Again: The more light you put up, the more attention you draw. It matters little if you light up with one big light source or many smaller ones.
Usually adventurers try to avoid unwanted attention.
But I do realize that you are, by no means, an usual adventurer.
Youi are 100% wrong.
Hint: Horses are neither translucent, nor do they spend their entire lives standing up. Especially not at night.
{Scrubbed} Is it entirely imaginable for you that, maybe, just maybe your mage, like, used up those spells during the day!?
*Sigh* Finally a real and sensible argument! Yes, thanks to racial boni and maybe with the aid of a proper familiar, an Elf wizard isn't none too shabby as a guard. At least at the lower levels. See, that didn't even hurt.
I have to ask though: Doesn't dedicating 4 entire spell slots each day for Phantom Steeds hurt mages power?
Oops, my bad. Our GM always required the divine casters to rest too. But per RAW, clerics don't need to rest to learn spells.
Still want to get some sleep to avoid exhaustion.
And if you get the feats to not need to sleep anymore, well, that are feats you don't spend on, say Endurance, or DMM.
*stunned silence* ... you know... this explains a lot...
Do you even play in an Eberron campaign?
{Scrubbed}
Endurance as a feat has merit if you are interested in the right kind of flavour for your character.
Not 'you' as in 'you Blood_Lord' obviously.
{Scrubbed} There are people who like their characters to follow a certain vision they have about that character. If Endurance happens to fit that description, they will pick it over, say, Jump of the Heavens or Power Attack or Shock Trooper.
Not you obviously but the number of people so inclined is greater then zero (and I dare say, alot greater then 1 even). So, some people like the feat, even if it is not worth much mechanically.
A feat can suck in two ways: It can be not worth the mechanical effect (Endurance for example), or they can have atrocious 'fluff' (Manyshot. One of my friends is an engineer and he just can't get over the two arrows fired at once apparently having the same kinetic energy...).
Most feats are just not as good as several dozen others, mechanically, so you can't 'afford' to take them if you want to coax some extra 'power' out of your 'built'
All I am saying is that a feat that is mechanically inferior, still can have saving graces for people who like roleplay more then rollplay. And are willing to pay the price. You aren't so this is not for you. But you are not the only player in the world. So your vote on the matter is exactly that: One. Vote.
#####
Back on topic: Feats that suck.
Diehard.
Okay, so you are still standing at -1 to -9 hits. Sure, that means you might be able to land that hit that kills the last goblin/ork/whatever.
But if you do go down, you go down hard. As in: You are dead.
You know, in the original editions of D&D you were simply dead once you were out of HP. The rule that you linger on till you drop to -10 was added in AD&D to reduce PC mortality a bit. So you can fight untill you go down without having to roll up a new character every time.
With Diehard however, you can return to the golden age of heroism, where hero wins all fights, except one. And in that one he dies.
Diehard feat for diehard players (or masochists).
Saving grace: If you are playing a fanatical zealot, who would rather die then admit defeat, this is the feat for you!
Lycar