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: Nine feats designed to augment the options and utility of witch hunters (from The Genius Guide to the Witch Hunter) or, if witch hunters aren’t being used in a campaign, that can be taken by fighters with the Disruptive feat (replacing witch hunter level prerequisites with fighter level prerequisites, and adding Disruptive as a prerequisite to all feats). This is the latest in a series of products to celebrate the "Summer of Bullets" event!
The feats included are:
Bane of the Supernatural (Combat): You have learned to recognize when a creature is going to call on eldritch powers, and to take advantage of that moment.
Brand of Binding: You have learned how to brand foes with runes and sigils that neutralize their eldritch powers.
Branding Critical (Critical): You can carve the sigils of a binding brand into a foe with a perfect weapon strike.
Hex Resistance: You have hardened your body and mind against the power of hexes.
I Know Your Tricks: You use your experience with preternatural foes to gird yourself against their magics.
Lightbearer: You can summon light into the darkness.
Preempt the Supernatural (Combat): You can strike a creature so suddenly and forcefully, it loses its control of its eldritch powers.
Shrewd Studies: You have a knack for learning exactly the lore you need.
SoulGuard: You can defend an ally’s soul and mind, as well as body.
Yet another chambered round for the Summer of Bullets from the SGG camp, 9 Witch Hunter Feats, follows the standard 3 page, landscape orientation with the 3 column format for new material. Artwork is stock, one piece of color, one piece B&W, both fairly relevant to the the theme of this Bullet Point, as the front piece could easily be a witch hunter, and the other is most assuredly a witch, lol.
OK, witch hunters....there are so many differing concepts for what these characters are, but at their core, no matter the theme, is their knack for standing toe to toe with the wielders of hex magic, and all that is supernatural. Of the nine feats here, Owen gives us several extremely useful new tricks to bring to the table, as well as a few feat chains (albeit small chains) that allow for some fairly cool effects within game, and one that kind of let me down, just a little. So, let's take a look, shall we?
Bane of the Supernatural is that feat that addresses the fact that a seasoned witch hunter is going to get to the point they know what their adversary is going to do, simply by having studied them long enough to recognize the tell tale signs of a supernatural ability being utilized. Henceforth, they gain an AoO against a target attempting to use a supernatural ability against them..
Brand of Binding & Branding Critical cover the ability to design a brand to shut down a specific ability or spell level on a target, and the ease of which you would deliver said brand.
Hex Resistence finally gives us the Hex equivalent to spell resistance.
I Know Your Tricks Knowledge check gains you a bonus to saves...not the most exciting feat here, useful, and functional, but rather boring when compared to the collective.
Lightbearer, gain light effects depending upon what type of weapon you are currently holding.
Preempt the Supernatural ties in with the bane of the supernatural feat, essentially hit a foe so hard, they lose whatever supernatural ability they were about to do...knock the wind out of their sails kind of thing. Simple, and yet very effective, and a nice nod to what truly happens in a fight when one gets hit, well done!
Shrewd Studies would be my one true let down, as it falls back on swap one abilities mod for another for a skill check, and these types of feats bore me, and are beneath the rest of the feats presented here.
Soulguard Allowing the aid another action to be utilized for more than just AC.
All in all, out of the 9, I can see 6 being used within my campaign easily, with two more being possibles. Am going to settle on a final of 4 stars for this one, as I only come up with 2/3's of the product being stellar.
4.5 stars - the branding feats alone are worth the price
All right, you know the deal - 3 pages, 1 page front cover, 1 page SRD/editorial, 1 page content -go!
This pdf contains 9 new feats for SGG's Witch Hunter-class, the feats being:
-Bane of the supernatural: When a creature uses a supernatural ability, you get an AoO against it once per round.
-Brand of Binding: You can research a brand for a creature and deal acid or fire damage to it, sealing one of its most potent powers. HELL YEAH! That is so damn cool! Iconic. Useful. Just great! And oozes "Witch Hunter" all over!
-Branding Critical: If you crit foes, you brand them as per the Brand of Binding feat.
-Hex resistance: Gain essentially SR against hexes - no longer fall prey to the dreaded sleep hex that easy -NICE!
-I know your tricks: Knowledge is power - gain a +2 bonus against spells and effect of foes you've researched.
-Lightbearer: Your weapon is a light in these dark times -literally.
-Preempt the Supernatural: When you use your AoO of Bane of the supernatural, the foe has to save or botch the attempt to use it.
-Shrewd studies: Use Wis instead of int for your knowledge checks,
-Soulguard: If you use aid another on an ally, you also bolster the ally's will-save.
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. This pdf provides some awesome feats to a class to which I'm admittedly positively biased - I love the witch hunter, his gritty determination, the class concept, the abilities - everything about it. t should come as no surprise then, that the one-man-crunch-production-line Owen K.C. Stephens has produced yet another awesome array of feats, with especially the branding idea being simply stellar - if we get a sequel, I'd want more of this type of feat.
That being said, Shrewd studies is lazy and hits a pet peeve of mine - I don't like feats that exchange governing attributes of skills, especially when they enable a class to focus on less attributes. Oh well, at least it's not a physical-for-mental (or vice versa) exchange - I hate those. That being said, the other feats are all iconic, cool and bring some sort of cool benefit or imagery to the table. However, e.g. Lightbearer, while cool, lacks a benefit that makes it truly cool over the levels and thus my final verdict will be 4.5 stars, rounded down to 4 for the purpose of this platform.