Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Pathfinder Roleplaying Game

Pathfinder Society

Pathfinder Roleplaying Game: Beginner Box

PaizoCon 2012!
Pathfinder Online Technology Demo by Goblinworks Inc. — Kickstarter
2,312
BACKERS
$141,074
PLEDGED
6
DAYS TO GO

Search
Links
Shop
Recent Reviews

Pathfinder Roleplaying Game Buff Deck
****( ) by Todd Lower

Pathfinder Society Scenario #3-12: Wonders in the Weave—Part I: The Dog Pharaoh's Tomb (PFRPG) PDF
**( )( )( ) by Azothath

Way of the Samurai (PFRPG) PDF
***** by Endzeitgeist

Scions of Evil (PFRPG) PDF
***** by Endzeitgeist

Book of Friends and Foes: Assassins in the River Nations (PFRPG) PDF
***( )( ) by Endzeitgeist

   RSS Recent Posts
OWC5080E

The Genius Guide to Feats of Runic Might II (PFRPG) PDF
***½( ) (based on 3 reviews)

5x5
Our Price: $2.99
Add To Cart
Facebook Twitter Email
5x5 5x5

Runes are an ancient form of writing often linked to strange and magical powers. In history, runes are nearly two-thousand-year-old alphabets whose origins remain shrouded in mystery. In legend, wizards, shamans, and warriors use runes to imbue the places, items, and people on which they are inscribed with fantastic powers. Some say runes hold the power to foretell the future and even bring the dead back to life.

In The Genius Guide to Feats of Runic Might, Super Genius Games presented runes that took the form of magic powers for any character class and set them up so that you could add them easily to any campaign. The idea proved popular enough for us to produce this follow-up product, which provides new Runic feats that follow our first book's lead, as well as gives you new options in the form of Runebound feats. A subcategory of the rune feat, Runebound feats represent runes that a character has tied directly to his own life energy, and this allows him to use several of these feats simultaneously.

Although this book works well with The Genius Guide to Feats of Runic Might, the two products are completely independent. All the rules needed for each are presented in their entirety in their respective volumes, and the one feat that any rune-drafter might crave (Rune Mastery) is reprinted here to ensure that those who have only The Genius Guide to Feats of Runic Might II: Runebinding aren't missing anything crucial to maximize this product. Every other feat we present here is new. They are fully compatible with those found in The Genius Guide to Feats of Runic Might, but they also stand alone as a complete set of new options.

Product Availability
Will be added to your downloads immediately upon purchase of PDF.

Are there errors or omissions in this product information? Got corrections? Let us know at webmaster@paizo.com.


OWC5080E


See Also:


Product Reviews (3)

Average product rating: ***½( ) (based on 3 reviews)


**( )( )( )

Disappointing sequel to a great first pdf


This pdf is 11 pages long, 2/3 of a page front cover, 1 page editorial and SRD, leaving 9 1/3 pages of content for the new runic feats, so do they hold up to the first installment?

The feats herein generally belong to either the runic or the runebound kind - runic feats are limited with regards to the amount you can take as well as the number of runic feats that are simultaneously active while runebound feats do not increase in power, but not how many are actively drafted. Retraining and learning these runes are covered in this pdf as well and the rules are clear and concisely presented and interaction with the rune domain is also covered. The content is stand-alone, but uses the same mechanic as the first runic feats book and is thus compatible with its predecessor.

We get 6 runic feats, 16 runebound feats and two general ones - one of them enables you to have an additional rune active while the other increases the amount of times you can draft runes per day.

Where do I start? I have a problem with this pdf. In fact, I have several. The first would be that the feats feel unbalanced, even with their limited rune-uses per day.

On a fluff-perspective, the first pdf on runic feats always felt...well...runic. This one presents mechanics, but while they do work, the benefits don't feel like they belong to said runes - there's a disconnection going on there. Take the archmage runic feat (Prereq 17 in casting attribute, caster level 9) that lets you cast two spells with casting time 1 standard action or less simultaneously, though at the cost in caster-level strength. Wait, wut?

Yep, you read right. While the decrease in caster level is ok, casting 2 spells simultaneously still is a capstone ability in my opinion, not something to be gained by a petty feat. The Chakra-feat(s) are more prime examples of design that can easily be exploited, as you can take it multiple times, choose a chakra, and wear two items simultaneously, enabling you to e.g. wear two belts, magic lenses AND goggles, etc.

Absolutely prone to being abused and...well, doesn't feel runic. Unfortunately, from increased caster levels to the ability to initiate combat maneuvers sans AoO or via spells, the runes are ok, but don't feel like they are runes, but rather like they were just another set of magical feats. Gone are the unique design choices of the predecessor, the reliance on bad stats and capitalization of these stats as roleplaying catalysts with at least minor advantages.

Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to the three-column SGG-standard and the artwork is fair. The pdf sports no bookmarks. I'm not entirely sure how to rate this pdf - on the one hand, I do have balance-concerns for several of the feats and I do think they lend themselves to abuse. On the other hand, none of them are op as written. On the one hand, there is nothing explicitly wrong with these new options as feats. On the other, though, they just don't feel like runic feats. The pdf has somewhat lost focus and try as I might, I can't put the benefits of the feats and them being runes into a valid correlation.

What made them unique in the predecessor, unfortunately, is gone and the lack of fluff (which I surprisingly seldom miss)in most SGG-books works detrimental in this instance, robbing the feats of the one way in which a sense of coherence apart from pure mechanics could have been evoked as a theme. When all is said and done, I have to admit I was sorely disappointed by this pdf. If you're just out for some X uses per day, powerful feats, this pdf might be 3 stars for you - be sure to know your players and scan through it to prevent abuse, though. If you, however, like me, loved the first pdf and want more of the same style, you'll unfortunately be sorely disappointed. My final verdict will thus be 2.5 stars, rounded down for the purpose of this platform.

Endzeitgeist out.



*****

Might fine!


The Genius Guide to Feats of Runic Might II (PFRPG) PDF

I just recently picked this up and it's so cool I had to chime in. Really a great concept, flavor and implementation (along with Feats of Runic Might).

I could see someone using these for extra flavor in a Runelords campaign. I'm currently running a Pathfinder/Eberron campaign, these will add nice flavor to the Draconic Prophecy theme.



****( )

More runic feats


Feats of Runic Might 2 by Super Genius Games

This product is 11 pages long. It starts with a cover and into. (1 pages)

Runic Feats (9 pages)
This starts with explaining what they are, how to use them, how to get them and then goes into the feats in this book. Basically they are magical feats where one learns how to harness minor magic by learning a runic symbol. Below is a list of the runic feats.
Absorption – when countering a spell you can gain temp hp.
Archmage – allows casters to cast 2 spells a round but at a reduced caster level.
Assail – attempt to magical disarm
Black Parlance – lets you use linguistics in place of intimidate or use magic device.
Chakra – can wear a extra magic item in a place, such as two rings on one hand.
Enmity – gain bonus against one foe, but penalty against others.
Fracture – can magical sunder.
Glyphfire – can raise caster level for a spell or supernatural ability, fur duration etc
Golden Parlance – use linguistics in place of heal or diplomacy.
Ironfist – can use off hand like a shield, if hand is free.
Ironskin – gain AC if not wearing armor.
Isolation – can exclude targets caught inside of one of your spell effects. Like exclude your fighter caught in your fireball radius, so they are not effected by it.
Mindtrap – causes feedback damage to those who cast mind affecting magic or divination on you, you can not use said magic while rune is in effect.
Overwhelm – can use magic to trip.
Precision – can reroll any damage roll from a attack that uses dex for your attack roll.
Rune Binder – can bind a rune to your aura
Rune Master – can use more runes per day.
Shadow Sigil – cause shadows to follow you, giving you a bonus to stealth checks.
Spell Sigil – add to spell DC.
Spellstorm – if a spell you use, does more than enough damage to kill a target you can direct the extra damage to a new target.
Third Eye – gain bonus to perception checks and can use perception in place of knowledge against monsters.
Thunderclap – with a weapon may cause bullrush effect.
Unravel – can counter spell with any spell.
Wardbreaker – when you crit you also do a dispel magic.

It ends with a OGL and credits. (1 page)

Closing thoughts. The art is mixed of color and black and white, quality is ok to pretty good. I didn't notice any layout, editing or spelling errors and everything was easy to understand. This book is much like the first one, in that anyone can take these feats and be able to cast limited magical effects a few times a day. If you are looking for a system to let any class dabble in magic then this is a good system. If you liked the first book you will like this one as well. With that said I didn't think this one was as good as the first. There was fewer, oh wow that’s pretty cool moments reading these feats. Instead I was mostly, yeah that works well. So I am going to rate this one at a 4 star.


Messageboards

Worldbuilding Exercise - Get 5 Random Races, Build a Setting, by Spanky the Leprechaun

Paizo Blog: Pathfinder Battles Preview: Bone Chiller, by Lisa Stevens

Paizo Pin Up Girl, by ciretose

Elven Curved Blade?, by Odraude

Dispel Magic question, by Alitan

Believably Playing the Opposite Gender, by Nepherti

Intelligent Magic Items controlling Constructs, by MaxAstro

Misconceptions about not healing in battle, by james maissen

Class Ratios, by Gauss

What Third Party Adventure Path Do You Want?, by kevin_video

Paizo Blog

Pathfinder Battles Preview: Bone Chiller,

Paizo Publishing's 10th Anniversary Retrospective—Year 4 (2005)—Laying the Foundation,

A Tomb of Winter's Plunder—Chapter One: Taking the Waters,

Pathfinder Society in the Netherlands (or Join the Crew of the Flying Dutchman),

Pathfinder Battles Preview: Big Bads (Volume 2),

Open Game License

Store Blog

The Demon Prince of the Undead Dreams—and Awakens!,

Weekly Adventures?! Brilliant!,

Explore, Investigate, Survive—Just Another Glorious Day in the Society!,

These Bones Don't Rattle Easy!,

Roll Your Dice Like It's 1974!,

Sign up for our weekly store newsletter

News

Jim Zubkavich brings Paizo's "Pathfinder" to Dynamite,

Goblinworks Announces the Pathfinder Online Technology Demo Kickstarter Project,

Giochi Uniti to Publish Pathfinder in Italian,

Mike Welham Named RPG Superstar 2012!,

RPG Superstar Top 4 Pathfinder Module Proposals Now Open for Public Vote,



©2002–2012 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online,PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.