The Genius Guide to Feats of Critical Combat (PFRPG) PDF (based on
1
review)
Super Genius Games
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$2.99
The concept of a “critical hit” has been part of roleplaying games from the very start—an attack that is extraordinarily well placed or timed perfectly and, as a result, is exceptionally damaging. It started as a phrase used after the results of an attack were determined, but quickly made its way into variant systems and house rules until nearly every campaign had its own version. And in many of these systems, both what was necessary to inflict a “crit” and the results of that attack varied depending on the situation. And if you played under more than one GM, the chances were good that each one would have a different definition and set of achievable results for critical hits in his or he game.
With the arrival of the OGL and original d20 System games, critical hits became a codified part of the core rules. The details have changed slightly with rules updates, and again as with the development of the Pathfinder Roleplaying Game, but at this point there is an agreed upon definition of what constituted a critical hit. But, at the same time, a good deal of the mystique has been removed from the notion. Players now not only know exactly what is needed to achieve a crit, they also know just what the results will be—some extra damage. Certainly that has a tangible impact on the game, but it doesn’t fire the imagination or capture the visceral impact that many of the old house rules did.
The Genius Guide to Feats of Critical Combat works with the existing rules regarding critical hits, providing ways for players to put some of the “critical” back into their critical hits. Shatter shields, inflict disfiguring scars, achieve advantage over others on the field of battle—all these and more are possible effects for your character’s crits, depending on the feats you choose. Bring the shock and awe back to the battlefield, and remember the power of seeing a natural “20” on the die. Because while your characters can become masters of critical combat, so can their opponents!
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It starts with a cover and intro. Followed by explaining the difference between these feats and the critical feats in the core book. Finally it gets into how to use them in your campaign setting. (2 pages)
Next it gets into the new feats. Below is a list of all the new feats in the book. They are feats that when you score a critical hit you can apply them. Giving some variety in crits.(8 pages)
Accurate Critical
Blazing Critical
Bleeding Strike
Board Breaker
Butcher's Blow
Caustic Critical
Clutch
Concussion
Conduit
Critical Casting
Critical Spellcraft
Deface
Dispelling Blow
Fearsome Blow
Flashing Strike
Focused Attack
Followup Blow
Freezing Critical
Greater Spell Critical
Hindering Critical
Jolting Critical
Knock Down
Maneuver Critical
Numbing Strike
Parrying Strike
Primal Critical
Set-Up
Shattering Critical
Shock
Skirt
Smash
Spell Critical
Stupefy
Takeaway
Targeted Strike
Tendon Cut
It ends with a OGL. (1 page)
Closing thoughts. The feats seem fine and they add some variety to combat. They tend to be fairly powerful feats, but then they have to compete with the default damage critical's normally do and make it worth spending a feat on them. Some I think fall a little short on this. The artwork is fair. All told the product is exactly what it claims to be, a collection of new feats that give you options when you score a critical hit. Yet despite it giving you exactly what they claim to do, I still feel myself wishing it had been different.
Let me say there is nothing wrong with the product, but as I read it. I keep thinking to myself man I really wish they had put this kind of effort into a combat maneuvers book. Something anyone could do, that would have pro's and con's for trying them. To give more tactics to combat. So I read the book and it is good but it left me thinking, what if? So in the end I am giving this a 4 star review. Solid book and if you are looking for feats to give you critical hit options then I recommend checking it out.