Over 250 New Feats for the Pathfinder Roleplaying Game!
Megafeats: New Paths to Victory remains one of Skortched Urf Studio's best selling products. The release of the Pathfinder Roleplaying Game presents us with a chance to revisit this weighty feat tome, revise the feats as necessary to bring them in line with how this generation of the game is played, and add new material to an already solid work.
In keeping with the spirit of the Pathfinder Roleplaying Game revision, we're only making minor changes to the feats. If you have an earlier version of Megafeats, the older version of these feats still works fine. Forgeblood Feats have already been revised, and are available as part of The Thinking Races: Iron and Steel (Otherverse Games, 2009).
A few feats have been excised entirely because they're too similar to how things work in the Pathfinder-revision by default or just because the new rules make them unnecessary. The Forge Gift Item Creation feats from Megafeats are gone, as are feats like Burning Belief (which let clerics deal direct damage with a turning check) and many of the variant "weapon and armor training" feats, hopefully proving the adage about great minds thinking alike.
Megafeats Revisited is intended as the largest collection of new feats available for the Pathfinder Roleplaying Game, more than doubling character options presented in either the first edition of Megafeats, or in the Pathfinder RPG core rules themselves! Many of the best feats from other Skortched Urf Studios and Otherverse Games products have migrated into this massive sourcebook.
The new feats in this sourcebook are inspired by a wide variety of sources—mythology, fantasy literature, comics, anime and even the way some other popular game systems do things. Hopefully, you'll find feats to fit your favorite tactics, and some new ideas about what a role playing character can do over the course of a long, storied career.
I bought this book, because well, I'm a feat nut. I love the options feats give you. I've made it through well over half the book now, and I am sorely disapointed.
No bookmarks….And there is a list of the feats in that “chapter” (by chapter, I mean alphabetical). No offense, but if they are reading this pdf (or even this review!), then they know their letters.
Some of the wording is so odd that you wonder if they have even PLAYED D&D. And at times, the proof reader didn't do their job (missing words on occasion, “equipment bonus” from your armor). Some of the feats that are Metamagic, I wouldn’t consider metamagic either, such as Binding Counterspell (which if you counter a spell of an opponents, a negative effect also occurs on them, which is a cool idea, just not a metamagic feat)
Over all, the feats are either too specialized or over powered. There's been quite a few "sexual" feats as well as ones dealing with women's, ahem, "time of the month".
Out of the 160ish feats I have read so far, I would say maybe 20 were good solid feats. If you want some more options, pick it up, otherwise, it is kind of a waste.