An Endzeitgeist.com review
All right, you know the deal - 3 pages - 1 page front cover, 1 page SRD, 1 page content, let's go!
-Earth Child Style: +1/2 mythic tier to AC versus giants, also as a bonus to ref-save versus just about anything they can hit you with. Use mythic power to enter it reflexively. DAMN cool - adds a whole new dimension to the style!
-Earth Child Binder: Use combat maneuvers regardless of size versus giants, plus add stunning fist to AoOs sans expending it. Stunning Fist also applies to all attacks versus giants, making stun-locking them very much possible. Nice!
-Earth Child Topple: Trip giants into other foes (potentially with maneuver effects that benefit from tripped foe's size!) and use mythic power to add combat maneuver to crits vs. giants. Cool!
-Kirin Style: Higher mythic tier based bonus and faster creature identification. Not much to work with, solid for what the base feat does.
-Kirin Strike: Bonus to creature identification, ignore parts of DR of identified creature. Solid.
-Kirin Path: Take 20 to identify creatures a tier-based number of times per day; Also: Move through threatened squares of identified creatures after executing AoOs - not much to work with, but oh boy, here we get some pretty awesome tactical options. Nice, especially in light of the base feat!
-Snapping Turtle Style: More shield bonus, immediate action + mythic power = even more bonus. Solid numerical escalation.
-Snapping Turtle Shell: Increased penalty to crit confirmation, also apply bonus to ref-saves versus burst effects and negate non mythic crits via mythic power. Nice, since this actually makes dealing with evil clerics much more feasible.
-Snapping Turtle Clutch: No penalty to grapple maneuvers versus foes who attack and miss you, alternatively disarm manufactured weapons; Even cooler: Counter the grab quality via mythic power and a special defensive CMB, potentially reversing the grapple. I'm usually not a fan of competing attack rolls/checks, but for what it's worth, CMB versus atk is bearable. I like using mythic power to counter grapple, but still think that versus foe's CMD would have been the more organic solution.
Conclusion:
Editing and formatting are very good, I noticed no significant glitches. Layout adheres to Legendary Games' 2-column full color standard and the pdf has no bookmarks, but needs none at this length.
Jason Nelson's take on mythic martial arts is...surprisingly awesome. The Earth Child-feats brim with cool ideas, even the Kirin Style, which I don't particularly like, receives something nice. And while I am loathe to see d20 vs. d20 (plus modifiers, but still) in the Snapping Turtle tree, the overall feats can be considered well-crafted. Since all my gripes boil down to personal preference and in a minor case, rules aesthetics, I can't help but rate this highly - my only true gripe remains beyond the d20 vs. d20-instance in one feat the fact that 2 of the Kirin Style's feats could have used some unique tricks. This is nitpicking at a high level, though, hence my review will clock in at 4.5 stars, rounded up to 5 for the purpose of this platform.
Endzeitgeist out.
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