Bullet Points: 7 Tendril Tentacle Spell Feats (PFRPG) PDF (based on
Rogue Genius Games
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Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don't always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn't have time to slog through a page of history for every magic weapon. Sometimes all that's needed are a few cool ideas, with just enough information to use them in a game. Sometimes, all you need are bullet points.
Bullet Points are a line of very short, cheap PDFs each of which gives the bare bones of a set of related options. It may be five spells, six feats, eight magic weapon special abilities, or any other short set of related rules we can cram into about a page. Short and simple, these PDFs are for GMs and players who know how to integrate new ideas into their campaigns without any hand-holding, and just need fresh ideas and the rules to support them. No in-character fiction setting the game world. No charts and tables. No sidebars of explanations and optional rules. Just one sentence of explanation for the High Concept of the PDF, then bullet points.
The High Concept: Seven feats to give spellcasters that focus on “tendril spells” (spells that entangle or grapple foes such as animate plants, animate rope, black tentacle, entangle, shifting sand*, snare, and web). This is the latest in a series of products to celebrate the "Summer of Bullets" event!
The feats included are:
Agile Tendrils: Your tendrils can manipulate objects.
Choking Tendrils: Your tendrils can choke targets entangled by the spell.
Defending Tendrils: You can prevent your tendril spells from attack you or your allies, and even have it defend.
Disarming Tendrils: Your tendril spells can grab items away from targets.
Disturbing Tendrils: Your tendril spells can make threatening gestures, prod its targets uncomfortably, and general act in a disturbing and discomforting manner.
Forceful Tendrils: Your tendril spells can push creatures around.
Harassing Tendrils: Your tendril spells can make trouble even for creatures not grabbed by them.
These really take something already disturbing to view and make it disturbing to use. I love this. You can have your tentacles do more than just grapple. You can now have them disrupt actions, intimidate, perform combat maneuvers, or even actually do something like open a door. This is pretty cool stuff.
4.5 stars - oh how many tentacle-hentai jokes I've swallowed writing this...
This pdf is 4 pages long, 1 page front cover, 1 page SRD, 2 pages content, let's take a look!
This BP deals with all these nifty spells that entangle and grapple foes and provides feats to expand them:
-Agile Tendrils: Use your tendrils to make basic manipulations like opening doors, holding torches etc. Awesome, cool and full of options.
-Choking Tendrils: When your tendrils have grappled a foe, you can direct them to choke a foe, rendering him/her/it speechless for a round on a failed scaling save.
-Defending Tendrils: Designate one or more allies (more costs a move action) as safe from tendrils, granting them shield bonuses and preventing the tendrils form trying to ensnare them/attack them.
-Disarming Tendrils: D'unh. But there's more: As a standard action, you can not only disarm foes with tendrils, but also steal from them and make use of potentially existing feats you may have via them.
-Disturbing Tendrils: Use tendrils to demoralize grappled foes as a standard action.
-Forceful Tendrils: Bull rush or reposition foes as a standard action via tendrils.
-Harassing Tendrils: As a standard action, make trip or dirty trick maneuvers via tendrils.
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's horizontal 3-column standard and the pdf has no bookmarks, but needs none at this length. Ladies and gentlemen, I welcome you once again to the endzeitgeist-sounds-like-a-broken-record-party: Once again, the crunch of Owen K.C. Stephens is flawless. However, I'm also disappointed in this pdf: 4 of the 7 tendril feats essentially do similar things, i.e. impose negative conditions on foes/combat maneuvering them - after the stellar one on antimagic fields, I would have loved some more versatility there, something more iconic, perhaps something akin to retractable thorns, summons from tendrils etc. That being said, this is still a very good pdf for the low and fair asking price and hence and due to the lack of glitches I could find, I'll settle for a final verdict of 4.5 stars and, yes, believe it or not, round up to 5.
Continuing the Summer of Bullets this addition to the line gets all tangled up with some tendril spells, giving us 7 new feats designed to enhance and alter those spells that entangle and or grapple. Following the landscape orientation with the three column standard that has become the signature of this series, this particular issue is four, not three, pages, with 2 going to OGL and cover sheet. Art is stock (although I happily can state I have not seen the front piece before), and both pieces are good. Editing appears to be good, nothing jumped out and bit me.
So, we all know the drill right? Bullet Points are a quick and cheap method of delivering a few choice ideas, all centered around one concept per PDF. If you aren't familiar with this series yet, I suggest you take advantage of the current sale and catch up, seriously, I'll wait........
OK, now that that's out of the way, let's look this one over, shall we? Now, for me, this is one of those collections of feats that I feel should have been written a long time ago, as the multitude of tendril spells out there all lack some pretty basic ideas, which Owen tackled here very well. From using tendrils as additional sets of prehensile limbs to do basic tasks, to targeting specific people to choke, or defend rather than attack. The capacity to determine that certain people are to be ignored by the spell (although crossing the area the spell inhabits is still difficult terrain, as it should be). The last three together just scream schoolyard bully to me, and that's hilarious folks, truly. Disturbing Tendrils allows you to have a tendril threaten and antagonize a target, while Forceful Tendril is going to push the guy around, and Harassing Tendril is going to slide in for the dirty trick or trip...remind anyone else of a pack of bullies? The idea of filling an area with tendril spells, and then getting them to work in tandem with a collection fo feats like this is one of the reasons I have learned to love the Bullet Point series, there's always something here to inspire GM wickedness, lol.
Yet another collection of truly useful and well designed feats that bring a breath of new life into a collection of spells that far to many players have lost their fear of. Well done Owen, and another easy 5 star rating.