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Feats of Witchcraft
Publisher: Fat Goblin Games
by Timothy B. [Featured Reviewer]
Date Added: 12/10/2019 14:43:56

Three pages. This includes a title page, an OGL page and one page of feats, 10 in total. Some interesting feats here too. Should be compatible with Pathfinder 2 and even D&D 5 for Warlocks (if you use feats in 5e).

Not bad for a buck.

[4 of 5 Stars!]
Feats of Witchcraft
Publisher: Fat Goblin Games
by Megan R. [Featured Reviewer]
Date Added: 02/28/2013 11:38:26

Herein are ten feats for witches, all based around whoever the witch has selected as her patron. Some are quite narrow in application, but all help develop a witch character into a distinctive if not unique individual rather than merely yet another witch. Power levels are a bit variable as well, which may disturb those who pay attention to game balance.

Some take 'traditional' things that witches are said to be able to do and codify them. For example, Pierce the Veil allows a witch with an ancestors, spirits, time or portents patron to both see and identify ethereal undead creatures; whilst Nightshade Brew enables the witch to create particularly potent poisons - yet as the prerequisites for this feat include the Brew Potion feat and six ranks of Craft (Alchemy) you might think she's pretty good at them already without using up another feat slot.

One delight is Forked Tongue, which not only empowers the witch to be very good at bluffing but also actually gives her a forked tongue... something that might draw unwelcome attention, particularly in a society that's wary of witches and their powers already! Consider developing disguise skills and keeping your mouth closed...

Patron's Promise is perhaps a bit too powerful as it confers advantages to both attack rolls and against disease. Wise Words, on the other hand, doesn't do much - it just reduces the spell resistance of someone on whom you're casting a healing spell.

Witch of the Wilds gives you some really sharp fingernails, claws really, to enhance your unarmed combat. Terrible Transformation is quite scary, if you cast a transmutation (polymorph) spell on someone and it is ended prematurely by countermagic or a save, there's a chance the poor victim may gain an insanity and end up not in their right mind even once they've been restored to the right body! Heart of Ice makes enemies you demoralise suffer further disadvantage...

There is no overlap of patrons here, whatever patron you have chosen there will be but one feat in this collection available to you. The effects may be quite cool, but I recommend thinking seriously about whether they benefit you sufficiently to be worth a feat slot. Interesting but perhaps a little limited.

[4 of 5 Stars!]
Feats of Witchcraft
Publisher: Fat Goblin Games
by Thilo G. [Verified Purchaser]
Date Added: 02/26/2013 02:46:54

All right, you know the drill – 3 pages of content, 1 page front cover, 1 page SRD, leaving us with 1 page of content for 10 new feats dealing with witchcraft, so let’s take a look!

Taking a cue from Super Genius Games’ patron-exclusive hexes, many of these feats are only available to witches with certain patrons, adding some unique tools to the respective witch’s arsenals.

-Eerie Presence: Ignore negative cha-mods you may have, gain +2 to cha-skills to influence unfriendly outsiders and aberrations.

-Forked Tongues: +2 to Bluff vs. indifferent, friendly and helpful creatures and bluff as a class skill; double the bonus when the creatures are under a mind-influencing effect.

-Heart of Ice: When successfully demoralizing foes, double the penalty to fort, ref or will-save depending on the patron. Cool!

-Nightshade Brew: You can lace potions with ingested poisons, increasing the DC for either by +1. Rather weak and circumstantial.

-Patron’s Promise: When using unarmed or natural attacks, you deal additional damage equal to the highest level patron spell you have prepared. Also get this bonus to saves versus diseases.

-Pierce the Veil: See ethereal undead creatures. This one is overpowered as hell for my tastes. Not gonna happen in my campaign.

-Shimmering Illusion: Add an eerie glow to your figments, letting them emit a bit of light and adding +2 to the disbelieve DC. Cool one, albeit a bit on the weak side.

-Terrible Transformation: When one of your transmutation polymorph-effects is removed/dispelled, the target suffers from an insanity effect on a failed save. Does this extend to such spells cast on allies? The feat fails to specify this, though I assume so. Also: Quite powerful for my tastes.

-Wise Words: When speaking words of wisdom while casting conjuration (healing)-spells, you may reduce effective spell resistance by wis-mod. Can be useful, but rather limited in its application.

-Witch of the Wilds: Count your nails as primary weapons and qualify for the elemental or stunning fist feat depending on your patron.

Conclusion: Editing and formatting are very good, I didn’t notice any significant glitches. Layout adheres to Abandoned Art’s 2-column standard and the pdf has no bookmarks, but at this length needs none. The feats in here are nice and I like that they develop further distinction between witches of different patrons, but they also more than once fall a bit on the relatively weak or relatively powerful side of the power-scale, offering very circumstantial bonuses that would make them rather weak choices for a feat-slot or going a bit too far for my tastes. Combined with the fact that none of the feats herein truly blew me away, I’ll thus settle for a solid verdict of 3.5 stars, rounded down to 3 for the purpose of this platform – a good offering that could have been stellar if the patron-exclusive feats had been developed in a slightly more inspired way.

Endzeitgeist out.

[3 of 5 Stars!]
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