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Feats of Fellowship $1.00
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Feats of Fellowship
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Feats of Fellowship
Publisher: Fat Goblin Games
by Thilo G. [Verified Purchaser]
Date Added: 01/18/2013 03:59:12

This pdf is 3 pages long, 1 page front cover, 1 page SRD, leaving us with 1 page f content for 8 new feats, so let’s take a look, shall we?

-Apt Attention: Battle sounds and sights never distract you. You don’t get a penalty to perception in such conditions. Okay, I guess, but not one that wows me – rather weak.

-Coven Familiar (Teamwork): Share a familiar with the other members of your coven, determining its abilities by the most powerful member. Again, okay, though probably more interesting for NPCs.

-Grace under Fire (Teamwork): Now this one is really cool: It lets you and your allies combine HD with regards to intimidate-checks to demoralize you and for HD-dependant fear-effects. VERY cool.

-Lead the Way (Teamwork): After withdrawing, your allies may follow you up to one round later and not provoke any AoOs by withdrawing. Again – cool!

-Lend a Hand: When using aid another to grant AC to a prone ally, said ally may stand up as an immediate action. If the ally provokes an AoO by standing up, he gets the bonus even if you don’t threaten the attacking foe. Again, neat!

-Research Partner: You can aid with knowledge checks even if you don’t have 1 rank in the skill and if you do have 1 rank but your ally doesn’t, you may glean information of a DC higher than 10. Sorry, but this feat is a good idea, but in execution ridiculously weak.

-Seize the Initiative (Teamwork): Active your judgment as part of rolling initiative by expending 2 judgment-uses and also roll initiative twice, taking the better result. I can see this feat being useful.

-Stand Back: Allies caught in the splash radius of your weapon get +4 to ref saves and may opt to fall prone if they fail the save to avoid damage. Great way to avoid friendly fire by alchemists. (Pardon the Pun, I’ll put those 2 bucks into the bad-pun-jar.

Conclusion: Editing and formatting are good, though not perfect – I noticed multiple minor glitches like misplaced blank spaces etc. Layout adheres to Abandoned Art’s 2-column standard and the pdf comes sans artworks or bookmarks, but needs neither at this length and price-point. This selection of feats, honestly, left me mostly cold – there are some good ideas in here, but there’s not the one simply brilliant feat in here and some feel a bit like filler or simply very, very specific. That being said, there are also 4 feats in this package I’d consider nice for a group that takes a special ops-type approach to adventuring, working together like a tightly-oiled machine. This offsets some of the VERY weak feats that also can be found herein and make me arrive at a final verdict of 3.5 stars, rounded down to 3 due to the minor glitches that shouldn’t be present in such short pdfs.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
Feats of Fellowship
Publisher: Fat Goblin Games
by Megan R. [Featured Reviewer]
Date Added: 12/31/2012 11:06:13

If your intention is to build a fine-honed TEAM of adventurers who can work together as a well-oiled machine, particularly in combat situations, this collection of feats is worthy of consideration.

It contains eight feats designed to enable characters to take advantage of various opportunities to support one another, and not only in combat either.

To look at the combat ones first, there's Apt Attention which lets you keep an eye out for your companions, spotting threats - be they opponents or traps or other dangers - that menace them even in the middle of the confusing furball that's melee combat. Then there's Lend A Hand, which enables your getting your mates back on their feet, and Lead The Way, with which you can coordinate a group withdrawal from a dangerous situation without provoking attacks of opportunity. Grace Under Fire lets the group combine in attempts to intimidate their opposition.

Alchemists - or their friends! - might be interested in Stand Back! This feat lets them shield their companions from the effects of splash weapons you throw. Coven Familiar enables members of a coven to share a particularly potent familiar. Sieze the Initiative is a good one if you fancy leadership or have better combat instincts than your friends, provided you have the judgement class feature you can bring it into play to in effect make a snap judgement about what ought to be done as you increase your initiative.

Finally, Research Partner enables you to help someone else to research a topic, provided he has at least a rank in the apposite knowledge skill (even if you know nothing about that area!).

A nice collection, of interest to any group that wishes to get beyond the 'group of individuals' stage and forge themselves into a team.



Rating:
[5 of 5 Stars!]
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