you a little more comfortable—or at least shut you up—that gives you a +5 bonus on your next Escape Artist check.
Special: At the GM’s discretion, an especially evil or cruel creature may gain a +2 bonus to its Sense Motive check to resist this ability. If it succeeds, it does something to make your bindings even more secure and less comfortable, giving you a –5 penalty on all Escape Artist checks made in those particular bonds.
Note: The details for Burrow were not included in the Pathfinder Roleplaying Game Core Rulebook so the above information was copied from d20srd.org.
The Haunting Mists spell looks to be like a pretty terrific multi-utility 2nd level spell that a good majority of arcane spell casters would love to have in their repertoire.
http://www.d20pfsrd.com/magic/all-spells/h/haunting-mists
Sadly, it's range and effect puts the spellcaster right into its effects. Since it is a figment spell, it should also have a Disbelief component to the Saving Throw. But hell no ... it doesn't.
Cast it, take a 5' step back. The worst thing is you might take 1d2 wisdom damage. It would sure be more useful with a longer range, but it is still useable (barely...).The Haunting Mists spell looks to be like a pretty terrific multi-utility 2nd level spell that a good majority of arcane spell casters would love to have in their repertoire.
http://www.d20pfsrd.com/magic/all-spells/h/haunting-mists
Sadly, it's range and effect puts the spellcaster right into its effects. Since it is a figment spell, it should also have a Disbelief component to the Saving Throw. But hell no ... it doesn't.
I guess Arcane Archer is the only way to make this usefull.
But an awful lot of games (the majority I'd say) never even reach 17th level.
QUARTERSTAFF MASTER (COMBAT)
Source Ultimate Magic
You can wield a quarterstaff as either a two-handed or one-handed weapon.
Prerequisites: Weapon Focus (quarterstaff), base attack bonus +5.
Benefit: By employing a number of different stances and techniques, you can wield a quarterstaff as a one-handed weapon. At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed or two-handed weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the staff as a double weapon. You can take the feat Weapon Specialization in the quarterstaff even if you have no levels in fighter.
Um, quarterstaff is a two-handed weapon. This feat allows to use it in one hand.
The thing that's left out is that you can only do that with a weapon that's undersized for you (i.e. an ogre wielding a double-bladed sword made for a medium creature in one hand). This was definitely in the 3.X rules. I don't know if they transferred it to PF or not.Um, quarterstaff is a two-handed weapon. This feat allows to use it in one hand.
The rules text already mentions wielding a double weapon with one hand.
The thing that's left out is that you can only do that with a weapon that's undersized for you (i.e. an ogre wielding a double-bladed sword made for a medium creature in one hand). This was definitely in the 3.X rules. I don't know if they transferred it to PF or not.Um, quarterstaff is a two-handed weapon. This feat allows to use it in one hand.
The rules text already mentions wielding a double weapon with one hand.
It's still rather pointless as it's two feats to wield a weapon you would have no sane reason to want to wield in one hand... in one hand.Flavor.
It's still rather pointless as it's two feats to wield a weapon you would have no sane reason to want to wield in one hand... in one hand.Flavor.
Weapon Specialization adds numbers, not flavor.
Weapon Specialization adds numbers, not flavor.
Weapon Specialization adds numbers, not flavor.
It lets you use a two-handed weapon in on hand.
I don't think anyone is saying that this is a good feat... Just taking issue with the statement that it does nothing at all (aside from take WS). Assuming PF works like D&D in this respect, you can't normally wield an appropriately sized 2-handed weapon in one hand. This feat lets you do that with a QS, as useless as that is.It lets you use a two-handed weapon in on hand.
And? It deals 1d6 damage. Just get a damn longsword. It's not like 'one-handed quarterstaff' is an improvement in any way. Less damage than some one-handed weapons, less damage than using it in two hands, less potential uses than using it as a double weapon.
I don't think anyone is saying that this is a good feat... Just taking issue with the statement that it does nothing at all (aside from take WS). Assuming PF works like D&D in this respect, you can't normally wield an appropriately sized 2-handed weapon in one hand. This feat lets you do that with a QS, as useless as that is.It lets you use a two-handed weapon in on hand.
And? It deals 1d6 damage. Just get a damn longsword. It's not like 'one-handed quarterstaff' is an improvement in any way. Less damage than some one-handed weapons, less damage than using it in two hands, less potential uses than using it as a double weapon.
It's still rather pointless as it's two feats to wield a weapon you would have no sane reason to want to wield in one hand... in one hand.Flavor.
That's rather outside the scope of this thread. Weapon specialisation adds flavour, but that doesn't make it a good feat.
I think the point was asking how bad it was. Like, not worth it bad, or literally does nothing but waste a feat.
Is different levels of bad! And it's nice to know what those levels are.
It lets you use a two-handed weapon in on hand.
This is a thread for bad feats.Yes it is. So? I can't make comments that aren't 100% on topic? That never was a problem on this boards. :???
The only reason to argue about something is whether you disagree on if it's a bad feat.Except I wasn't arguing anything concerning the feat's goodness or badness, so you were just making a strawman. And don't talk to me about "scope of the thread". I just commented on your post. You're the one who chose to argue.
Or just to be an asshole, I guess.It could be argued who's the asshole here. For one thing, I don't call other people assholes.
Or you could just use a club.Yes you could. Your point?
I'm wondering if it would be too heretical for one of us to start a diametrically opposed thread that showcases some of PF's "good feats/spells/etc."There was one, sort of. (http://www.minmaxboards.com/index.php?topic=2342)
I think elephant stomp has a serious challenger for worst feat ever!I think it *could* be useful.
Troth of the Forgotten Pharoah (http://www.d20pfsrd.com/feats/general-feats/troth-of-the-forgotten-pharaoh)
Spend a feat and some hp loss for the ability to irrevocably kill yourself just to do inconsequentially tiny damage and a 1 round debility to those around you out of spite. Awesome!(click to show/hide)
I mean, I get that it's for NPCs and not PCs, but spending a feat on that shit is still freaking stupid. And hell, when you compare it to say... 3E's Destruction Retribution (http://dndtools.eu/feats/libris-mortis-the-book-of-undead--71/destruction-retribution--591/) it looks especially like ass. And *that* feat was to turn your hordes of minions into ticking time bombs, not yourself!
I think this is the real point of the spell: "Spells such as raise dead or speak with dead cannot be used on your remains." Cyanide capsules hidden in your teeth just aren't that useful with all the various necromancy and divination spells available. The good bit here (for a given value of good) is keeping the BBEG's info out of the hands of PCs while still sending out mook attacks. The potential to do a bit of damage on your enemy is just gravy.I think elephant stomp has a serious challenger for worst feat ever!I think it *could* be useful.
Troth of the Forgotten Pharoah (http://www.d20pfsrd.com/feats/general-feats/troth-of-the-forgotten-pharaoh)
Spend a feat and some hp loss for the ability to irrevocably kill yourself just to do inconsequentially tiny damage and a 1 round debility to those around you out of spite. Awesome!(click to show/hide)
I mean, I get that it's for NPCs and not PCs, but spending a feat on that shit is still freaking stupid. And hell, when you compare it to say... 3E's Destruction Retribution (http://dndtools.eu/feats/libris-mortis-the-book-of-undead--71/destruction-retribution--591/) it looks especially like ass. And *that* feat was to turn your hordes of minions into ticking time bombs, not yourself!
Thrallherd with minions that have this feat and use it for immediate action application of Dying Curses (BoVD). Evil Queen Bee type character.
Or a necromancer-type with Destruction Retribution who uses Awaken Undead to let his minions gain this feat. True kamikaze minions.
Other than that, I don't think the immediate action death is really that handy.
CLEAVE THROUGH (COMBAT)So, here's a feat so bad it doesn't make your character worse for taking it. It makes the game worse for existing.
Source Advanced Race Guide
You are ferocious at hewing smaller opponents.
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +11, dwarf.
Benefit: When using Cleave or Great Cleave, if your initial attack hits, you may take a single 5-foot step as a free action before making your additional attacks. If doing so places a creature within your threatened area, that creature becomes a legal target for your additional Cleave attack(s) as long as it meets all the other prerequisites.
Normal: You may only make additional attacks with Cleave against creatures you threaten when you make your initial attack.
You are ferocious at hewing smaller opponents.
New feat found:I dunno - I've never thought about this, as I almost never play dwarfs (little buggers bug me). But this looks to me like a way to get an additional 5' step, either a second one in the round, or a 5' step available even with a move action or charge.QuoteCLEAVE THROUGH (COMBAT)So, here's a feat so bad it doesn't make your character worse for taking it. It makes the game worse for existing.
Source Advanced Race Guide
You are ferocious at hewing smaller opponents.
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +11, dwarf.
Benefit: When using Cleave or Great Cleave, if your initial attack hits, you may take a single 5-foot step as a free action before making your additional attacks. If doing so places a creature within your threatened area, that creature becomes a legal target for your additional Cleave attack(s) as long as it meets all the other prerequisites.
Normal: You may only make additional attacks with Cleave against creatures you threaten when you make your initial attack.
Not only are the 11 BAB and dwarf prerequisites completely obnoxious, but it nerfs Cleave just by existing and has you pay an extra feat just to get a half-assed version of the unnerfed cleave. You can now only take the 5-foot step after the initial attack and it also has another restriction in case you somehow happen to get more than one five foot step.
It might be useful if you cleave while doing an attack of opportunity ???Unfortunately, Cleave requires a standard action. It's not the same as 3.5 cleave - instead of a free attack when you drop something, it's just a free attack against two enemies that you threaten.
STRIKE BACKAnother one of those brilliant feats that effectively nerfs characters by implying they shouldn't be allowed to do that without investing in the feat.
Source Pathfinder RPG Core Rulebook pg. 135
You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.
Prerequisites: Base attack bonus +11.
Benefit: You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach.
Woohoo, this one has not been posted yet:Bolded what may be the important part. I don't think you can strike a foe 20 feet away with a greatsword using a readied action.QuoteSTRIKE BACKAnother one of those brilliant feats that effectively nerfs characters by implying they shouldn't be allowed to do that without investing in the feat.
Source Pathfinder RPG Core Rulebook pg. 135
You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.
Prerequisites: Base attack bonus +11.
Benefit: You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach.
Attacking any part of a creature deals hp damage to it. That is part of the massive abstraction of the hp system, and hardly the most strange aspect of it. I think you're confusing attacking limbs with SNEAK ATTACKing limbs. It's sneak attack that says you must strike vital areas and extremities may not count. General melee smacking has no such restriction.I'm not confusing any such thing at all. I'm saying that I'm not going to be shocked if a DM doesn't say you need to have reach on an enemy to actually hit it. D&D doesn't let you declare that you're attacking a "part" of the creature. That's not a combat option in the base rules. You attack "the target." And, on a "straight" read of the rules, the "target" is that blob that occupies a bunch of squares all the way over there, to wit, out of your reach. It's not the target's arm/tentacle/spiked chain that's coming at your face.
I'm pretty sure I read a Sage Advice article or rules clarification somewhere (possibly back in 3.0 era) that expressly pointed out that readying an action like this is permitted. I can't for the life of me remember where or when I read it, though, so I cannot provide you with a source. So yeah, PF screws up the rules yet again ...
If an enemy makes an attack against me that would provoke an attack of opportunity (such as a disarm or grapple attempt), do I get the attack of opportunity if I can’t reach him? Would the Close-Quarters Fighting feat help at all?
Strictly speaking, if you don’t threaten an enemy, you can’t make attacks of opportunity against that enemy. Thus, if an ogre tried to sunder your elf’s longsword from 10 feet away, you wouldn’t get an attack of opportunity against the ogre (since an elf wielding a longsword doesn’t threaten an enemy 10 feet away). This is true even if the ogre is reaching out with his hand, such as when trying to grapple you.
Even the Close-Quarters Fighting feat doesn’t help, since that feat applies only when the attack of opportunity against a grappling foe normally would be denied by “a feat or special ability that would normally bypass the attack” and lists Improved Grapple and improved grab as examples.
If, as DM, this bothers your sensibilities and you and your players are willing to bend the letter of the rules a bit, consider the following house rule that the Sage has used in his games in the past: If a foe would provoke an attack of opportunity with any action that brings him (or something he holds) into contact with you or your space, you can make an attack of opportunity against the foe (or the object he holds, if that’s what’s contacting you). This means that an ogre trying to initiate a grapple would provoke an attack of opportunity that you could make against the ogre (since his hand and arm are clearly coming within your reach to grab you), while the same ogre trying to sunder your weapon with his greatclub would provoke an attack of opportunity that you could make only against the greatclub (that is, with a disarm or sunder attempt).
Attacking any part of a creature deals hp damage to it. That is part of the massive abstraction of the hp system, and hardly the most strange aspect of it. I think you're confusing attacking limbs with SNEAK ATTACKing limbs. It's sneak attack that says you must strike vital areas and extremities may not count. General melee smacking has no such restriction.I'm not confusing any such thing at all. I'm saying that I'm not going to be shocked if a DM doesn't say you need to have reach on an enemy to actually hit it. D&D doesn't let you declare that you're attacking a "part" of the creature. That's not a combat option in the base rules. You attack "the target." And, on a "straight" read of the rules, the "target" is that blob that occupies a bunch of squares all the way over there, to wit, out of your reach. It's not the target's arm/tentacle/spiked chain that's coming at your face.
I happen to think this "straight" read of the rules is overly hidebound and silly. Hence the scare quotes. I'd, obviously, let someone do such a thing without a feat.
I imagine the Sage Advice article that Kethrian refers to says exactly this as well. But, it's not immediately obvious from the rules. That is, of course, why we have DMs and brains.
Attacking any part of a creature deals hp damage to it. That is part of the massive abstraction of the hp system, and hardly the most strange aspect of it. I think you're confusing attacking limbs with SNEAK ATTACKing limbs. It's sneak attack that says you must strike vital areas and extremities may not count. General melee smacking has no such restriction.I'm not confusing any such thing at all. I'm saying that I'm not going to be shocked if a DM doesn't say you need to have reach on an enemy to actually hit it. D&D doesn't let you declare that you're attacking a "part" of the creature. That's not a combat option in the base rules. You attack "the target." And, on a "straight" read of the rules, the "target" is that blob that occupies a bunch of squares all the way over there, to wit, out of your reach. It's not the target's arm/tentacle/spiked chain that's coming at your face.
I happen to think this "straight" read of the rules is overly hidebound and silly. Hence the scare quotes. I'd, obviously, let someone do such a thing without a feat.
I imagine the Sage Advice article that Kethrian refers to says exactly this as well. But, it's not immediately obvious from the rules. That is, of course, why we have DMs and brains.
That's what I mean. This isn't called shots. Attacking any part of the creature's body deals hp damage, that's the abstraction. Treating the attack of limbs and extremities as a special case is called shots.
Allowing readied actions to hit a foe as part of his body enters your reach to harm you relies upon logic and common sense, which I realize are unpopular resources to many on D&D boards.(click to show/hide)
Each cruelty adds an effect to the antipaladin’s touch of corruption ability.Removing Touch of Corruption busts all Cruelties. They are all out of fucks to give.
PEACE OF MIND (CONDUIT)
Source Planar Adventures pg. 31
The blissful peace of Nirvana is never more than a thought away from your mind.
Prerequisites: Knowledge (planes) 3 ranks.
Benefit: As an immediate action when you fail a saving throw against an emotion, fear, or pain effect, you can ignore the effect and instead become dazed for an amount of time equal to twice the duration of the original effect. Any nonlethal damage you would have taken from the original effect is reduced to its minimum value (as though a 1 had been rolled on all dice). You cannot activate this ability if you are currently dazed.
You can use this feat’s benefit once per day, plus an additional time per day for every 5 ranks you have in Knowledge (planes).
Oh, and there's a limited number of uses per day.Well you wouldn't want it to be overpowered right?
Those were the exact spells I was referring to when I spoke of spells with instantaneous duration, but it's an open question as technically speaking effects with a duration of instantaneous are interpreted to be permanent effects.
Also we have different kinds of Pathfinder GMs.It's probably a generational gap.
heck one of the best weapons in 5th is obtained by not killing someone. >.>
POSITION OF STRENGTH
Source Villain Codex pg. 188
You know how to press your advantage when negotiating with noncombatants.
Prerequisites: Intimidate 5 ranks.
Benefit: As long as you are wielding one or more weapons with which you are proficient, you gain a +4 bonus on Intimidate checks against unarmed creatures, which doesn’t stack with Intimidating Prowess. Additionally, if you successfully use Intimidate to demoralize an unarmed creature, that creature becomes shaken for as long as you continue to be armed and they continue not to be, to a maximum of 1 minute. Creatures with natural attacks, or whose unarmed strikes deal lethal damage, are considered to be armed for the purposes of this feat.
Found another feat in Villain CodexQuotePOSITION OF STRENGTH
Source Villain Codex pg. 188
You know how to press your advantage when negotiating with noncombatants.
Prerequisites: Intimidate 5 ranks.
Benefit: As long as you are wielding one or more weapons with which you are proficient, you gain a +4 bonus on Intimidate checks against unarmed creatures, which doesn’t stack with Intimidating Prowess. Additionally, if you successfully use Intimidate to demoralize an unarmed creature, that creature becomes shaken for as long as you continue to be armed and they continue not to be, to a maximum of 1 minute. Creatures with natural attacks, or whose unarmed strikes deal lethal damage, are considered to be armed for the purposes of this feat.
Another one of those "here's a feat to allow you to do what the GM would've let you do without the feat before it existed" additions that only serves as a nerf to make things worse.
NATURE'S WEAPONS
Source Ultimate Wilderness pg. 116
You can make a weapon out of nearly anything that can be found in the wild.
Prerequisites: Catch Off-Guard; base attack bonus +2; Knowledge (nature) or Survival 2 ranks.
Benefit: You can turn nearly anything you might find in the wilderness into an improvised melee weapon. This improvised melee weapon is one-handed and deals 1d6 points of damage for Medium creatures and 1d4 for Small creatures. Depending on the weapon, it deals bludgeoning, piercing, or slashing damage (at the GM’s discretion). Grabbing an object to use as a weapon is the same action as drawing a weapon. The weapon must be of a material that is naturally occurring in that terrain.
Edit: Found a real stinker: Vestment of the Champion (https://www.d20pfsrd.com/magic/all-spells/v/vestment-of-the-champion/). Personal only magic vestment at a reduced level for Paladin is a reasonable idea, but it's minutes/level instead of hours (not even 10 mins/level!). When you first get it it's a mere +1 to AC (+2 if you have magical knack) that doesn't stack with existing magic armor (which you should have by level 7). At hours per level it would at least make enemy anti-Paladins slightly more durable (If he has a shield and cast it twice that's +4 AC without giving the party loot), but at minutes it's useless.The Versatile Weapon (https://aonprd.com/SpellDisplay.aspx?ItemName=Versatile%20Weapon) spell has the same issue. It's Greater Magic Weapon with minutes/lvl duration instead of hours/lvl. The only bright side to this is that it lets you bypass piercing/slashing/bludgeoning/silver/cold iron, that you can cast it on natural weapons and unarmed strikes, and that Bards and Rangers get Versatile Weapon as a 2nd-level spell while they don't get either of the Magic Weapon spells. But the duration is still pretty terrible.
Edit: Another one: Witchlight Lantern. It glows if it's within 30 feet of a magic aura... and doesn't exclude the holder's gear... or the party... or any active buffs. As written it's an Everburning Hooded Lantern at over 35 times the cost (worse if you cast it yourself). One use I can see for it is to hang it in a check point staffed by mundanes. Lets them see whenever someone enters that is either a caster or carrying magic items. Use this to enforce permits on magic and it will pay for itself reasonably quick.It seems like even Misdirection and Magic Aura wouldn't work on that. That is one awkward item.
Edit: Villain Codex has a group of scamsters with some very inefficent scams. Caravan Master's Wagon is a mundane wagon with hidden compartment dependent upon a 20,000 GP portable hole (because people who can afford that transport goods in wagons...). The efficiency of a Sucker's Barrel (Barrel that costs 2 extra GP and holds 75% while weighing the full amount) is dubious, especially since the scam is obvious once the container is empty so only travelers can not immediately be lynched.Honestly if you want to scam the Pathfinder economy just play a Negotiator Bard and start scamming people with Fast Talk or glamors. Or even more simply just cast Glibness and let people believe whatever you're selling is whatever you say it is.
ARCANE BLASTIf at any point in time this seems to be a better use of your spells and actions than whatever you had otherwise available, you are really, really bad at the game. For bonus points, you need to be at least caster level 10 to use this feat. Because clearly, it'd be a problem if you had it at low levels.
Source Advanced Player's Guide pg. 150
You can convert any spell into an attack.
Prerequisites: Arcane spellcaster, caster level 10th.
Benefit: As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 feet as a ranged touch attack. This attack deals 2d6 points of damage plus an additional 1d6 points of damage for every level of the spell or spell slot you sacrificed. 0-level spells may not be sacrificed in this manner.
DEADLY FINALEOut of the box, this spell is complete shit. With a Maximize Spell this does 124 damage over an amazing length of 6 rounds, and that's assuming that your enemies inexplicably do not have Fast Healing or Regeneration or a source of healing or a modifier of +5 or higher to Heal skill so they can just perform First Aid as a standard action and remove the bleed damage. So bleed damage is really easily negated at these levels. I guess if you also use Furious Spell (https://aonprd.com/FeatDisplay.aspx?ItemName=Furious%20Spell) you can raise the bleed damage by another 6 (12 if only targeting a single person). So as the Bard's amazing finisher, this spell is hot garbage. Heroic Finale (https://aonprd.com/SpellDisplay.aspx?ItemName=Heroic%20Finale) is a much better finisher than this.
Source Advanced Player's Guide pg. 214
School evocation [sonic]; Level bard 6, skald 6
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets 1 creature/3 levels no two of which can be more than 30 ft. apart
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
DESCRIPTION
You must have a bardic performance in effect to cast this spell. With a flourish, you immediately end your performance, dealing 2d8 points of sonic damage to each target. In addition, each target takes 3d6 points of bleed damage for 1d6 rounds. A save negates the bleed damage but not the sonic damage.
PHANTASMAL REMINDERNote that the Bard gets it at a +1 spell level penalty. After all, this spell might be too good otherwise. I guess if you use Extend Spell and Maximize Spell you can get it to hit twice for decent damage (especially with Intensify Spell for a higher damage cap) assuming you fixed the shitty double save with Resilient Illusions (https://www.aonprd.com/WizardArcaneDiscoveries.aspx) discovery or some other stunt, but holy shit is this one lousy spell.
Source Magic Tactics Toolbox pg. 26
School illusion (phantasm) [mind-affecting]; Level antipaladin 3, arcanist 3, bard 4, mesmerist 3, psychic 3, shaman 4, skald 4, sorcerer 3, witch 3, wizard 3
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration 1 round (see text)
Saving Throw Will disbelief, then Fortitude partial; see text; Spell Resistance yes
DESCRIPTION
You create a memory loop of a successful attack made against the target, forcing its conscious mind to recall the details of the attack in such excruciating detail that its physical body is racked by the recollection. This spell can affect only a creature that has taken damage since the end of your last turn. The target first can attempt a Will save to recognize the attack as unreal. If it fails that saving throw, the target must succeed at a Fortitude save or take an amount of damage equal to 1d6 × your caster level (maximum 10d6). Because the damage is a quasi-real memory of existing wounds, this damage can’t be reduced or prevented (such as by the shield other (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Shield%20Other) spell).
If the target of a phantasmal reminder attack succeeds at the Will save to disbelieve the memory loop and either has natural telepathy or is wearing a helm of telepathy, the memory of damage automatically rebounds to affect you. You must immediately attempt a Will save to disbelieve; if you fail, you take half the spell’s damage yourself.
Who wrote that obvious trash?
I wouldn't rush to fault the writers. It could easily be the fault of a zealous editor who did one of paizo's infamous "balancing" passes and fixed something that wasn't broken, turning an okay spell into hot garbage. That happens a lot.Ah c'mon, guy. WotC did it all the time too! Invisible Blade with its ranged Feat prerequisites while having not one ability related to ranged combat being the most blatant example of editorial dipshittery. Its a grand D20 sacred cow!
DAMNATIONNote that it's probably only usable on spell casters and yet is a will save for half damage (the universal strong save of spellcasters). The only interesting bit here is that it's a non mind-affecting will save. Just another one of those spells no one will ever prepare or add to their Spells Known.
Source Horror Adventures pg. 115
School evocation [good]; Level cleric 3, inquisitor 3, oracle 3, paladin 3, warpriest 3
CASTING
Casting Time 1 standard action
Components V, S, M/DF (a drop of holy water)
EFFECT
Area 30-ft.-radius burst centered on you
Duration instantaneous
Saving Throw Will half; Spell Resistance yes
DESCRIPTION
You pass judgment on your enemies’ intentions and punish them with holy power. Each creature in the spell’s area takes 1d8 points of damage per spell level, determined by the most powerful effect with the evil descriptor either affecting that creature or in its spell repertoire. A caster who prepares spells takes this damage based on the highest-level evil spell he prepared that day, even if he already cast that spell. A spontaneous spellcaster takes this damage based on the highest-level evil spell she knows, even if she has no remaining spell slots available to cast that spell. A creature with evil spell-like abilities takes this damage based on the highest-level evil spell-like ability it can use. A creature who doesn’t cast spells but is the willing beneficiary of evil spells takes this damage based on the highest-level evil spell currently affecting it, including spells that affect an area such as desecrate. A creature subject to the harmful effects of an evil spell are unaffected unless it voluntarily accepted the spell’s effects.
There's some outsiders with [evil] SLAs... but outsiders are also high Will. Even if the outsider did have an [evil] SLA, you'd be better off with a level 2 Spear of PuritySome Undead as well.
Does it even work on variable alignment subtype stuff like Summon Monsters and the Summon (the special SLA evil outsiders often have)? That's the only [evil] spell that's reasonably common till all the high level demons and devils start packing Blasphemy SLAs.
This warm outfit consists of a woolen coat and pants, boots, gloves, and a heavy fur cloak with a leather hood.
*snip*
All pieces of the habit of the winter explorer must be worn for the item to function.
I'm heartened to see that this thread's still continuing in the near-eight years since I first posted it.Is it truly heartening, when that means that Paizo has been publishing absolute trash for years? :bigeyes
Poverty (Ultimate Magic pg. 50): The monk taking a vow of poverty must never own more than six possessions—a simple set of clothing, a pair of sandals or shoes, a bowl, a sack, a blanket, and any one other item. Five of these items must be of plain and simple make, though one can be of some value (often an heirloom of great personal significance to the monk). The monk can never keep more money or wealth on his person than he needs to feed, bathe, and shelter himself for 1 week in modest accommodations. He cannot borrow or carry wealth or items worth more than 50 gp that belong to others. He is allowed to accept and use curative potions (or similar magical items where the item is consumed and is valueless thereafter) from other creatures. A monk with this vow increases his ki pool by 1 ki point for every 2 monk levels (minimum +1).It's worth noting that PF's VoP does permit the Monk to own a single item worth money and that the Monk can donate his income to his party members.
I genuinely suspect it feels like someone in PF wrote this vow as some kind of revenge for 3.5's Vow of Poverty feat, which they apparently had some kind of grudge against.Feels like there are lots of those grudges in Pathfinder. Like the deliberate blocking of sneak attack damage with splash weapons. Making Flurry of Blows into Two Weapon Fighting. Power Attack losing granularity. Untyped bonuses derived from ability scores somehow being a type. "Stop playing WRONG!"
Also taking away reach from the spiked chain.They should have just taken away the spiked chain. Plenty of actual weapons to use in the same role, like the kusari-gama. :p Also, the Starknife is twice the munchkin the spiked chain ever was, and nearly as silly. Author's Pet, the other side of the grudge.
This is less bad, and more 'what the fuck'.
Souldrinker (https://aonprd.com/PrestigeClassesDisplay.aspx?ItemName=Souldrinker), a prestige class you enter at 8th. With 2 levels in it you can make any amount of magic items for free. Takes time still. And you 'only' get like around 5-10,000gp of free magic item goldcost per day unless you minmax it (and why wouldn't you). This is one of the most straightforward ways to get free magic items i've ever seen.
I feel like this is a good way to make a villain with a stupid amount of magic items that the players won't use because they are all powered by souls.
I feel like this is a good way to make a villain with a stupid amount of magic items that the players won't use because they are all powered by souls.
Well technically they're powered by the souldrinker touching himself negatively over and over again, but like, that's also somewhat icky if you phrase it right.
its a another way to do it, that isn't as well known as Blood Money
This is less bad, and more 'what the fuck'.
Souldrinker (https://aonprd.com/PrestigeClassesDisplay.aspx?ItemName=Souldrinker), a prestige class you enter at 8th. With 2 levels in it you can make any amount of magic items for free. Takes time still. And you 'only' get like around 5-10,000gp of free magic item goldcost per day unless you minmax it (and why wouldn't you). This is one of the most straightforward ways to get free magic items i've ever seen.
SHRUG ON (COMBAT)You can tell a zealous editor got ahold of this feat and decided that equipping armor as a full-round action was overpowered (somehow) and went ahead "rebalancing" it before publication. The result is this ridiculous waste of space. Seriously, how does paizo manage to hire people this incompetent?
Source Melee Tactics Toolbox pg. 15
You can throw on the most important element of your armor in a flash.
Prerequisites: Base attack bonus +1, medium armor proficiency.
Benefit: As a full-round action, you can shrug yourself into the largest and most protective section of a suit of armor with which you are proficient. The armor does not grant any magical benefits in this state, and its armor check penalty and maximum Dexterity bonus to AC are both 2 worse than normal. When donned using this feat, medium armor grants a +3 armor bonus, and heavy armor grants a +5 armor bonus. Light armor grants no armor bonus when donned using this feat.
i thought it was by the "hey, this big company is leaving a bunch of their customers behind, lets make their product better and steal them" guysThey can be two things, or even three! But they only get the favored class bonus for one of them.
i thought it was by the "hey, this big company is leaving a bunch of their customers behind, lets make their product better and steal them" guys
Right now the only use for it is to exploit Fungal Blisters (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Fungal%20Blisters) (preferably Maximized) to do extreme amounts of damage, although the Wizard casting list has Serren's Swift Girding (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Serren%27s%20Swift%20Girding) anyway.
i thought it was by the "hey, this big company is leaving a bunch of their customers behind, lets make their product better and steal them" guys
Like most rebellions, they eventually become not only the thing they were rebelling against, but worse than the original....
They failed to learn from history, and failed to stick to their original goals. And so, they will continue to make lots of money by failing the community, unless and until they pull a TSR 2e and crumble from within.
UNSACTIONED DETECTIONGive up your ability to detect evil for 24 hours in exchange for a single round of +10 to Perception and Sense Motive at the low price of an entire feat. Seriously, who writes this crap?
Source Ultimate Magic pg. 158
You can focus your ability to detect evil for more practical or mundane purposes
Prerequisites: Detect evil class feature.
Benefit: As a swift action, you can focus the clarity granted by your detect evil ability to heighten your awareness of other things. This gives you a +10 sacred bonus on Perception and Sense Motive checks for one round. This expends your use of the detect evil class ability for the next 24 hours.
ANIMAL FEROCITY (COMBAT)
Source Ultimate Wilderness pg. 106
When cornered and wounded, you fight like a feral beast.
Prerequisites: Base attack bonus +3, ferocity racial ability.
Benefit: When your hit points are reduced below 0, you can make attacks, but you take a –5 penalty on each attack roll.
Frankly, while going back through 3E stuff I've found plenty of crap comparable to stuff in this thread. I should make a thread for that next time I encounter one. Problem would be you've got entire subsystems that are poorly thought out.Just because we haven't touched those doesn't mean Pathfinder doesn't have them.
It's even worse than the feat that "lets" you shoot a crossbow from prone "without penalty" (there isn't one to begin with).
BLAZING AURA (CONDUIT)
Source Planar Adventures pg. 26
You cover yourself in coils of flame drawn from the Plane of Fire.
Prerequisites: Knowledge (planes) 3 ranks.
Benefit: As a standard action, you can shroud yourself in fire. Until the end of your turn, whenever a creature makes a successful melee attack against you, that creature takes a number of points of fire damage equal to 1d6 plus half your ranks in Knowledge (planes); attacks made using reach weapons ignore this effect. A creature can halve this fire damage with a successful Reflex save (DC = 10 + half your level + your Constitution modifier).
You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes). If you have at least 9 ranks in Knowledge (planes), activating this ability is a move action. If you have at least 15 ranks in Knowledge (planes), you can activate this ability as a move action or a swift action.
GAUNTLETS OF THE WEAPONMASTER
Price 110,000 gp; Slot hands; CL 10th; Weight 5 lbs; Aura strong conjuration
Source Ultimate Equipment pg. 235
These gauntlets come in a variety of forms. Some are mostly leather with small steel plates, and are suited for fine swordplay. Others are fully articulated plate favored by knights in full plate. On command, the wearer of the gauntlet can store a single weapon he is holding in the gauntlets. When he does so, a graven image of the weapon appears on the gauntlet’s plates. The wearer can store up to 10 weapons in the gauntlets in this manner. Retrieving a weapon requires the wearer to touch the image of the weapon he wants. Doing so is a swift action. When a weapon is retrieved, it appears in the hands of the wearer and any weapons the wearer had in his hands is stored in the gauntlets. If there is no room in the gauntlet for the weapons the wearer is holding, those weapons are dropped. The gauntlets can only store weapons; other items cannot be placed in the gauntlet.
Furthermore, three times per day on command, the gloves affect the wearer as the greater heroism (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Heroism,%20Greater) spell.
CONSTRUCTION REQUIREMENTS
Cost 55,500 gp
Craft Wondrous Item, heroism, rope trick
Rheumatoid Arthritis (Ex) This painful
condition makes Hurg bend over double.
While it limits his speed, it also allows him
to move through the lower deck of the
River Queen without squeezing.
Q: What exactly do I identify when I’m using Spellcraft to identify a spell? Is it the components, since spell-like abilities, for instance, don’t have any? If I can only identify components, would that mean that I can’t take an attack of opportunity against someone using a spell-like ability (or spell with no verbal, somatic, or material components) or ready an action to shoot an arrow to disrupt a spell-like ability? If there’s something else, how do I know what it is?
A: Although this isn’t directly stated in the Core Rulebook, many elements of the game system work assuming that all spells have their own manifestations, regardless of whether or not they also produce an obvious visual effect, like fireball. You can see some examples to give you ideas of how to describe a spell’s manifestation in various pieces of art from Pathfinder products, but ultimately, the choice is up to your group, or perhaps even to the aesthetics of an individual spellcaster, to decide the exact details. Whatever the case, these manifestations are obviously magic of some kind, even to the uninitiated; this prevents spellcasters that use spell-like abilities, psychic magic, and the like from running completely amok against non-spellcasters in a non-combat situation. Special abilities exist (and more are likely to appear in Ultimate Intrigue) that specifically facilitate a spellcaster using chicanery to misdirect people from those manifestations and allow them to go unnoticed, but they will always provide an onlooker some sort of chance to detect the ruse.
If the item does not fit into any of these categories, the broken condition has no effect on its use. Items with the broken condition, regardless of type, are worth 75% of their normal value. If the item is magical, it can only be repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the item’s. Items lose the broken condition if the spell restores the object to half its original hit points or higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage to be repaired. Most craftsmen charge one-tenth the item’s total cost to repair such damage (more if the item is badly damaged or ruined).
Scrounger: Others may call it junk, but you call it a
bargain. You can buy objects with the broken condition
at half price (instead of the normal three-quarters price).
The value of the unbroken version of these objects cannot
exceed four times your character level. The price you
pay for this object can never exceed more than twice your
character level in gp (for example, at 5th level you can spend
up to 10 gp on a broken object, meaning you can buy any
object that, if not broken, has a value of 20 gp or less).
Destined for Greatness:
Ever since you were a child growing up in one of Absalom’s vast
city quarters, you’ve been obsessed with the Starstone Cathedral
and the prospect of acquiring true divinity by passing the Test
of the Starstone. Though it remains to be seen whether you
will ever achieve your long-standing dream, your
fascination with the would-be deities who
enter the Starstone Cathedral and never come
back has granted you no small measure of
savvy when it comes to preparing to explore
dungeons. You start with a kit (such as
those found on page 7 or in Pathfinder RPG
Ultimate Equipment) worth no more than 300
gp, and the expendable contents of the kit
are automatically restored to their original
capacity at no cost to you whenever you enter a
settlement with a population of at least 2,500.
Suggestion: Consider playing a character
who worships, reveres, or perhaps even envies
one of the Ascended—Cayden Cailean, Iomedae, or Norgorber.
Here is an incredible abomination of a feat:QuoteANIMAL FEROCITY (COMBAT)
Source Ultimate Wilderness pg. 106
When cornered and wounded, you fight like a feral beast.
Prerequisites: Base attack bonus +3, ferocity racial ability.
Benefit: When your hit points are reduced below 0, you can make attacks, but you take a –5 penalty on each attack roll.
All downside, zero upside. Yep, Paizo has done it. They printed a feat where not having it is strictly better than having it. Definitely the result of a zealous editor nerfing a feat in multiple directions until it becomes worse than useless.
Here is an incredible abomination of a feat:QuoteANIMAL FEROCITY (COMBAT)
Source Ultimate Wilderness pg. 106
When cornered and wounded, you fight like a feral beast.
Prerequisites: Base attack bonus +3, ferocity racial ability.
Benefit: When your hit points are reduced below 0, you can make attacks, but you take a –5 penalty on each attack roll.
All downside, zero upside. Yep, Paizo has done it. They printed a feat where not having it is strictly better than having it. Definitely the result of a zealous editor nerfing a feat in multiple directions until it becomes worse than useless.
Attacking with a penalty is worse than not being able to attack at all?
Ferocity
A Creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The Creature is still staggered and loses 1 hit point each round. A Creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
QuoteFerocity
A Creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The Creature is still staggered and loses 1 hit point each round. A Creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
Staggered means you can make one move or standard action, eg 1 and only 1 attack.
Animal Ferocity lets you make a full attack action.
where does it say full attack?
Animal Ferocity (Combat)
When cornered and wounded, you fight like a feral beast.
Prerequisites: Base attack bonus +3, ferocity racial ability.
Benefit: When your hit points are reduced below 0, you can still take the full attack action [Source], but you take a –5 penalty on each attack roll.
And if you had pounce, you could full attack while staggered anyways since Pounce still works on that funky charge you can do when restricted to one actionYep. You can also use a Ring of Ferocious Action (https://www.aonprd.com/MagicRingsDisplay.aspx?FinalName=Ring%20of%20Ferocious%20Action) to ignore the staggered condition for 5 rounds per day, or use the Accelerate (http://legacy.aonprd.com/ultimateMagic/wordsOfPower/effectWords/timeWords.html#accelerate-(time)) Word of Power (http://legacy.aonprd.com/ultimateMagic/ultimateMagicWordsOfPower.html) through the Experimental Spellcaster (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Experimental%20Spellcaster) feat to give yourself a bonus move action. It's a pretty good wordspell as it allows melee classes to have an extra move action, letting them both move and full attack in the same round. And then there is using feats like Deathless Initiate (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Deathless%20Initiate), To the Last (https://www.aonprd.com/FeatDisplay.aspx?ItemName=To%20the%20Last), Ferocious Action (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Ferocious%20Action), and Unyielding Ferocity (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Unyielding%20Ferocity) to full attack while staggered from being below 0 health and none of them give a -5 penalty to attacks (Deathless Initiate even gives +2 to attack and damage when below 0).
Not so much bad, but pretty hard to miss when you read it and thus blatant enough to be mentioned hereQuoteIf the item does not fit into any of these categories, the broken condition has no effect on its use. Items with the broken condition, regardless of type, are worth 75% of their normal value. If the item is magical, it can only be repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the item’s. Items lose the broken condition if the spell restores the object to half its original hit points or higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage to be repaired. Most craftsmen charge one-tenth the item’s total cost to repair such damage (more if the item is badly damaged or ruined).
A chain shirt costs 100 GP, which is doable with starting wealth but fairly restrictive. Buy a broken chain shirt (10 out of 20 HP) for 75GP, pay an armorer 10 GP to spend 10 hours repairing it. Now you've got a chain shirt for 85 GP, which gives plenty of room for a heavy armor class to pick up their normal stuff and the armor.
Here's another incredibly terrible spell:Well, found a stunt for it. With the Magaambyan Arcanist (https://www.aonprd.com/PrestigeClassesDisplay.aspx?ItemName=Magaambyan%20Arcanist) prestige class and Blissful Spell (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Blissful%20Spell) metamagic, you can extend the duration of this spell by 1 round per Magaambyan Arcanist class level using Lasting Goodness (it also gets +1 caster level from Virtuous Spells).QuotePHANTASMAL REMINDERNote that the Bard gets it at a +1 spell level penalty. After all, this spell might be too good otherwise. I guess if you use Extend Spell and Maximize Spell you can get it to hit twice for decent damage (especially with Intensify Spell for a higher damage cap) assuming you fixed the shitty double save with Resilient Illusions (https://www.aonprd.com/WizardArcaneDiscoveries.aspx) discovery or some other stunt, but holy shit is this one lousy spell.
Source Magic Tactics Toolbox pg. 26
School illusion (phantasm) [mind-affecting]; Level antipaladin 3, arcanist 3, bard 4, mesmerist 3, psychic 3, shaman 4, skald 4, sorcerer 3, witch 3, wizard 3
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration 1 round (see text)
Saving Throw Will disbelief, then Fortitude partial; see text; Spell Resistance yes
DESCRIPTION
You create a memory loop of a successful attack made against the target, forcing its conscious mind to recall the details of the attack in such excruciating detail that its physical body is racked by the recollection. This spell can affect only a creature that has taken damage since the end of your last turn. The target first can attempt a Will save to recognize the attack as unreal. If it fails that saving throw, the target must succeed at a Fortitude save or take an amount of damage equal to 1d6 × your caster level (maximum 10d6). Because the damage is a quasi-real memory of existing wounds, this damage can’t be reduced or prevented (such as by the shield other (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Shield%20Other) spell).
If the target of a phantasmal reminder attack succeeds at the Will save to disbelieve the memory loop and either has natural telepathy or is wearing a helm of telepathy, the memory of damage automatically rebounds to affect you. You must immediately attempt a Will save to disbelieve; if you fail, you take half the spell’s damage yourself.
Since it gives you +2 AC level 10 it's actually good value for a single feat.
https://aonprd.com/EquipmentWeaponsDisplay.aspx?ItemName=Reflex%20bow
Someone seems to have missed that composite longbows can be used mounted already. It does get a situational +1, so it's not useless but still...
It does get a situational +1, so it's not uselessIt just has absolutely no reason to exist besides not understanding the rules or stealth buffing one of the least bad pure martials. Very bad design even if it works.
Interestingly, it benefits from anything that can be applied to longbows or shortbows.Only things that can be applied to both.
Aggressive Possession (Sp): At 1st level, you can make a melee touch attack as a standard action. The target must succeed at a Will save or be confused for 1 round. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You can use this ability a number of times per day equal to 3 + your Charisma modifier.It's actually worse than that first appearance though. Take a look at the confused condition.
Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes.
You are skilled at convincing outsiders that you require their aid. Whenever you cast lesser planar ally, planar ally, or greater planar ally, you receive a 10% discount on the monetary cost required by the summoned outsiders. This bonus has no effect on services the outsiders may demand in order to strike a bargain.
New feat courtesy of Planar Adventures!I actually found a legitimately compelling use for this deranged feat. If you have a Padma Blossom (https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Padma%20Blossom) (may want to hold it with a locked gauntlet (https://www.aonprd.com/EquipmentArmorDisplay.aspx?ItemName=Locked%20gauntlet) and weapon cord (https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Weapon%20cord), to be safe), you are not affected by the dazed condition, so this can actually be useful for psychic spellcasters who are totally screwed when under any emotion effect.QuotePEACE OF MIND (CONDUIT)
Source Planar Adventures pg. 31
The blissful peace of Nirvana is never more than a thought away from your mind.
Prerequisites: Knowledge (planes) 3 ranks.
Benefit: As an immediate action when you fail a saving throw against an emotion, fear, or pain effect, you can ignore the effect and instead become dazed for an amount of time equal to twice the duration of the original effect. Any nonlethal damage you would have taken from the original effect is reduced to its minimum value (as though a 1 had been rolled on all dice). You cannot activate this ability if you are currently dazed.
You can use this feat’s benefit once per day, plus an additional time per day for every 5 ranks you have in Knowledge (planes).
I think the only good use of this is against spells with instantaneous durations or if you somehow develop daze immunity. There might be a few cases where the regular condition is worse than daze (confusion?), but even then the doubled duration makes it a dubious proposition. For the most part this feat's effect is much worse than what that spell or effect was going to do to you.
RETRIBUTIVE KICK (WEAPON MASTERY)Yep! If you are full attacking and your first attack (and ONLY your first attack) fails to hit, you can trade all your subsequent attacks for a single unarmed attack with the same attack bonus. Exceptionally useless when you are hasted, which at higher levels is pretty much always because either a spellcaster will Haste (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Haste) you or you have Boots of Speed (https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Boots%20of%20Speed). The only vaguely useful thing I can think of here is that it lets you retain the benefits of True Strike (https://www.aonprd.com/SpellDisplay.aspx?ItemName=True%20Strike) for a second attempt at an attack. Definitely the result of a zealous editor nerfing it into the ground. Likely the original version was written to let you have your full attack and let you perform a retributive kick with any attack that missed (which would make this legitimately useful for monks, at least).
Source Weapon Master's Handbook pg. 22
You can use your weapon attacks to set up a foe for an unarmed strike.
Prerequisites: Improved Unarmed Strike, base attack bonus +5, weapon training class feature with a melee weapon.
Benefit: When you make a full attack with an appropriate melee weapon and your first attack misses or is blocked, deflected, parried, or otherwise caused to not hit the target, you can immediately make an unarmed attack against the same target with the same attack bonus. You then cannot make any more attacks as part of that full attack.
Surprised this one doesn't seem to have been brought up yet: Class kits (https://aonprd.com/EquipmentMisc.aspx?Category=Kit) are an utter clusterfuck, defeating their entire point. You've got issues like Bloodrager's Kit (https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Bloodrager%27s%20kit) which is just a Barbarian's Kit (https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Barbarian%E2%80%99s%20kit) but without rope, the heaviest inclusion by far, yet somehow weighs a pound more while costing the same (and came after Barbarian's Kit!). Ranger's Kit (https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Ranger%27s%20kit) is one of the less awful, and it costs 4 silver extra for no real reason.Yeah, paizo's poor proofreading of stat blocks and the like is a pretty persistent problem. I know there are bestiary entries too where the numbers don't add up, and the APG staves are officially half-price for no reason, and this has never been corrected either (despite being pointed out to them), because whoever designed those staves mistook the construction cost for the total cost. Technically that means APG staves are just very good value. They're PFS legal too.
The original/oldest such kit, Pathfinder's Kit, is to my knowledge far and away the best kit as it's both calculated correctly (you save 1 silver and 5 copper over buying its contents individually and an exact match for the weight, and that's not counting the cost or weight of the "50 feet of thread" because it doesn't seem to be an item of its own), the only stuff you might remotely not want are light, and cheap.
CRUSHING BLOW (COMBAT)Instead of applying Stunning Fist (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Stunning%20Fist) to an unarmed attack (or any attack with a Monk weapon if you have Cornugon Stun (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Cornugon%20Stun)), you can use a full round action and expend a stunning fist attempt and if your enemy fails the will save collect an AC penalty to your target instead of, you know, stunning him for a round, which makes him drop everything he's holding, take a -2 penalty to AC, and also lose dex to AC (and it also makes it possible for someone with 5d6 sneak attack damage to coup-de-grace him with Dastardly Finish (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Dastardly%20Finish)). The only vaguely useful thing about this is that it works on stun-immune enemies, since typically 1 round of stun is worth more than 1 minute of wis penalty to AC.
Source Ultimate Combat pg. 94
Your focus allows you to smash your enemy’s defenses.
Prerequisites: Improved Unarmed Strike, Stunning Fist.
Benefit: You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target, you reduce the target’s AC by an amount equal to your Wisdom modifier for 1 minute. This penalty does not stack with other penalties applied due to Crushing Blow.
Combat Trick: When using this feat, you can spend either 2 or 4 stamina points. If you do, the Crushing Blow attack reduces the target’s AC by an additional 1 for every 2 stamina points you spent.