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Mythic Feats: Wilderness Feats
 
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Mythic Feats: Wilderness Feats
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Mythic Feats: Wilderness Feats
Publisher: Legendary Games
by Thilo G. [Featured Reviewer]
Date Added: 04/29/2019 04:24:48

An Endzeitgeist.com review

This installment of Mythic Feat-upgrades clocks in at 32 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial, 2 pages of introduction, 1 page ToC, 2 pages of SRD, 1 page back cover, leaving us with 23 pages of content, though, as always, for Legendary Games, there is a ton of text per page.

This review was moved up in my reviewing-queue at the request of my patreons.

Organization-wise, this pdf starts off strong, offering feat-lists in alphabetical order, and then provide a list of feats organized by type, providing for all organization-paradigms you may prefer – big plus. The first list is even internally hyperlinked, allowing for comfortable navigation of the electronic iteration of this pdf.

As always, this book does something I really respect: It takes the feats from one of Paizo’s big hardcovers, here, obviously, Ultimate Wilderness, and provides mythic iterations – for ALL OF THEM. As such, covering each and every feat would obviously bloat this review beyond any usefulness, so let’s start by providing an overview and some samples from within, shall we?

The first feat within is Ambush Awareness, and the mythic iteration allows you to expend a mythic power when benefiting from Ambush Awareness to take a single action instead of a total defense action. Animal Call allows you to add your mythic tier to Bluff checks (not properly capitalized; there are quite a few instances of skills not properly capitalized; btw. not the only feat where a skill hasn’t been properly capitalized herein), and if you succeed, you may call ALL animals within 100 ft. of the type you called, which is pretty epic. Design paradigm-wise, we do have a couple of instances, where the use of mythic power allows for numerical escalation – Animal Ferocity allows for the addition of a +5 circumstance bonus to attack rolls, for example, and Beast Hunter would be another nice example of this design paradigm. The Ferocious feats to upgrade animal companions allow for the addition of mythic tier to the Bluff skills made to feint or intimidate checks made to demoralize, and both allow for the use of these as a swift action; the demoralize-based, in a nice catch, also allows for Anatagonize use in conjunction with this.

With the proper mythic Verdant Spell, you can affect plant creatures and sentient creatures at once, and when specifically targeting only plants, you penalize Will saves for spell level rounds. Additionally, mythic power allows for the spontaneous use of metamagic. Voice of Beasts’ mythic iteration nets you a non-dispellable supernatural speak with animals. With Boon Companion’s mythic iteration, you can use the full character level as druid level to determine animal companion/familiar abilities, and Command Animals or Command Plants follow a similar design paradigm. Branch Pounce’s upgrade allows you to mitigate the consequences of missing the attack, and similarly, Deep Diver helps you reduce falling damage when diving, and also doubles your range of vision while underwater, which is a cool touch. Mythic power can fortify you against the rigors of crushing pressure as well. With the Bristling combat maneuver feats, you can increase damage output by tier, and has options to use mythic power for more damaging assaults.

Really interesting from a tactical perspective – Crashing Wave Style’s upgrade makes movement taken as part of drag/reposition not count against the amount of movement per round, with mythic power as a means to increase the number of squares. Similarly, Flinging Charge allows you to choose to take the -5 penalty on the ranged attack made as part of the charge instead of the melee attack. Additionally,, when hitting the target of the charge with the ranged attack, you deny the target Dexterity bonus to AC for the melee attack to follow. Now, personally, I do not think that this should allow, as written herein, for a 3/day regaining of mythic power when confirming a critical hit with the ranged attack, as this can theoretically allow you to exceed the standard cap.

Clinging Climber may be used as a swift action, even as a free action with mythic power expenditure. The complex Eidolon Mount upgrade allows you to maintain the eidolon’s size if it’s more than one size category larger than you. Energized Wild Shape’s mythic version increases energy resistance, and also nets a minor retributive energy when struck by unarmed strikes, etc. Exotic Heritage allows you to take 10 or 20 while threatened with the skill chosen for the base feat, and when using the feat to gain the benefits of Eldritch Heritage, the character also gets the 3rd-level bloodline power, at character level-2. Group Shared Spell allows you to cast targets with a target of “you” on any character that has this feat, with mythic power even at close range – and yes, this is basically one of the few teamwork feats that is really potent, and one that your allies WILL want to invest the feat in!

Obviously, we also cover the Improved/Greater Hunter’s Bond, Spring Attack, etc. feat-upgrades, and e.g. the Indomitable Mountain Style chain is also nice. Jaguar Pounce’s mythic iteration allows you to combine the benefits with Improved Critical, and charge/Spring Attack allows you to inflict tier-governed additional damage: I really enjoyed the power-upgrades for Natural Poison Harvester and Antitoxin. Out of the Sun allows you to blind targets, and Reflexive Interception’s mythic feat nets the character evasion (and its improved version), whether the companion succeeds on the save or not. Shifter’s Edge allows for the threat range increase via mythic power for 1 minute, and increases Shifter’s Edge bonus damage by adding mythic tier to class level to determine damage. Totemic Discipline nets uncanny dodge or the upgraded iteration, and barbarian level for the totemic feats is equal to character level.

The Wilding feat chain also deserves mentioning, as we for example have mythic wild empathy here, immediate action ending of mind-affecting effects, becoming confused instead.

Conclusion: Editing and formatting are between good and very good on a formal level – the glitches I found were mostly aesthetic in nature. Rules language-wise, this is as refined and precise as we’ve come to expect from Legendary Games at this point. Layout adheres to the series’ two-column full-color standard, and the pdf sports quite an array of full-color artworks, which will be familiar to fans of Legendary Games. The pdf is internally hyperlinked, and the pdf comes properly bookmarked for your convenience.

Alex Riggs, Margherita Tramontano, Jonathan H. Keith, Jeff Lee – you have my utmost respect. Designing books like this can be WORK, and honestly, it’s one thing I personally wouldn’t want to do. For that alone, this series has to be applauded. The work that goes into these mythic feat books is palpable. Now, I am a bit spoiled by now – this particular iteration does go a bit more into the direction of depth regarding the escalation of numbers, rather than providing breadth of new options, though it should be noted that there are plenty of options herein that do represent tactical gamechangers. All in all, this renders the book a great, if not perfect upgrade of feats, one definitely worth getting if you’re using Ultimate Wilderness, and a must-have when using Ultimate Wilderness in conjunction with Mythic Adventures – hence, my final verdict will clock in at 4.5 stars, rounded down.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
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