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10 Inquisitor Feats (PFRPG) $0.99
Average Rating:5.0 / 5
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10 Inquisitor Feats (PFRPG)
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10 Inquisitor Feats (PFRPG)
Publisher: Rite Publishing
by Aaron H. [Verified Purchaser]
Date Added: 06/13/2012 21:03:49
The following review was originally posted at Roleplayers Chronicle and can be read in its entirety at http://roleplayerschronicle.com/?p=22593.

The inquisitor is like a battle Cleric who tracks down the enemies of their church and brings them a brand of justice that is based on their interpretation of the will of their deity. In the end, inquisitors are above the normal rules of their church, but when the day of reckoning comes, they will answer to their deity.

OVERALL

10 Inquisitor Feats on two pages, no fuss, no muss. This product has an elegantly simplistic form that like most Rite publishing products makes it useful.

RATINGS

Publication Quality: 9 out of 10
Rite Publishing has figured out that the RPG business is a marathon, not a sprint. Rather than over-extending themselves with overly flashy art, they have chosen the smart path of well-done black and white on this product. The cover depicts an inquisitor brandishing a blunt weapon and a holy symbol of some sort. What you see is what you get and what you get is solid. Toby Gregory’s art does a great job of capturing what I perceive to be a bit of the angst that every good (or evil) inquisitor must feel after fighting the enemies of their faith with no rest. The picture was used on the cover and once more in the book, I think they could have found a different picture to use in the whopping 2 pages of info, but in Mr. Russell’s defense it is a good picture.

Mechanics: 10 out of 10
You would think writing 10 feats for any character class would be easy, well it isn’t. Writing reviews for Roleplayers Chronicle (Best web site ever!), I come across mass quantities of products that just can’t balance their feats with the rule of cool. Rite Publishing has a mature approach to feat writing that still feels fresh and cool.

Value Add: 9 out of 10
At no point did I get the impression that 10 Inquisitor Feats was trying to do anything but introduce feats for the inquisitor. That focus (some developers are a bit ADD) makes this a value to both players and GMs.

Overall: 9 out of 10
There are times when I love products like this; they cut to the chase and give you what you need. No foreplay, just business! I do like a little fluff and some background but the ascetic determination of the inquisitor and the minimalist approach to this product work well, they needed two pages to list the feats and that is all that they used. Yes, this book has the normal cover style and page border style that most Rite products have, but the good use of art and simple structure just feel Rite.

Rating:
[5 of 5 Stars!]
10 Inquisitor Feats (PFRPG)
Publisher: Rite Publishing
by Eric H. [Verified Purchaser]
Date Added: 04/28/2012 23:41:05
10 Inquisitor Feats is exactly what it sounds like, 10 brand-new feats for the Pathfinder RPG Inquisitor class from the Advanced Player's Guide. The question is, it it worth the very low asking price? The answer is a resounding yes! These are some very fine feats here, listed following:

Anathema Strike -- Inflict cursed unhealing bane damage.

Astute Advantage -- Get the drop on your enemies, even if you are surprised.

Bane Burst -- Your bane weapons explode with even greater power on a critical hit.

Chastising Stare -- Inflict agony on your enemies with merely a stare.

Instant Judgement -- Activate and change your judgements much more swiftly.

Know Thy Enemy -- When you know an enemy's alignment and can figure out their weaknesses, you have a better chance of hitting and hurting them.

Pronounce Weakness -- The nastiest feat here! Allows you to force a vulnerability on an enemy. One problem, we get no official ruling on just how long this affects someone.

Stalwart -- Can provide yourself with temporary hit points if you get weakened too badly 3/day; once per day, you can maximize them.

Strike Down The Liar -- What it says on the box, 3/day you gain the ability to blast someone with a lightning bolt if they lied to you.

Track Magic -- You can track someone by their constant or active spells, spell-like abilities, or magic items. This can make for some interesting hunts, whether or not it's being used by or on your PCs.

One more note, all of the above feats can be taken as bonus teamwork feats by an inquisitor and can be switched out by them using solo tactics.

A great, great PDF for the price, this one comes highly recommended!

Rating:
[5 of 5 Stars!]
Publisher Reply:
Thank you for taking the time to do a review of our prodcut, to answer your question though about pronounce weakenss "This necromantic curse effect cannot be dispelled, but it can be removed with a break enchantment, remove curse, limited wish, miracle, or wish spell." Curse effects are always permanent until removed (unless stated otherwise) .
10 Inquisitor Feats (PFRPG)
Publisher: Rite Publishing
by Thilo G. [Verified Purchaser]
Date Added: 04/26/2012 13:17:48
This pdf is 6 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 1 page advertisement, leaving two pages of content for this no-frills-attached style little pdf, so let's check it out, shall we?

As with the feats in "Secrets of the Inquisitor", this pdf provides new feats, which can be used via the inquisitor's solo-tactics as if they were teamwork feats. The feats are:

-Anathema Strike: Your bane damage dealt by your weapons can't be healed by magical means if the target fails a save.

-Astute Advantage: Lets you make one attack in the first round of combat before initiative, even if you're surprised, but only with your weapon in your hand.

-Bane Burst: Makes your bane-attacks work like powerful weapons with the burst-quality regarding your bane-damage.

-Chastising Stare: 1/day deliver massive penalties via a gaze. If the foe manages to save, the ability is not used up.

-Instant Judgment: Activate and change judgments as an immediate action.

-Know Thy Enemy: 3/day if you know a foe's alignment and succeed at a wis-check, you can get a competence bonus against them.

-Pronounce Weakness: 1/day you can curse an enemy with a weakness of your choice if it has not already one. If the foe manages to save, the ability is not used up. I LOVE this one, as it encourages smart fighting on behalf of the PCs.

-Stalwart Determination: 3/day, when your HP are less than con+bab, you can grant yourself temporary hit points to keep on fighting. Cool feat because they're temporary, otherwise I'd now be complaining about healing surges. With them being temporary, it enables the inquisitor to vanquish a foe and then collapse tragically - narrative gold.

-Strike down the Liar: The short fluff-sentence says it all: "May the gods strike me down if I'm lie...BOOM" - when you detect a lie, 3/day you can CONJURE A LIGHTNING BOLT from nowhere to strike the liar. This feat is so incredibly awesome in its coolness potential I know one of my players will jump at the chance to take it.

-Track magic: My absolute favorite of the feats, but this one also provides a challenge for DMs. The feat grants the inquisitor the ability to track magic auras, ongoing spells etc., but e.g. not trackless step or dusts of disappearance. Magical discharges work like rain and I can see the a whole range of adventures developing from this feat - a tracker on the PC's heels forces them to rely on mundane means to hide. A PC inquisitor has to track an otherwise brilliant criminal. What if certain cultists always use a certain spell and it takes the inquisitor to sniff them out before they blow up an aristocratic party?

Conclusion:
Editing and formatting are very good, I didn't notice any significant glitches. Layout adheres to RiP's 2-column standard and the pdf has no bookmarks, though it doesn't need any at this length. I'm a HUGE fan of Steven D. Russell's "Secrets of the Inquisitor", especially due to all the solo-tactics-compatible feats and e.g. the feats that grant a powerful ability that can be used only 1/day, but isn't wasted if your foe succeeds his/her/its save. This pdf is a logical and extremely cheap sequel to this idea and provides additional oomph for your inquisitor to make them the badasses they were meant to be. That being said, I think that the feats per se are well-crafted, though e.g. "Know Thy Enemy" feels rather weak when compared to others herein. Some of the feats herein are genius - Striking down liars with heaven's (or hell's) wrath? Yes, please! And tracking magic is, as mentioned, smart and a stellar example of concise writing - taking such a complex concept and shrinking it down to a feat and have it work is neat indeed. Though I'd love to see a table of sample DCs/magical tracking complications - perhaps in a future Pathways-or AQ-issue? Granted, some of the feats force a DM to be on his guard, but then again, DMs can also use these feats against the players... While the overall power-curve of this one is slightly higher than I like (you know how stingy and conservative I'm regarding that), I'd usually settle for a final verdict of 4.5 stars, but due to the unbeatable price and awesome ideas, I'm going to settle for the full 5.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
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