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Amazing work!


I bought this a while ago and just had a chance to sit down with it. I am impressed! This shows that not only does Owen KC Stephens know what he's doing with the Pathfinder system, it shows that the fighter doesn't need to be set in stone. You could theoretically build a fighter straight out of the Core Book, but why would you want to?

I really like the idea of using other Rogue Genius Games products to enhance this. The Bravery substitutions was something I had thought about while I was reading it.

With products like this, there really are few reasons for all the fighter-fixes on the boards. This addresses almost everything.

Flexibility: Yes (if you want it)
More Skill Points: Yes (if you choose it)
Better Saving Throws: No (Everyone should have a weakness :) )

This will be the version of the fighter I use in my games. There really are no reasons not to.


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Well Worth It!

5/5

I bought all of the original classes as they came out. I was impressed with them but wasn't sure what I wanted to to do. I'm glad that I waited for this. Holy crap, when he says they err on the side of awesome, he isn't kidding! This is incredible.

I have a ton of ideas running through my head! I want to run a Call of Cthulhu style adventure (I'm waiting for Occult Adventures to see if anything should be added). I want to run a spaghetti western. I want to run a cowboys verses aliens adventure. I want to run an Indian Jones style adventure. I want to run a time travel adventure (and am looking to see if I should use the temporal classes he's also done). One of my players wants me to run a space pirates adventure. I want to run a Gamma World adventure. All of these are possible with this! Sure, I may have to add a few things to deal with things beyond Progress Level 5 but I have plenty of resources for that.

If this is just a taste of what to expect for Warlords of the Apocalypse, Owen's going to be able to retire when that comes out!


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Well Done!

5/5

I really like this book. There's a feat for every domain in the Core book which modifies how the channel energy class feature works. For the ones that it's important to know, you are told whether Selective Channeling works with it or not. There are several feats that modify the channeling ability that aren't domain dependent. You can change the shape from a burst to a cone or line. There is one to turn it into a ray. There is also one that allows you to use two channels at the same time. It's really easy to implement for the players and GM.

I really look forward to a sequel. I would love to see more domains from RGG games, feats that focus on subdomains, improved versions of the feats, and more ways to change the way channeling targets.


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Quick! Take your time and read this!

5/5

I was hesitant to buy this. Not because I thought it would be a bad product but because I had to wait until payday. After slowly pouring over it, I have concluded that this is a great addition to my game.

First off, Distorted Speed will see use if only for the charging as a standard action ability. However, the other abilities are extremely useful and will add some interesting tactics to combat.

Marathon of One is an interesting metamagic feat that reduces the spell level and I can certainly see that coming into play for a certain magus in our group.

Master of Speed is definitely something I can see being used often. Being able to adjust the initiative results to suit the party can't be overlooked.

Overlord of Speed of speed is a unique way to slow the enemy and speed your allies. I think it may be hard to pull off in some campaigns, but I can't see someone not trying because of it.

Unrestrained Spell is another metamagic feat that is actually useful. I can see it being combined with several other feats and spells for more versatility.

I have been overwhelmed with the quality of Bullet Points. SSG and Owen have really gone far to change my perception of what to expect from a third party publisher. If you are wondering if you should try out their products, I highly recommend them. Grab a Bullet Point and see what you think. In fact, grab this one. You can skip your coffee today and buy three others too!

Bob_Loblaw


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Love it

5/5

So my favorite all time character I played was in 2E DnD. He was a militant wizard. For those who don't know, it was a kit (basically an archetype). He was an invoker (now called an evoker). I loved playing him so much. I have converted him a few times as new products came out and I have been able to find a closer match to what I wanted from the character.

This product brings me much closer to that vision. I didn't buy it for that though. I bought it because I have a magus in the party and I thought he might see some use. I was right. He will have a lot of fun storing spells in his weapon, giving penalties to saving throws, and giving himself a bonus to hit and damage in the process.

Now that I have bought this, I felt compelled to get the archon class. Isn't that what a great product does? It makes you want to get more great products.


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Take That! Ok, I think I will!

5/5

The very first feat that caught my attention was Soak It Up. If you are looking for a lot of hit points, this feat will get you there. I also really like the idea of using your Armor Check penalty as a bonus to your CMD. If you have a character that has a low Will save but lots of armor, you will find Helmed Confidence to be very useful. I can see Shield Crush being used by sword-and-board fighters (and you should pick up that PDF too).

You don't need to have the armiger class to use these feats. It wouldn't hurt to buy that one too though.


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Interesting

5/5

I really like this. I really like the idea of a barbarian being able to use some rage powers without actually having to rage. This Bullet Point gives you access to some of them. You still need to have the power but you don't actually have to rage. One of them lets you use that power for 10 minutes. Not bad at all.

Sudden Rage would be a scary thing to see in anyone. The barbarian being able to rage and add his new Constitution score to his initiative should give anyone pause (and probably does that's why he moves up the initiative chain).

I also love the idea of a melancholy barbarian. The feat is decent as written but it's the concept more than the mechanics that move me on that one. I always look for new ways to view old characters. This collection does that.


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I'm all tangled up in ideas

5/5

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.


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Bang!

5/5

First, any product that gives a nod to Army of Darkness should be worth your money already. So just pay up now.

Second, any product that makes playing in a swashbuckling campaign more interesting is also worth your money. So just pay up now.

This collection of properties is a must-have for any gunslinger. Anytime you can ricochet a round and have it get so deeply lodged in a target that it takes extra damage is awesome.


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Grrr...Arrr...

5/5

These are pretty cool. At first I thought they would mostly see use by the GM only but then the Advanced Race Guide came out and the players have some more options. I was actually looking at converting some World of Warcraft when I came across this. It's a perfect addition. My players are really looking forward to using this. I can already see the alchemist enjoying the Staggering Consequences feat.


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Great work

4/5

Who doesn't like a good sword-and-board fighter? If you don't, then you won't like this. However, if you are like me and you think that sword-and-board fighters are awesome, then you should pick this up. It adds to the awesomeness that is sword-and-board. Guarded Attack is probably the best of the bunch but Shielded Rider and Shielded Check can see a lot of use too.


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Up, Up, and Away

5/5

I don't need to go into detail about what's in here. Others have done that already. This Bullet Point gives us seven interesting options to for the GM to beat up this players with...I mean it give the players something cool to do when they get to fly. I always confuse those options.

If you thought flying dragons were dangerous before, wait until they can make a full attack as part of their move, attacking several party members who though that spreading out would save them.

I can see some druids and mounted characters enjoying these feats as well.


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I didn't see this coming

5/5

This is a really cool Bullet Point. It's worth it just for the Focused Invisibility feat and the best line I've seen in any products so far: "just as a giant that grabs an invisible halfling and uses him as
a club is making the attack, and the halfling remains invisible"

Again, none of these are metamagic feats so you don't have to worry about using up higher level spell slots for neat effects. I highly recommend this for any group that uses invisibility at all. It will change your tactics and your game can only be enhanced by putting these feats into your game. It may only be 4 feats but each one is awesome. I can't buy anything awesome for a quarter anymore. Heck, I can't even call someone who cares for that price.


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Small adjustments, big changes.

5/5

This is an awesome collection of new options for the fighter. This is the kind of thing I look for in a product: innovative ideas. Who knew that you could replace Bravery with so many different options? As a player, I can make a fighter closer to what I want. As a GM, I can keep the players on their toes. It’s products like this that help a GM keep things balanced while reducing metagaming. If the players don’t know what to expect, they can’t metagame. I love this.


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Maces, Hammers, and B-Weapons can apply!

5/5

There are too many bludgeoning weapons that are simple, making them not very popular with the martial characters. They have lower threat ranges and don’t usually get cool abilities added to them, like keen or vorpal. They don’t often have special weapon features either, like disarm or trip, so many people tend to look at other options.

Not anymore. Here we have a list of feats that will make any dwarf happy! You can now truly become a master with your warhammer. You’ve got a feat that let you use your weapon as a shield (imagine Thor when he twirls his hammer). You’ve got a feat a feat that lets you lead with the weapon when charging, essentially having it pull you along with its momentum, giving you a bonus on Acrobatics checks and bull rush checks. You can use your bludgeoning weapon to perform combat maneuvers at a distance. You’ve got one that takes the classic cleric’s non-bloodletting weapon and lets him channel his energy into it for a sacred bonus on attacks and damage. There is a feat that lets the paladin turn that smite into one heavenly combat maneuver. You can stun through your weapon. You can throw your weapon in a line and hit everything in the path and even knock down the last one like a bunch of kobold bowling pins. You can also deafen with one feat and add sonic damage with another.

I have some ideas for a dwarf paladin that is going to bring the pain. I may even combine this with the 7 Feats for Sword and Board Fighting for a really potent paladin. Today would be a good day to have someone have to deal with their culture’s burial practices as a member of the funeral.


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Anti-magic, not anti-options

5/5

I didn’t think there was going to be much to do with an anti-magic field other than what was written. I was proven wrong. I should get used to that from Super Genius Games.

My favorite option in here is anti-school specialization. Being able to focus the field to affect only one school of magic is interesting and useful. It would allow a wizard to protect the party from divination effects while still being able to fight or could turn off the defensive spells of the enemy while still throwing blasting spells to full effect (don’t forget to pick up the Bullet Points for Magic Missiles and Fireballs to enhance your fun).

Options like conditional field and suspend field give you more control over the spell as well. You can have the spell cease functioning for a time and bring it back or even have the spell end when certain conditions are met (like when you are hit in the face by a barbarian really hard and you need the cleric now).

While this collection of feats is called “6 Antimagic Field Feats,” they can all be applied to other spells as well that are similar like antilife shell and mage’s disjunction. If you have ever been worried about weakening yourself or your party with antimagic fields, worry no longer. You have options.


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Things that go boom!

5/5

Fitting that I’m reviewing this on July 5th right after all the fireworks I saw yesterday.

So here’s the deal: fireballs are just balls of fire. They were anyway. Now they can do a bit more. Environmental effects is probably one of my favorite feats in here. Taking the simple idea that fire burns things and making it actually have an effect on the world is really nice. It’s not game breaking and adds to the tactics a blaster needs.

I love the idea of an exploding fireball that has an actual shockwave and now I can have that. I also hadn’t thought of an imploding fireball, but I can also have that.

What I really like about this collection is that these aren’t metamagic feats so I don’t have to worry about increasing the spell level or casting time with any of my characters.


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Wizards don't need a boost but magic missiles do

4/5

Magic Missile Feats

Wow! So this is something I’ve been wanting for a while because I really like the magic missile spell but it does lose its luster quickly. These feats make it more interesting that’s for sure. My favorite is Targeted Missiles because it changes the spell to a ranged touch attack which opens up options that I didn’t have before, like being able to critically hit someone or to even sneak attack.

I really like being able to improve the missiles and open up options. Feats like arcane missiles, blinding missiles, and pressure missiles turn the bland magic missile into more useful missiles. Arcane missiles has the added benefit of letting you determine how the missiles are improved based on what arrows you have on hand. I can see an arcane archer having some fun with this. Imbued force can be a real boon to a low level party without magic weapons. Turning weapons (not just yours but any that you touch) into force effects is very handy when fighting shadows.

The only real complaint I have is with Legendary Missiles. I like what the intent was but it really doesn’t do enough to warrant taking. Maybe if the level adjustment was 1 level instead of 2 it would be better.

Overall, I think this is a very interesting set of feats and I can’t see any reason not to add it to your collection.


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We've got S-P-I-R-I-T!

5/5

I really like this and look forward to what else the team can come up with. As a GM it will allow me to create some very interesting NPCs without needing me to do anything other than give a feat. It will allow the PCs to have more versatility with a spell that they thought was originally a little bland. I really like that you probably won't want to take all the feats to meet a concept. That was one of my fears. I'm glad that I don't have to dedicate half of my feats to a single spell just to do something cool


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Man Down! Medic!

5/5

This is a great addition to any game. With 7 (actually there are 9 if your GM allows two higher versions of Moderate Mastery for the other cure spells), you can create a versatile healer with just a little investment in feats. It's all about the options! What I really like about this is that you don't have to take all the feats to make your character good at curing. Only one of the feats uses any of the others as a prerequisite, which means you can build your character the way you want. If the GM allows for the two higher versions of moderate mastery, these feats can carry you into mid- and maybe even higher levels.


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In the beginning was the Word

5/5

In the beginning was the Word, and the Word was with the gods, and the Word was Theirs. They were with the gods in the beginning. Through them all things were made; without them nothing was made that has been made. In them was life, and that life was the light of all mankind. The light shines in the darkness, and the darkness has not overcome it.

I don't write reviews from the standpoint of a reviewer. I write them from the standpoint of a GM and player. I'll let others write about the technical aspects.

This is one of the things I have always enjoyed, spells that are simple commands but have great power. When I first downloaded it I was looking to see the 20 spells promised and a few feats. What I got was the history of the First Language along with the spells, feats, and a domain. As a bonus, Mr Stephens added a bloodline to the message boards just because we thought it would be fun.

I spent a week adding the files to Hero Lab and I have to say that I can see how balanced everything is. There is a sidebar (actually a whole page) dedicated to explaining how to balance these types of spells.

In case you were worried that you might not be able to affect tough creatures because of hit point caps on the spells, have no fear, there are three feats that address that concern. If you wanted to see if you can affect two creatures at once? No problem. There's a feat for that too.

There are seven feats, 20 spells, and one domain to make your characters One with the Word.


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Don't be temped. Just buy it.

5/5

I'm still learning how to write a good review so bear with me. I'll let others cover technical stuff. I'm more concerned with how this fits into my game.

This is a really interesting product. The way the feats increase your character’s abilities without having you sacrifice more than you need is exactly what many of us have been wanting. Instead of having to take several levels in a class, you can get just a taste, enough to give you want you want. These feats don’t allow you to overshadow those characters that are more committed to their classes. So if you want to feel like a bounty hunter with a small bonus to a favored enemy, no problem. If you want to be able to cast a very small selection of spells but not have to be a full fledged caster, no problem. If you want to be able to wild shape into an elemental, you should probably take some levels in druid.

Something that I really like about this is how it handles the issue of actually multiclasing after you’ve taken the feats. Each feat explains how it should be replaced. This is nice for the player that wanted a taste but then realized he must have more than just a morsel. He wants a meal and he can do that without feeling like he wasted a feat.

The only thing I would have wanted to see more of was some more barbarian love. I don’t know how it would have been done. There is only one feat that is specifically for someone wanting a taste of being a barbarian. Maybe if there is a sequel.

I have been wanting to do something like this for a while but I just haven’t had the time to figure out how. SSG gives some great advice on how to create other feats that GMs and players may need. With every possible combination of classes and archetypes, it would be impossible to cover everything.

I have been leery about adding a lot of 3PP material to my games for many reasons, and quality is one of them. I don’t like to spend money on a product and then find out it didn’t meet my expectations. SSG has great price points and have managed to make me rethink that position. I will be buying more stuff in the future for sure.


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Rawr!

5/5

This may have been out for a while now but that doesn't mean that I shouldn't give it a review. I finally decided to start picking up more 3PP stuff. Anything I buy I will review. Seems like a reasonable thing to do.

Anyway, this is a really cool product. I would love to see more products like this. It takes the dragonhide armor and makes it feel more draconic, but only as much as the wearer can afford. You don't have to start with all the bells and whistles (should dragons have bells and whistles?). Instead, you can pick and choose which of the abilities to add as you go.

Now I just need 157,600 for the most awesomest full plate dragonhide. Should I get it bronzed?


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Excellent!

5/5

I don't purchase a lot of 3PP stuff for a variety of reasons. This product is incredibly well done. It fits the budget on a product that is only a single page. It also takes a feat that can be a lot of work and puts it on par with the rest of the feats. I would be willing to split Leadership into two separate feats to accommodate this product. I can see both uses being a huge boon without being overly complex. Both versions can easily be used by different characters at the same time without giving one character an advantage over the other.

The only reason now to use the old version of Leadership is to get your fighter a mount :)