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 designed to augment the options and utility of war masters (from The Genius Guide to the War Master) or, if war masters aren’t being used in a campaign, that can be taken by classes that receive bonus combat or teamwork feats as class features (using their class levels as war master levels for prerequisites) or characters that have the Leadership feat (using their character level as war master levels for prerequisites). This is the latest in a series of products to celebrate the "Summer of Bullets" event!
The feats included are:
Advance In Ranks (Combat): You can direct allies to move together, guarding and watching over each other.
Formation Fighting (Combat): You can direct a tight formation of melee combatants to fight together, aiding them all.
Mixed Order (Combat): You can direct allies around you to fight in a specific style, emulating your weapons.
Overwatch (Combat): You can watch out for moments when your allies are distracted and warn them about potential attacks.
Set To Receive (Combat): You can prepare troops to use reach weapons to great effect against advancing foes.
Tactical Commands (Combat): Your deep understanding of the flow of combat allows to you give allies new combat options.
War Signals (Combat): You have mastered a set of signs and code words to give orders quickly and easily.
7 War Master Feats continues the summer of Bullets with another addition to the series. This time around Owen took aim at the War Master or, for those campaigns not allowing this SGG class, classes receiving bonus combat/teamwork feats as class features, or barring those two options characters that have the Leadership feat. So, now that we've covered that pretty much anyone can benefit from these feats designed for the War Master, lol, lets take a look.
Advance in Ranks lets you direct additional 5 ft. movements amongst adjacent allies. Formation Fighting lets you designate groups as formations, and thereby grant them all the benefits of an aid another. Mixed Order lets allies within range treat their weapons as if they shared specific features with a weapon you are wielding. Overwatch gives you the potential to essentially block AoOs against your allies by warning them. Set to Receive lets you direct allies such that they can deal braced weapon damage during the first attack of opportunity.
Tactical Commands[b] gives you multiple options when commanding your allies upon the field of battle, opening possibilities to them that they would otherwise not have available. [b]War Signals allows you to utilize feats and class features using time honored means of communication upon a battlefield that allow one to stay in contact with troops who may be able to hear them, but not see them, or vice versa.
Collected, whether these feats could be used by more than a War Master or not, that's where they belong, on a battlefield, in the hands of a character designed to be using them. Does that make them bad? No, it makes them specific. All in all nothing here truly jumps out as being anything more than utilitarian in design, but as I have stressed many times before, until utilitarian bones are laid, many things we take for granted as should be there are not actually there within a game's design. So, useful? Yes. Exciting? Not so much. I'm settling on a three star for this one, as it is good design in that the mechanics work, and everything here is useful, it just didn't grab me is all.
The best class-centric Feat-BP so far - all killer, no filler.
All right, you know the deal, this pdf is 3 pages long, 1 page front cover, 1 page editorial/SRD, leaving 1 page of content, so let's check out the new feats for SGG's acclaimed War Master-class!
The feats are:
-Advance in Ranks: Order allies adjacent to each other to take up to 3 5-foot steps - AWESOME!
-Formation Fighting: Designate allies: If you "aid another" one of the formation, all of them gain the benefits - again, awesome!
-Mixed Order: Grants allies weapon qualities like "brace" etc. - And the superbly-designed, innovative options continue - feat/item quality synergy.
-Overwatch: As a standard action go into overwatch mode and prevent allies from provoking AoOs.
-Set to Receive: Use swift actions to make allies deal double damage against advancing foes with their brace-weapons - brilliant and eliminates the need to individually brace!
-Tactical Commands: Contains 4 different tactical commands - take total defense as a standard action and still make AoOs, put away handheld objects and replace them with others, make a charge as a standard action or allow allies to retreat from battle without provoking AoOs. O_O Gorgeous. That's all I'm saying!
-War Signals: Allies only have to either see OR hear you to benefit from your feats and abilities.
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to a b/w 3-column standard and the pdf has no bookmarks, but needs none at this length. Wow. The quality of SGG's feats is awesome, I'm used to that. But oh boy, even among the excellent feat-BPs, this stands out, delivering all killer, no filler, beyond awesomeness, stellar feats that EVERY War Master should have access to. Each and every feat delivers some kind of stellar new option to the roster and can enrich and change the flow of battle in innovative, cool ways - 5 stars, endzeitgeist seal of approval - buy this!