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101 Renegade Class Feats (PFRPG) $5.99
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101 Renegade Class Feats (PFRPG)
Publisher: Rite Publishing
by Aaron H. [Verified Purchaser]
Date Added: 01/27/2012 14:22:53

101 Renegade Class Feats is a rules supplement for the Pathfinder system that introduces 101 new feats for renegade classes. These classes include the Armiger, Guttermage, and Dragon Rider along with 11 other classes. All of the classes covered in this supplement have been developed by 3rd party publishers under the OGL. While these feats are designed for a group of classes that tend to fill very specialized roles in adventuring parties, many of them can be used with little or no adaptation for classes that grant the prerequisite abilities necessary to qualify for the desired feat.

OVERALL

Rite Publishing is doing their best to corner the market when it comes to outstanding rules supplements. Each of the feats in this book is useful, provided the character meets the requirements. The entries are properly formatted and the content is second to none.

RATINGS

Publication Quality: 9 out of 10 Mark Hyzers’ cover art is detailed, intriguing, and looks amazing in black & white! Instead of pushing a color cover with questionable art; Rite Publishing made the right call in sticking with an outstanding black & white print. In past reviews I have dinged some of Rite Publishing’s products for questionable choices in art and the placement of that art, this supplement bucks that trend. While I didn’t completely love all of the interior art work, it was all well-synched with the class the art represented. This supplement did a good job of referencing the source material for which these feats were developed to support. I did not give this product 10 out of 10 because it lacked a table of contents. All of the class entries were in alphabetical order but when there is a rules question during game-play, especially during combat, being able to quickly find the material you need is a must.

Mechanics: 10 out of 10 101 Renegade Class Feats has done something very complex and made it look simple. In typical Rite Publishing fashion they have taken classes that have some unique and occasionally specialized features and developed well-balanced feats that will satisfy players and GMs alike. Many of these feats made me want to play some of the classes that they supported.

Value Add: 10 out of 10 At the regular price, 101 Renegade Class Feats lists for $6.99 (USD), RPGNow currently has it on sale for $5.99 (USD). Any time you add a minimum of 7 feats to 14 different classes for $6.99 (USD), you have value! None of the feats in this book are overpowered and they are all written in a way that will facilitate easy integration into a Pathfinder game. Developing feats for classes developed by 3rd party publishers is a bold and innovative move that provides synergistic value to this supplement as well as the source material the feats were developed for.

Overall: 10 of 10 Buy this product. The feats contained in this supplement are well-balanced, well-written, and useful. Rite Publishing shows a great understanding of other 3rd party publisher’s material and intent. Hats off to Rite Publishing for supporting fellow 3rd party publishers with 101 feats that are well worth the price of admission.



Rating:
[5 of 5 Stars!]
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Creator Reply:
Aaron Huss, thanks for taking the time to do a review of the product.
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101 Renegade Class Feats (PFRPG)
Publisher: Rite Publishing
by Ryan C. [Featured Reviewer]
Date Added: 12/03/2011 09:45:57

From the review segment of Know Direction episode 29 (http://35privatesanctuary.com/index.php?option=com_content&view=article&id=390:know-direction-29-mmo-tales&catid=35:the-tome-know-direction&Itemid=34)

This is what the dream of the Open Gaming license made reality, a third party publisher producing support for other third part publishers. The product is worth supporting on concept alone.

Know Direction – The Original Pathfinder podcast, featuring Pathfinder RPG news, reviews, and interviews http://35privatesanctuary.com/index.php?option=com_content&view=category&id=35&Itemid=34



Rating:
[4 of 5 Stars!]
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101 Renegade Class Feats (PFRPG)
Publisher: Rite Publishing
by Dark M. [Verified Purchaser]
Date Added: 11/24/2011 13:38:58

101 Renegade Class Feats by Rite Publishing

This product is 21 pages long. It starts with a cover and credits. (2 pages)

101 Class Feats (16 pages) This has new class feats for fourteen 3pp classes. Armiger by Super Genius Games – 7 new feats, Counter Assault was my fav for them. It allows the PC to counter all attacks against it from one enemy. Corsair by Green Ronin – 7 new feats, Greater Dirty Fighting was my fav feat. It allows the PC to add a condition on a dirty fighting attack such as blinded etc. Divine Channeler by Rite Publishing – 9 new feats, Efficacious Channeling feat adds a +1 to the die of channeling and the DC. Dragon Rider by Super Genius Games – 7 new feats, Steed Breath, gain a breath weapon like your steed. Gladiator by 4 Wind Fantasy Gaming – 7 new feats, Signature Finishing Move, if you do complete all parts of your Signature Move you do bonus damage. Godling by Super Genius Games – 7 new feats, I don't have any of these books so can't really pick a feat as I am not sure how effective or good they are. Guttermage by 0one Games – 7 new feats, Guttermage Kiss, this feats is a curse that causes vermin to flock to the target. Luckbringer by Rite Publishing – 7 new feats, Improved Narrow Escape, allows the PC to use Narrow Escape more often. Taskshaper by Rite Publishing – 7 new feats, Baleful Touch, with a touch you can cast Baleful Polymorph. Time Thief by Super Genius Games – 7 new feats, Steal Mote of Time, lets a PC steal motes of time from foes which just is a way for a Time Thief to recharge. Vanguard by Super Genius Games – 8 new feats, Arcane Defense, spend a spell to gain extra AC. The War Master by Super Genius Games – 7 new feats, Tactical Teamwork, cause one alley to know a teamwork feat that the another alley has. Witch Hunter by Super Genius Games – 7 new feats, Spell Anthema, causes the target to lose their highest level spell or spell like ability for the day. Wolf Shifter by Paizo Fans United – 7 new feats, Essence of the Beast, allowed to pick other animals other than a wolf.

It ends with a OGL and ads. (3 page)

Closing thoughts. The art work is a mix of color and black and white, it ranges from ok to pretty good. Editing and layout is good I didn't notice any errors. The book does a good job of adding some new feats to the classes to help add to them and expand on them. Some of the feats could be used by anyone but most are limited to that class or similar classes, such as time thief and time warden able to use most of the new time thief feats. Most of the feats was just ways to improve or add extra special abilities the classes have. I thought some of the feats where on the strong side perhaps to strong. Most of them where perfectly fine. What I think the book does best is expand those classes and likely make people interested in some of the classes they don't own. For me it was the Corsair. So what's my rating? I thought it was a good book but not perfect. I am giving it a 4 star rating.

Trust me, I'm a Succubus.



Rating:
[4 of 5 Stars!]
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101 Renegade Class Feats (PFRPG)
Publisher: Rite Publishing
by Thilo G. [Verified Purchaser]
Date Added: 11/05/2011 07:56:22

This pdf is 21 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 2 pages of advertisement, leaving 16 pages of content for the new feats.

First of all, let me say that I LOVE the concept of this pdf. Providing support for some of the best 3pp-classes, regardless of who put them out, is a prime example of the Open Gaming spirit. The fact that Steven D. Russell managed to get the approval to provide the additional content from the respective creators and publishers not only is an example of a great cooperation between 3pps, but also a sign of class for anyone involved. On behalf of 3pp-fans out there - thank you!

Thankfully, I own most, but not all of the sourcebooks for which the feats are written, I hope to be sufficiently competent with regards to reviewing this. I'll go through the contents class by class, starting with Super Genius Games' Armiger.

The Armiger is an interesting class that takes some unique approaches in being a martial class that tries to be incredibly tough. While the strength of the class, its incredible toughness, make it seem rather powerful, I do like the concept of the class, though I still maintain that they have to be handled with care. 7 new feats for the armiger are herein, two of which are tactical gold: Counter Assault lets you, as a full-attack action cancel out all melee attacks of a foe for one round and prevent said foe from escaping, all with rock-solid mechanics. The ability to partially use a targeted redirection of effects that cause Ref-saves is another feat that is elegantly designed, well-written and makes for extremely iconic situations. The armiger class benefits quite a bit from these feats, adding some neat iconic stunts to pull off for the tanks.

Next up is Green Ronin's Corsair-class from the Freeport Companion with 7 new feats. I'm a Freeport-fanboy. I own ALL the adventures. Even the rare bad ones. The Corsair is an excellent class and the feats capture the iconic feeling of playing a swashbuckling pirate. Many of the feats center on interesting ways to use the Corsair's Luck class feature - "Flesh Wound", for example, lets you heal a limited amount of your own damage due to the wounds being only minor flesh-wounds, while "Better you the me" enables you to exchange places with an ally to make them take the hit for an attack/effect 3/day. Neat feats!

The Divine Channeler, one of my favorite 3pp-divine classes has seen a lot of support from its author Jonathan McAnulty in the different issues of Pathways and this book also offers some love for this great class and the 9 new feats..well, they are awesome. From the ability to sheathe yourself in negative or positive energy, it is 2 feats that really open new tactical options - the ability to delay a channeling effect by creating a node of energy and one to even imbue this energy in your allies as a kind of minor contingency - the options make for new and exciting tactical options.

The next class featured is Super Genius Games' Dragon Rider, who gets 7 new feats. I have to come clear with regards to this class. I don't own the Genius Guide to the Dragon Rider, primarily because I like my dragons as epic wyrms and personally don't like the idea of having a PC with a dragon mount. And yeah, while I like villains with dragon mounts, I don't enjoy heroes going this route. That being said, the feats, as far as I can glean, are interesting and could be salvaged for other companion/mount-centric classes. From the ability to shield other between rider and mount to the ability to instantly summon the mount to the iconic feat to short-way teleport and exchange positions with helpless creatures, the heroic aspect of diving to the rescue of others on your draconic ally are well-presented. The rider can even gain access to the dragon's breath weapon, making these feats interesting choices as far as I can tell.

The second class I don't have access to is 4 Wind Fantasy Gaming's Gladiator from the Paths of Power book and I have to say that the feats made me VERY intrigued indeed in the class and the book. Taking inspiration from not only traditional gladiatorial sports, but also from the present's equivalent, professional wrestling. There is a feat that lets you build up 2 personas and split reputations between them/have face and heel reputations, a feat that lets you determine the exact amounts of non-lethal damage you deal without penalty (GOLD) and even again devastating signature finishing moves. You know that feats are well-written when they make you anxious to check out the class they're for.

Super Genius Games' Godlings probably need no introduction for the most of you - for those who do not know, they are essentially mortals descended from gods in the style of e.g. Herakles and by now have 4 different base-class iterations. They also constitute one of my favorite SGG-classes out there in fluff and mechanics. The feats herein are interesting and add to the divine heritage of the godlings by providing the ability t grant minor bonuses to their allies, requiring less sleep, impart a fraction of their divinity in their allies and, coolest of all lets you gain a subdomain's powers in addition to you lineage domain's power. Excellent and could easily be modified to make a feat from to get access to an exalted domain instead. (Require the feat and substitute the domain's lineage ability with the exalted domain's ability.) Nice and makes an already awesome class more versatile. However, there is a reprint of the extra scion talent, which is a minor bummer.

0onegames is up next, to be precise, one of the classes from the ennie-award winning "Great City Player's Guide" gets added support. And what kind of support! The glorious Guttermage gets some of the coolest feats herein - From the abilities to expand upon the signature Jinx-abilities to an ability to essentially deal additional barrage damage to foes under negative conditions, the feats rock. I especially loved a jinx that includes kissing and spitting at a foe (Stephen King's Thinner, or similar movies, anyone?) to the ability to perceive magical traps and even grow poisonous pustules that you can pop to debilitate your foes, the Guttermage is disturbing, flavorful and cool.

Next up is one of my favorite classes from RiP, the Luckbringer, who gets 7 feats, mostly centering on gaining more moments of chance, nothing is written and improbable-uses, but also the ability to force rerolls of damage-dice from e.g. a fireball. My favorite feat, though, lets you use hazard to overcome the regeneration of a foe if you're aware of what can overcome the regeneration. I'm a big fan of the luckbringer-class and would have liked to see some more feats to do more heavily modify luckbringer abilities.

The Taskshaper (also by RiP) gets similar feats to expand upon their respective class-ability uses, but personally, I consider their other feats to be a bit more enticing than the Luckbringer's: We get a feat that lets you spend limit amounts of moment of change-usages per day to balefully polymorph your foes, one to make your reaction time faster and one that lets you destabilize your foes via moment of change and thus greatly impede their ability to function - nice and disturbing in its imagery.

The Time Thief by Super Genius Games, one of the prime examples of class-design and another favorite of mine gets some rather interesting new options as well - E.g. the ability to use bolt time via motes and not only aevum and even extend your bolt time over a whole round. The Time Thief also learns to heal her (and her allies) minor wounds via the controlled application of her motes of time. It should be noted that these feats are just as suitable for the equally excellent Time Warden class, enhancing their usability. When all's said and done, though, I wasn't completely blown out of the water by these.

Next up is the Vanguard, also by Super Genius Games, which gets 8 new feats. Those of you following my reviews might know that while I did like the Vanguard-class, I concluded it to be rather linear and more or less obsolete with the release of the Magus. Can these feats remedy that? Actually..yeah. At least they are a great start. Let me elaborate: One of my main gripes with the Vanguard, besides its linearity, was the fact that the class did not offer enough unique signature abilities that distinguish it from other classes. While there are "Improved"-style feats herein, the feats that let you do new stuff are what make me recommend this section in particular: We get a feat that lets you sacrifice spells for protective magical auras, one that grants you the ability to blast foes with unerring, magic missile-like projectiles and the specific fighting style that enables you to get attacks of opportunity to combat maneuvers even though your foe not necessarily provokes them. Vanguard Tactics is a great feat idea, but in my humble opinion too strong as written: As a swift action, you grant all your allies a circumstance bonus equal to your Cha-modifier to crit confirmation checks, combat maneuvers, initiative and reflex saves. You may also grant them access to a teamwork feat you know without them having to qualify for it. While these bonuses only last for 3 rounds and end when you get stunned, dazed, etc., the fact that there's no limit to the amount of times this feat can be used per day makes it too powerful for my tastes. There is also a feat that is plain brilliant, though, as it solves the linearity of the Vanguard-class elegantly by providing access to sorceror bloodline powers, enabling you to take the feat consecutive times to get access to higher-level bloodline powers as well and making the class much, much more distinct.

The next class by Super Genius Games is the War Master, who gets expanded uses of his tactical prowess, e.g. enabling his allies to share combat feats and even use your tactics faster. Especially when combined with Inquisitors, this class may make for very smart-fighting groups and foes indeed. I would have loved some feats centering on the interaction of battle tactics and teamwork feats, though.

The penultimate class, again by Super Genius Games, is the glorious Witch Hunter, one of my favorite tropes from dark fantasy literature, and another fine example of design, but how does the class benefit from this pdf? Quite a bit, actually! The Witch Hunter can now have an even better preternatural sense of witchcraft, enabling the hunter to determine the relative (but thankfully not exact!) strength of the foe she faces. Other feats expand the power of their devoted strikes. Mystical Reaper is also a neat feat, enabling you to use spellbane and cursebreaker in one attack. Shrewd Will is an interesting feat, though one I'm personally a bit leery of: Once you've taken this feat, you're completely immune against reductions of your Wis-score from poison, disease, curses, spell-like or supernatural abilities. While this does not eliminate all potential sources of Wis-loss, it is rather powerful when compared to many other feats. Spell Anathema is a feat that also might be considered powerful, but fitting for the Witch Hunter: Each time you strike a foe with devoted strike, they potentially risk losing their highest level spell slot/spell-like ability for the day on a failed caster level check.

The final class is from the excellent Wayfinder magazine, the Wolf Shifter. The 7 feats herein logically expand upon the transformational powers of the shifter and can even learn to shift into different animals, greatly expanding the focus of the class and accounting for all kinds of weird shifters out there. The other feats for the class are logical expansions of the already existing class abilities.

Conclusion:

Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to RiP's two-column full-color standard. The pdf comes without bookmarks, but the artworks are neat, several featuring the covers of their respective origin books.

I really like the concept of this pdf in that it offers a nice selection of feats to support some of the coolest classes out there. Even better, the feats herein make a damn good job at enticing you to buy the respective books for the originating classes you don't yet own, they're that good. If there were "feat-holes" for the classes like a lack of feats to e.g. expand upon moments of chance or ones to take more class-specific talents, this pdf remedies the respective minor shortcomings reliably. Even better, it enhances some of the best classes out there by providing a neat array of feat, which in some cases are downright awesome (Guttermage, baby!) or add iconicity to an existing class (Vanguard!). That being said, I did consider some feats a bit more powerful than I'm comfortable with, but me being a rather conservative DM with regards to PC-power, that is to be expected sometimes. There also are some feats that grant you access to e.g. more moments of change etc. and while they are valid choices and provide a nice addition to the feat-roster, they are not necessarily as awesome as I would have liked - useful to have, but not necessarily feats to get too excited about, which is especially evident when compared to some of the stellar feats herein. The overall quality of the write-ups and new options can convince you to check out classes you haven't considered until now, which indicates a rather well done job.

My final verdict will thus be 4.5 stars. If you want wholly original feats, round down. If you like to also have feats to close feat-holes like granting more uses to class abilities, round up.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
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