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#1 With a Bullet Point: 6 Nonmagic Special Qualities for Weapons
by Joshua G. [Verified Purchaser] Date Added: 09/11/2012 02:46:03
6 Nonmagic Weapon Qualities for Weapons follows the standard look and feel of the Bullet Point series, so let us not waste time discussing those points, and get to why you are here, are these qualities worth it...lets see.

Weapon Qualities are a great thing to add to a weapon to help set it apart from the standard, without having to invest in magical enchantment, so I'm all for a larger variety, as options are almost always a good thing. First up we have the Back Spike, the classic spike of the reverse head of a hafted weapon, allowing for not only normal damage, but piercing as well. Basket Hilt trades off the option of 2-handedness for a better advantage against disarm/sunder attempts, as well as a shield bonus during the full defense action. Flamberge refers to those blades with an undulating pattern to them, causing some issues for a foe during parries. Although this weapon quality is written to allow pretty much any fantasy weapon to take it, I cant help but think this one I might limit to just the blades at my table. Ringed adds metal rings to a bludgeoning or slashing weapon, increasing damage from weight at the cost of some accuracy in attack. Ending with Springy is that quality for the player who understand the advantage of having a normally rigid melee weapon be on the more flexible side. Gaining a bonus vs. sunder/disarm against the player, this quality comes with a negative for when you attempt sunder moves of your own.

Parry Hooks are mounted spikes aimed forward upon a weapon designed to intercept and complicate parry maneuvers in which a foe will “ride” your weapon down to your hands. Now, given my initial read, I couldn't help but notice this quality blatantly states that it is the same thing as the Flamberge quality...but wait, wha? Hang on, have no fear folks. There are subtly differences here. First off, flamberge states that in a fantasy setting it "can" be applied to weapons other than blades ( of which I have already given my opinion), where-as the parry hooks make sense for hafted weapons such as spears, pikes, heck even long axes. Secondly, and this truly to me was the most important factor in deciding these two qualities are in fact different, the fluff. I personally would never build a character carrying a wavy bladed sword...sorry, I think they look stupid...my personal opinion. But, they idea of a well placed parry hook along the length of a two-handed sword...that I can get behind. In the end, the parry hook is far more restrictive in what types of blades are allowed (it lists the bastard and two-handed) then the flamberge, which further separates these two qualities.

Are they almost to similar to be in the same product as two separate qualities? Almost. But if Owen had included parry hooks later, I could see folks accusing him of simply re-skinning the flamberge anyway. Should he perhaps have written a "bonus" feat to make sure folks didn't feel cheated? Maybe...but he didn't. Is this collection still worth it? Of course.

After going back and forth on this one. One the one hand two of the qualities were nearly identical, which essentially would mean we got 5 for the price of 6 and the PDF failed to live up to it's promised material. On the other hand, they are not the same, they share some similarities in crunch, but that is all. One specifically permits non-bladed weapons, the other assumes in a fantasy setting it might be possible. Not to mention the concept of fluff, which to me is just as important as crunch...always has been, always will be. Without fluff, we are playing a boring board game of math...pure and simple. Taking this into account, I feel this PDF did deliver on the promised 6 qualities, and rate it at it's deserved 5 star rating.

Rating:
[5 of 5 Stars!]
#1 With a Bullet Point: 6 Nonmagic Special Qualities for Weapons
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Houserule Handbooks: Spell Points
by Thilo G. [Verified Purchaser] Date Added: 09/10/2012 17:28:55
This pdf is 24 pages long, 1 page front cover, 1 page editorial/SRD, leaving 22 pages of content, so let's check this out!

After a short discussion on the discrepancy between the vancian spellcasting system and the convention of magic-use in literature, we are introduced to a system that is radically different and more in line with literary depictions of magic - a system of spell points. While the idea per se is not new (SGG had already created a point-based wizard and sorceror archetype), its implementation is rather interesting:

The first 50% of a pool are a caster's are an open pool, the second half make up his reserve pool. Casting from the reserve pool entails first fatigue, then exhaustion and even unconsciousness when failing a will save of 10+spell points used in the casting. Divine spellcasters have to attune themselves to spells when praying and can attune themselves to a number of spells equal to their wisdom score (not the modifier) per spell level. And then there's eldritch dissonance, which is a great balancing factor: Preparation spellcasters add the spell's level to the spell point cost after having cast it once, thus preventing them from spamming a certain spell. Spontaneous spellcasters only add 1 to the spell point cost. Metamagic increases the casting time of spells enhanced by it and also the spell point cost - with quicken spell being the exception to the first clause.

On a fluff side, it's rather interesting to see sample names suggested to make a distinction in-game between regular and spell point-based classes. After that, we get a run-down of all base-classes (including APG and UM) with tables of the respective spell points for each levels - spontaneous casters like the oracle and sorceror get up to 260 spell points, whereas wizards etc. get up to 189. IT's rather interesting to note that the level 6-casters like bards, inquisitors and summoners get 150 spell points, which feels like quite some bunch when compared to the array of wizards and witches. Magi get an uncommon 155 spell points at 20th level. 4-level spellcasters like the paladin and ranger only get up to 35 spell points. Imbue with spell-like ability and mnemonic enhancer as spells get a revised treatment to make them compatible with the system and magic items like the ring of wizardry and pearls of power are also covered to ensure compatibility with the new system.

Conclusion:
Editing and formatting are very good, though not perfect: I noticed some minor typos. Layout adheres to a 2-column standard and the pdf is fully bookmarked with nested bookmarks. This pdf can be considered a godsend for many people - there always has been demand for a spell-pint system and psionics has shown that they can and do work nicely. This pdf contains an elegant system of spell points that can easily be implemented with minimal hassle and without impeding any functionality of the base-classes. In fact, I'm astounded by the mechanical elegance of this spell point system and applaud that designer Owen K.C. Stephens has managed to create a system that does not require a reworking of all kinds of spells. In all honesty, I can't really judge whether the low discrepancy in spell points between Magi and e.g. Wizards and other prepared casters might not prove to be problematic. Without a lengthy playtest, I can't say for sure. That being said, I'm a huge fan of this system, especially as it takes the taxing nature of spell casting and the potential fatigue to create a great balancing factor alongside eldritch dissonance, making for better, more versatile tactics as well as a cool, more cinematic casting that may send a caster to his knees. If I had to voice one gripe, then that no guidelines for choosing spell-points and creating lists like this for casting PrCs are provided and that we don't get advice on multiclassing spell point pools - do they stack or are they separate pools? It is these minor issues that make me omit my seal of approval from an otherwise flawless, excellent product that will come as a godsend to everyone who was never content with the vancian system - I still remain with a final verdict of a full 5 stars. Recommended!

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Houserule Handbooks: Spell Points
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#1 With a Bullet Point: 10 Feats of Fear and Fearlessness
by Thilo G. [Verified Purchaser] Date Added: 09/06/2012 12:36:18
This pdf is 4 pages long, 1 page front cover and 1 page editorial/SRD, leaving 2 pages of content for 10 feats, so let's check them out!

The feats are:

-Centered Emotions: As long as you have 1 point in the ki pool, you get shaken instead of frightened or panicked. You also get a bonus on related saves.

-Consummate Professional: When flanking, you cannot be frightened or panicked, instead becoming shaken and can demoralize foes after not running.

-Dauntless Fury: When in a rage, you are immune to panicking and frightening effects, instead becoming shaken. When succeeding at a save against such an effect, you regain 1 round of rage.

-Divine Courage: As long as you have channel energy, you cannot be frightened or panicked, instead becoming shaken. When channeling energy on an ally that is panicked/frightened, s/he may reroll and only be shaken on a success.

-Eldritch Courage: As long as you have 1 1st level spell or higher prepared, no effect can make you frightened or panicked, instead becoming shaken. On a success, you increase your fear-spell's DCs temporarily by 1.

-Fearless Familiarity: When in favored terrain, you cannot be frightened or panicked, instead becoming shaken. If you success against such a save of an enemy and on favored terrain, you can demoralize him/her/it.

-Forbidding Form: When under the effects of a mutagen or wildshape, you cannot be frightened or panicked, instead becoming shaken. You also get 5 to demoralize-checks.

-Song in your Heart: As long as you have a round of bardic performance left, you cannot be frightened or panicked, instead becoming shaken. When succeeding at a save against such an effect, you regain 1 round of bardic performance.

-Strong Foundation: When you'd usually be charmed or dominated, you instead become staggered for one round. If the staggered condition is removed, the effect of the enchantment is resumed.

-Unshakeable Bravery: No fear effect can make you frightened or panicked, instead becoming shaken. If you succeed, you may add your bravery bonus to attacks against the instigator of the effect for the remainder of the encounter. Nice, though I would have preferred to have the staggered clause and a save instead, perhaps at double the bravery bonus.

Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's 3-column standard and the pdf has no bookmarks, but needs none at this length. This review was done much like this pdf - with a lot cut, copy and pasting. The basic concept all of these feats boil down to is "Negate condition x and y, if you still have class resource z. Also gain benefit delta." That's how all of these feats work.
First of all, I'm not a fan of immunities granted by feats, but their dependence on resources is nice. I do have a problem with two, though: Consummate professional, while cool, makes its usage much too easy on the PC - flanking usually isn't that hard to instigate. Secondly, the no-save clause of the fighter-feat feels just wrong to me: Improved save, yes, but that? Come on! A regiment of low-level fighters with this feat would no cower in fear of a dragon? Seriously? Generally, this particular BP is a frustrating one for me, as on the one hand, it is not a bad file. But it feels uninspired, VERY repetitive and rules-wise just more like the rpg-equivalent of assembly line work than an inspired, creative pdf. I'm accustomed to SGG delivering better pdfs and felt somewhat let down by this one. For me personally, I'd rate this 2 stars, but since some of you people will enjoy this and since my perception of this particular pdf feeling somewhat soulless might be an individual experience, I'll settle for a final verdict of 3.5 stars, rounded down to 3 for the purpose of this platform.

Endzeitgeist out.

Rating:
[3 of 5 Stars!]
#1 With a Bullet Point: 10 Feats of Fear and Fearlessness
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Megadungeon Delver's Player Options
by Joshua G. [Verified Purchaser] Date Added: 09/03/2012 05:03:39
A 12 feat Bullet Point for free?!?! Oh yeah...Megadungeon Delver's Player Options addresses those characters and playgroups that make their living far from the light of day and the support of a community, where certain forms of combat begin to develop in answer to the particulars of the environment they spend so much of their lives within...the biggest, the baddest....the megadungeons!

And pray tell, what do I mean by a megadungeon? Crawls of the nature of DungeonaDay, Rappan Athuk or the World's Largest Dungeon come to mind. Artwork far exceeds what one usually gets for a free product, and that simply speaks to the quality of SGG's stuff...as even their free product oozes awesome. Same format and style we all know and love, landscape with 3 columns, 5 pages this time with the cover/intro – do not skip over this, it doesn't have the traditional words that are usually here, lol, the OGL and an ad for DungeonaDay. So, two pages for the goodies, let's take a look.

Caged Fury aids in bull rushing in cramped quarters, while Corridor Combatant gives us mechanics for those wall bouncing stunt man moves we're seeing in every action movie out there. Delver's Saga is our feat for the bards – what? They might go in a megadungeon...if you put a boot on their back and kick them down a really long staircase...(insert evil laugh). Anywho...so delver's saga is an interesting twist on the inspire ability in that it is dependent upon how many levels the dungeon you are within has. Doorkicker lets you add your level to damage dealt in hp to an unattended inanimate object. Dungeon Stalker enhances the tracking class feature immensely in regards to identifying tracks within a dungeon setting. Earth Dragon gives you an additional caster level in determining CL for any spell associated with earth/rock/stone or the cold descriptor. Herald of Justice enhances your aura of courage ability to allow your allies to add the bonus to more checks.

Yeah, that's page one...there's an entire other page...but this PDF is free, and awesome for those looking to go into the deep dark dungeon for a while...so stop reading this review, and go download the PDF...I mean it, seriously, I'm just going to tell you the end, ruin it for you, so you'll go away and get the PDF already...an obvious 5 star rating, even if this wasn't a free product, I mean seriously...what Owen puts into a free product is easily worth paying for...so go get it already.

Rating:
[5 of 5 Stars!]
Megadungeon Delver's Player Options
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#1 With a Bullet Point: 5 Unseen Servant Feats
by Joshua G. [Verified Purchaser] Date Added: 09/03/2012 04:32:52
5 Unseen Servant Feats is yet another in the highly successful Bullet Point series from that rules monster Owen over at SGG... Following the standard Bullet Point landscape/3 column format with the type of editing that earns a 3PP a top spot amongst their peers, the look and feel of this PDF will be familiar to the fans of this particular series. Weighing in at four pages, with the classic intro/cover page, and OGL, we have two covering the new material, with two pieces of color interior artwork.

First up we have the Force Servant – making your unseen servants of the hardier variety. There really isn't much more I can say here without giving you this feat, literally, so, trust me on this one, it's decent! Greater Servant does exactly what you might assume here, it gives you a better version of an unseen servant when you conjure one. Unseen Actor is a brilliant usage of an unseen servant spell, utilizing the servant to add little physical effects to an illusion (kicking up dust, carrying small objects, lifting things, opening/closing doors, etc.). Gives a bonus to the save DC vs. said illusions, and I say again, is one seriously cool usage of a servant. Well Done!

Unseen Craftsman allows an unseen servant to partake of the aid another concept when allies are making skill checks. Unseen Squire allows a caster to “give away” their unseen servant, assigning it to serve another character. Now that opens up some interesting possibilities.

All in all, a good collection of feats to enhance and manipulate this spell, one in particular that I simply love. My one lone voice of dissent is in regards to the rather cartoonish piece of artwork, but that comes down to a personal taste matter, and is not worth an effect upon the rating of this material. Going with a 4.5 for this one, unseen craftsman didn't truly go there for me, but I am still rounding up to a 5, as a 4 is to low for this product.

Rating:
[5 of 5 Stars!]
#1 With a Bullet Point: 5 Unseen Servant Feats
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#1 With a Bullet Point: 7 Sinful Feats of Lust
by Joshua G. [Verified Purchaser] Date Added: 09/03/2012 04:00:17
7 Sinful Feats of Lust sees the return of Jenny Pousin to the covers of SGG product...I mention this purely because I imagine there will be a few fanboys, and girls, who buy this product for the picture, lol. And why not? Anyone who has ever grabbed a Bullet Point before will recognize the format instantly, and if you haven't...MY GAWDS MAN, WHERE HAVE YOU BEEN?!?!?! OK, sorry...will try to control myself, seriously, won't happen again....

So, 7 feats, starting with the interesting Brazen, which grants a bonus to Cha and Init. Checks as long as you're dressed inappropriately enough, lol. Interestingly enough, the feat, as it is written, will not grant a female wearing the notorious “Fantasy Female Armor” any benefit at all, as the feat comes with a specific list of what one may wear while utilizing this feat. Lustful takes us down the path of that language everything speaks, sex appeal. Affect Diplomacy checks without even having a spoken language to work with, as well as gain a bonus of choice (simply to relate that “after glow” people tend to bask in after partaking in...yeah.

Masochist allows you to tap into the power that comes from enjoying the pain, giving you a bonus based upon the HD of the creature hurting or affecting you. While Sadist takes us the other direction, giving you bonuses based on the creatures you are hurting. Both of these feats require you to have Lustful, and is separate from whatever bonus you may already have going there or will gain from this feat, and stacks.

Wanton gives mechanics to those out there that literally seem to ooze sexuality, and bring it out of those around them. OK, any guy who has ever played flag football with a girl on the opposing team understands this next feat perfectly, and why its dangerous...Wriggle lets you distract those you are grappled or pinned by. Writhe goes right there with wriggle, letting spell casters take a bonus to a concentration check to cast while pinned or grappled.

This one ends with a full descriptor for the sinful feat type, in case you have not picked up any of the other sin inspired bullet points, and does a fairly good job of explaining the concept of these feats not being limited to the more evilly aligned characters.

Obviously this style of product is skating on an edge, and there are playgroups out there that are not mature enough to have this type of material made available to. There are also plenty of groups for whom this type of material is not their cup of tea, and that is fine as well, that is one of the beautiful things about the Bullet Points, if you aren't interested in the material, you can simply not buy one.

So, final thoughts on this collection of sin...hands down excellent. I know a few players I want to put these feats in the hands of, sit back and watch them terrorize their fellow players, lol. Another 5 in the chamber Owen, well done!

Rating:
[5 of 5 Stars!]
#1 With a Bullet Point: 7 Sinful Feats of Lust
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#1 With a Bullet Point: 5 Machinesmith Feats
by Joshua G. [Verified Purchaser] Date Added: 09/03/2012 03:05:11
One of the most impressive things in regards to Owen is his capacity to look at what another designer has done, and add to it, seamlessly. Louis Porter Jr's Machinesmith is the latest such thing to get the Owen treatment, Bullet style!!

Following the standard layout, landscape, three column, 4 pages...got it? Good, let's move on.

First up, Alchemical Admixture lets you add a taste of the alchemist's destructive capacity to the machinesmith's creations. Fast and easy breaks down to this, each time you take this feat you get to pick one alchemical discovery from a list, you may then add said discovery as an admixture to whatever it is your twisted little mind is creating next. This feat dominates the entire first page of this product, and may in fact have the longest write up for a feat I have ever seen in the bullet point series, as Owen tried to cover as much as possible of what might come up with this one. Intriguing to say the least, and a great way to take an already odd class, and give it an extra twist your players won't see coming. Ever notice when someone is really “all in” on something it tends to make you believe a little more as well? Well, Behold! is right there with you on that one, as the PC's confidence in their creations literally demoralizes those who can see and hear them. Rather amusing when you think about it, "BEHOLD ME MERE MORTALS, FOR I AM THE SCIENCE!" Anyone else picture Bill Nye while they read that? You are now, lol.

Better Than New has me wondering how many times Owen has repaired a home appliance, lol. Any time you got to put something back together, it literally is better, for a limited time, and by better I mean as in bonus better, with varying options of where you can assign the bonus. Creation Focus lets you add a temporary bonus to one item/day as long as you can dedicate the time to tinker with it throughout the day, and Emergency Activation allows you to fire up the toys faster. Non combat abilities only but seriously, we've all seen the tech guys suddenly "poof" some amazing crap right before the villain's eyes...right? Yeah, this feat RAWKS!!!!!!!

Final thoughts and such? An excellent handful of feats to accompany this class, and a solid addition to the Bullet Point series. 5 stars and well worth the price of admission.

Rating:
[5 of 5 Stars!]
#1 With a Bullet Point: 5 Machinesmith Feats
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#1 With a Bullet Point: 5 Haste/Slow Feats
by Joshua G. [Verified Purchaser] Date Added: 09/03/2012 02:42:12
5 Haste/Slow feats is yet another round in the never ending magazine of bullets Owen is firing off this summer. Following the basic look and feel of this excellent series, the PDF is presented in landscape, with a three column approach (although the third column is filled with artwork both times, lol) for the main body of the material, weighing in at 4 pages. Sporting three pieces of pretty decent art, and no true editing/grammatical speed bumps to speak of, this entry into the Bullet line lives up to usual standard of quality that I have come to expect from SGG. So, let's dive in and see what we have this time, shall we?

Distorted Speed is an interesting feat in that it goes both ways on the spectrum, being able to affect haste, or slow (or even blessing of fervor if you allow it within your campaign). Short and simple breaks down to this, those enjoying haste or fervor get to pick from a short list of variant perks instead of accepting the normal boost, while those suffering under slow are at your mercy with a new list of options for them as well. Nice, very very nice. Marathon of One gives you the ability to focus your speed spell of choice on a single target, as opposed to an area...got to say, am seeing some serious options for when this could be real handy. Master of Speed is one of those feats that proves once again Owen should have been around a long long time ago tucking his little nuggets of brilliance into the game...OK, follow me here...we've all been there, the play group roll their initiative rolls, the weakest non combat prepared players not only roll high, they roll really high...while your muscle rolls lower than the GM's critters/bad guys/insert evil thing here...crap...well folks, no more. With master of speed the spellcaster can “collect” the parties initiative rolls, and redistribute them as they see fit...yeah, you read that right, let it soak in. If a playgroup plays it right, the fighter will always be where he needs to be in rotation, the healer won't be wasted right off the bat, etc etc, you get the idea...Overlord of Speed really starts to give your speed spell chucking character some meat, any time a foe fails a save against a spell, SU ability or spell-like ability vs. you they suffer a slow[/] effect. Now, as cool as that is, this feat is not quite done yet...because if you have an ally in range, they get a [i]haste[/] just for being in the right place at the right time.

Which takes us to the fifth feat, Unrestrained Spell. Now, this feat is seriously useful for a spell chucking character, as it increases the the range between targets for ANY spell that defines a parameter of distance between targets....wait, wha? What does that have to do with [i]haste/slow? Specifically? Nothing. But, in the broader scope, everything. Haste and slow both are limited by the whole “must be within so many feet of each other blah blah blah”...as are many other spells. So, does this one belong here, yeah, technically....it's just uber cool that it also applies to a massive amount of other spells.

So, tallying it all up.....hmm, not much on the negative side there.....OK, not often do I look at the ratings and wish they went higher than 5...but here I am wanting a sixth star. I love the speed set, and being able better manipulate them makes me a happy GM. I'm going with an official 5 star, well worth the price of admission and all....but this one is a straight 6 as far as I am concerned.

Rating:
[5 of 5 Stars!]
#1 With a Bullet Point: 5 Haste/Slow Feats
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Megadungeon Delver's Player Options
by Mikhaila B. [Verified Purchaser] Date Added: 09/02/2012 00:09:02
Simple, wonderfully written and fully realized, the Megadungeon Delver's Players Options book contains feats aplenty for the adventurer delving into the epic dungeons and cavern complexes. Highly recommended.

Rating:
[5 of 5 Stars!]
Megadungeon Delver's Player Options
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#1 With a Bullet Point: 5 Unseen Servant Feats
by Thilo G. [Verified Purchaser] Date Added: 08/30/2012 10:58:02
This pdf is 4 pages long, 1 page front cover, 1 page editorial/SRD, leaving us with 2 pages of content for 5 feats to modify the unseen servant spell, so let's check this out!

the feats are:

-Force Servant: The unseen servant counts as a force effect and thus is immune to damage and can manipulate ethereal objects.

-Greater Servant: This feta modifies your unseen servant so it has an effective str-score of 6, can perform tasks of up to DC 14 and keep up with movements like climbing, flying etc., even if you move more than 15 ft.

-Unseen Actor: Your unseen servant can interact with figments you create, adding minor real effects to your illusion and thus making it harder to see through. The unseen servant can slo be used to enhance your stealth. This one's really creative and cool -bravo!

-Unseen Craftsman: The unseen servant can take the aid another action when an unskilled assistant could do so and gain access to your Craft and profession skills.

-Unseen Squire: Your unseen servant can be assigned to other characters to stow items safely away or produce them, prepare a weapon etc. and enables the character with such a squire to accept or pass items as a free action- the servant could also reload a crossbow or firearm (though it takes long), carry a shield or apply a potion to the character. This feat is AWESOME - not only is it clever and cool, just think about it: With some minor reskinning, you'll have a nice framework for some kind of beneficial haunting/friendly spirit-themed characters - Kudos and two thumbs up!

Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches. layout adheres to SGG's 3-column standard and the pdf has no bookmarks, but needs none at this length. Every time I think I'm getting finally tired of these spell-feats one-man-feat-factory Owen K.C. Stephens manages to pump out yet another stellar pdf full of great feats with yet another one or two inside that can only be considered innovative and cool. This is another one, and one that ranks among the more creative and interesting spell-feat BPs. My final verdict for this cool, creative little file will be 5 stars seal of approval - the squire feat alone is worth checking this out.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
#1 With a Bullet Point: 5 Unseen Servant Feats
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Megadungeon Delver's Player Options
by Thilo G. [Verified Purchaser] Date Added: 08/29/2012 06:04:57
This free pdf is 5 pages long, 1 page front cover, 1 page editorial/SRD and 1 page advertisement, leaving us with 2 pages of content. This BP is intended for Megadungeons like SGG's dungeonaday-colossus Dragon's Delve or Rappan Athuk and seeks to provide character options, specifically, feats, tailored towards prolonged journeys through these places, so let's check them out!

-Caged Rage: Improved CMB to bull rush and no need to move when underground. Also 1/rage bull rush as a swift action. Nice to shove foes into these pit traps!

-Corridor Combatant: Use improved speed to move through friendly spaces when in the corridor by walking on the walls.

-Delver's Saga: Have allies add your inspire courage bonus to atk, saves, skill checks, concentration, spell penetration and dispel checks, up to a maximum of the dungeon's total levels.

-Doorkicker: Improved breaking of unattended options, not only doors.

-Dungeon Stalker: Use Knowledge (Dungeoneering) and Survival to determine the creatures in an adjacent room.

-Earth Dragon: 1 caster level to earth, rock and stone-related spells.

-Herald of Justice: Aura of Courage also applies to saves vs. traps and skill check to survive difficult terrain.

-Mole Master: Replace summoned creature's low-light with darkvision and/or summon less to give them burrow rates.

-Room Sweeper: Take in potentially all inhabitants of a room in one sweeping glance.

-Shrine Keeper: Modifies consecrate and desecrate to abr a type of creature or boost a non-undead creature respectively.

-Spread Spell (Metamagic): Cast a burst or line-spell as a spread at 0 levels.

-Trap Master: Use cunning trigger to activate traps you have disarmed, not only created.

Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's 3-column standard and the pdf has no bookmarks, but needs none at this length. The feats herein are definitely geared toward old-schoolish dungeon romp and provide useful, powerful options to grant players an edge in a continuously hostile environment. That being said, the design goal and intended purpose also means that depending on your campaign, I'd suggest being careful with taking/allowing them if you're not going into a mega-dungeon. In mega-dungeons they work just awesome and could mean the difference between life and death - plus, this pdf is FREE! Free is hard to beat, especially at this quality and thus, my final verdict will be 5 stars - and if you haven't, check out dungeonaday-site, which will not only remain open, but be fully pathfinderized for a dungeon to use them in.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Megadungeon Delver's Player Options
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#1 With a Bullet Point: 5 Machinesmith Feats
by Thilo G. [Verified Purchaser] Date Added: 08/28/2012 04:59:27
This BP is 4 pages long, 1 page front cover, 1 page editorial/SRD, leaving us with 2 pages of content, so let's check them out!

This pdf is a supplemental one for one of my favorite 3pp-classes released in the last couple of months, LPJr Design's Machinesmith, which, since a slightly bumpy inception, has been revised and now rocks hard - if you haven't checked it good, give it a shot! That being said, let's take a look at the 5 feats:

-Alchemical Admixture: Select one of a staggering array of alchemical bombs and add them to your prototypes, gadgets or greatworks. When you attack with them (or force a save or have them attack), you may as a free action release the alchemical admixture, dealing additional damage and/or effects. The save-DC is reliant partially on your craft (alchemy) skill. A complex feat that makes sense, is iconic and cool - that's the type of content I love to see from SGG!

-Behold!:3+Cha-mod times per day, you may demoralize foes as a swift action when using an item you have created via the Knowledge (engineering)-skill, instead of the intimidate skill, cowering these primitive monkey WITH SCIENCE!

-Better than New: When repairing something via mending, you also temporarily improve its atk, damage, saves, skill checks or DR/hardness with a small bonus dependent on your level.

-Creation Focus: Choose a single item you have created, including magic items, prototypes, gearworks and gadgets. As long as you fiddle and make adjustments every 10 minutes, said item can increase its atk, damage, saves, skill checks or DR/hardness by 1. Pity this feat does not improve over the levels like "Better than New".

-Emergency Activation: Activate an item you have created, including magic items, prototypes, gearworks and gadgets as a swift action, but only for non attacking actions and activations that would take a standard action or less. You may use this ability once for every 4 levels you have. GENIUS - after all, we all know about all these iconic emergency-escape tricks, edges in combat etc. Very cool!

Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches. The pdf adheres to a 3-column standard and comes with no bookmarks, but needs none at this length. The machinesmith is a great class and this pdf offers some awesome actions for the class to use. While I'm not sold on "Better than new" and "Creation Focus", the other three feats, especially alchemical admixture and Emergency Activation, are pure unadulterated genius. Taking the low price into account as well as the fact that the Quartermaster's Handbook for NeoExodus, which was supposed to add new machinesmith options, has been delayed some time, I can wholeheartedly recommend this pdf for fans of the machinesmith and also to designers who want to take a look how handling access to another classes class ability can be handled without making this versatility too strong or unbalanced. my final verdict will thus be 5 stars.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
#1 With a Bullet Point: 5 Machinesmith Feats
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Loot 4 Less: Things That Make You Go Boom
by Sean H. [Featured Reviewer] Date Added: 08/27/2012 11:26:32
Loot 4 Less: Things that Make you go Boom which is a compilation of several earlier Loot 4 Less products (Arms and Armors, Rings and Rods,check the individual products for more detailed reviews) which are all about lower powered -and lower level- magic items which fulfil a useful niche in the magic item/adventurers ecosystem. And many of them are just fun as well. For anyone who likes minor magic items, and discussions on how to make them, this product is a good investment.

Rating:
[4 of 5 Stars!]
Loot 4 Less: Things That Make You Go Boom
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The Genius Guide to Another 110 Spell Variants
by Sean H. [Featured Reviewer] Date Added: 08/27/2012 11:25:06
The Genius Guide to: Another 110 Spell Variants is just that, taking existing spells and giving them a twist to create a new spell. This is very useful for rapid generation of ancient tomes of magic and signature spells for NPCs. Though it should be noted that many of the base spells are from Ultimate Magic and a smaller number from the Advanced Player’s Guide and without access to those spells this product will not be as useful.

Rating:
[4 of 5 Stars!]
The Genius Guide to Another 110 Spell Variants
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#1 With a Bullet Point: 5 Haste/Slow Feats
by Thilo G. [Verified Purchaser] Date Added: 08/27/2012 04:50:16
This pdf is 4 pages long, 1 page front cover, 1 page editorial/SRD, leaving a total of 2 pages of content for 5 feats dealing with the haste and slow spells, so let's check this out!

-Distorted Speed: Choose from 3 alternate blessings when under haste or blessing of fervor, ready or store a piece of equipment, charge as a standard action or gain deflect arrows; All effects remain for 1 round until they can be changed again to the regular benefits. Slow also provides 3 new detrimental effects: Increased casting time for those affected, ranged attacks cost standard actions or an inability to ready or delay. All targets of slow suffer from the same effect, while those affected by your modified haste-spells can choose freely.

-Marathon of One (Metamagic): Cast blessing of fervor, haste or slow as a single target spell at one level lower. Nice!

-Master of Speed: When you and allies within range (30 ft) roll initiative, you may assign allies to share their component initiatives. Rather cool, especially for strategist-type characters.

-Overlord of Speed: Whenever an opponent fails a save against a spell, spell-like ability or supernatural ability of yours, you can enforce a will-save to have them slowed for 1d4 rounds and, if they fail their save vs. this effect also grant an ally the benefits of either haste or blessing of fervor for the same round. This feat is too strong - even at DC 10+1/2 level, a free slow effect as part of another cast is very strong. Add then the beneficial effect for allies and we have a VERY strong feat. At least in my home game, this feat will not be allowed and imho needs some further limitation to make it less powerful - perhaps limiting the slow effect for one round and eliminating the accelerating benefit? Or making it either/or?

-Unrestrained Spell (Metamagic): At 1 level, double the range of "targets can be no more than X ft. apart"-clauses in spells.

Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's 3-column standard and the pdf has no bookmarks. And here we are - another excellent selection of iconic feats from SGG - with one exception: While most of the feats herein are dangerously close to my comfort zone regarding power, Overlord of Speed is sickeningly powerful and needs a nerfing. The abuse is rather plain to see and additionally, the feat entails additional dice-rolling with every cast that features a save. Thus, due to the one rather overpowered feat that tarnishes a collection of otherwise stellar and original feats. Thus, I'll settle for a final verdict of 4 stars.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
#1 With a Bullet Point: 5 Haste/Slow Feats
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