Jul 302012
 

104012[1]

All right, though I think that by now, you know the drill, here’s the chant: 3 pages, 1 page front cover, 1 page editorial/SRD, 1 page content, this time providing us with feats to modify spells that raise the dead, so let’s check them out!

  • Ferryman: If you’re a preparing spellcaster, you can channel spells (à la spontaneous conversion) into raise dead-spells as long as the life-restring spell is of an equal spell-level or lower. If you’re a spontaneous caster, you may add one bonus spell that restores life to your repertoire. Additionally, you may 1/day halve the costs of such a spell. I’m not comfortable with the prepared spontaneous conversion – with the massive casting times and costs of the spell, I feel that this one might cheapen further the already cheap repercussions of death in the game, something I personally rather much avoid – death should have at least some gravity.
  • Lore from Beyond the Pale: When raising a creature from the dead, you may ask a question the creature then replies once the deed is done. An awesome little modification to the base-spell.
  • Rebirth: If you add some money and incense to your raise the dead-spell, your resurrection changes the target creature, enabling it to reassign attributes, change its age (between adulthood and max age) and even change its mystical name for arcane purposes. Per se a great re-boot spell, but also one that potentially wrecks a campaign setting: The ability to become more youthful and thus cheat the natural lifespan might make many a necromancer-justification and even lichdom rather absurd. A Great feat per se, but the age-problem needs to be nerfed in order to guarantee internal consistency in a setting.
  • Selfless Resurrection: This feat enables you to take negative levels of the subject to be resurrected in its stead, disabling you rather long, but also adding the option of resurrecting people who’ve died of old age – though only with one final year to live. It’s modifications like the latter that make this feat work in my opinion where Rebirth goes too far. Additionally, this feat stretches the length after which breath of life can be used.

Conclusion:

Editing and formatting are top-notch, I didn’t notice any glitches. Layout adheres to SGG’s horizontal 3-column standard and the pdf has no bookmarks, but needs none at this length. All right, I’ve got to come clear: I’m not a big fan of raising the dead without quests and think that death in 3.X-derivate and PFRPG is far too cheap.

That being said, I can get behind some of the ideas presented in this pdf – Lore from beyond the Pale especially, but also the iconic selfless resurrection are awesome feats that greatly enhance the already cool scenes of resurrection. My favorite would be Rebirth, were it not for the potentially logic-breaking assumptions that this feat adds to a campaign, making undeath a rather stupid choice for all those mighty beings. And Ferryman…well. For a campaign in which PCs rise and fall continuously, this might be nice, but generally, I feel that it overtly cheapens an already much to cheap act that should retain at least some component of its iconicity. In the end, I can see that this pdf is not made for me, but its appeal remains apparent. Thus, I’ll only fracture in the potential repercussions for the in-game logic the otherwise stellar rebirth-feat would entail. In the end, I’ll thus arrive at a final verdict of 3.5 stars, rounded up to 4 for the purpose of this platform with the caveat that, if you don’t mind campaign-world logic/ play in a game that handwaves resurrections, this might be 5 stars for you.

Endzeitgeist out.

With a Bullet Point: 4 Feats for Spells that Raise the Dead is available from:

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Jul 272012
 

102664[1]

You know the drill: 3 pages – 1 page cover, 1 page SRD/editorial, 1 page content, let’s take a look!

I’m a sucker for firearms and thus have been looking forward to do this one and indeed, master of crunch Owen K.C. Stephens does not disappoint with the first enchantment:

  • Boomstick weapons enable you to shoot foes with blasts of sound in the first increment – this sound-attack does not deal damage, but instead can deafen foes for a limited time.
  • Burrowing: Ammunition shot by such a weapon deals d4 damage for 3 subsequent rounds to hit targets.
  • Dependable: -2 to misfire rate and item slowly repairs itself: Nice and a godsend for gunslingers with bad luck.
  • Dimensional Capacity: A mini-bag of holding for ammunition, enabling you to use different types of ammo on the fly against your foes -provided you’ve loaded it, of course.
  • Entangling: Essentially the same as with boomsticks, only for entangling.
  • Hot Lead: These weapons don’t need ammunition or to be reloaded and deal fire damage, but come with a maximum of possible shots per round.
  • Ricochet: The first attack each round, if it hits, always ricochets and can potentially hit a second opponent.

Conclusion:

Editing and formatting are top-notch, I didn’t notice any glitches. Layout adheres to SGG’S 3-column standard and the pdf has no bookmarks, but needs none at this length. 7 properties and 2 of them had me gibber with glee: I love how firearms essentially can duplicate tanglefoot bags and thunderstones and used the ideas to create more, similar enchantments and weapons for my riot-team/SWAT-style elite-cadre of guards in one of the cities. Good crunch is one thing – inspiring by crunch-writing to do specific things and design yourself, now that’s a sign of excellence. Seeing that none of the enchantments is glitchy in my opinion as well, I am practically forced to give this one 5 stars- go get this and while you’re at it, check out “Brace of Psitols”!

Endzeitgeist out.

With a Bullet Point: 7 Magic Firearm Properties is available from:

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Jul 272012
 

103127[1]

You know the deal, 3…hey, wait: More content, yes! 4 pages of content, 1 page front cover, 1 page SRD/editorial, 2 pages of content containing 7 new feats that modify the popular 1st-level spell, so let’s check it out!

  • Arcane Missiles: Use magic pieces of ammunition as optional material components to add their properties to your magic missiles. (Including to hit, if you’ve modified the spell… see Targeted Missiles.)
  • Blinding Missiles: Sacrifice some magic missiles to grant them the option to blind opponents.
  • Halo of Stars: Have a limited selection of magic missiles orbit you and shed light. They can be fired at will. Cool, if obvious tactical option.
  • Imbue Force: Only for characters with access to arcane strike; Make successful attacks in melee deal additional damage and act as force attacks.
  • Legendary Missiles: +2 levels metamagic, instead make your missiles deal 1d6+1 damage.
  • Pressure Missiles: decrease range to short and gain the option to slow foes or hold person them – very cool!
  • Targeted Missiles: Fire missiles as ranged touch attacks, enabling you to damage objects and attack foes with total concealment.

Conclusion:

Editing and formatting are top-notch, I didn’t notice any glitches. Layout adheres to SGG’s 3-column damage. The pdf has no bookmarks, but needs none at this length. This pdf blew me away – when the other BPs dealing with spell-modifying feats were good, this one blows them away – utterly. There is quite frankly not a single feat herein that does not ooze iconicity and coolness. The respective feats are smart, innovative, provide cool tactical options and interesting imagery, leaving me with quite frankly no reason to complain about this stellar example of concise rules-writing. my final verdict, not surprisingly, will be 5 stars + the seal of approval – magic missiles have just become even more awesome.

Endzeitgeist out.

With a Bullet Point: 7 Magic Missile Feats is available from:

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Jul 272012
 

102935[1]

All right, you know the drill – 3 pages of content, 1 page front cover, 1 page editorial/SRD, 1 page content – let’s check it out!

Aerial combat has until now unfortunately been rather neglected, when flying is such an obvious tactical advantage in many circumstances. This pdf seeks to somewhat alleviate that via 7 feats.

  • Aerobatics: Add a fraction of your fly-speed to your CMD.
  • Dogfighting: +2 to ini while flying and makes you harder to hit while in the air by e.g. negating charge bonuses.
  • Dive Bomb: Plunge, attack and back up – AWESOME! I just wish there was a feat to increase the bonus-damage.
  • Drift: When hit by an attack, use its momentum to drift slightly away – great to use clouds as cover!
  • Improved Flyby Attack: Choose a foe in range – this one does not get an AaO when you fly by, making flyby-attacks finally as efficient as spring attacks.
  • Slashing Wind: Combine a full attack with a move at the cost of a minor penalty to AC and attacks.
  • Strafe: If you make only one attack and move, add damage depending on your flight velocity.

Conclusion:

Editing and formatting are top-notch, the pdf adheres to SGG’s 3-column standard and the pdf has no bookmarks, but needs none at this length. This is one of the Bullet points pdfs that should have been done much earlier – running aerial combats has in PFRPG, at least to me, somewhat felt wrong and all the options herein add greatly to the versatility of aerial combatants, making the airborne fights more tactical, challenging and ultimately cool. Dragons in my home-game are definitely getting some of these to play with! Great, useful and concise feats that close a hole in the ruleset – awesome! The only thing I’d potentially complain about is that I would have loved to see alternate prerequisites so that e.g. magic-laden players can more easily benefit from the feats or some feats dealing more closely with the fly-skill. Oh well, still not enough to drop this excellent pdf a star – my final verdict will be 5, but sans seal of approval.

Endzeitgeist out.

With a Bullet Point: 7 Feats For Flying Foes is available from:

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Jul 262012
 

102705[1]

This pdf from Spes Magna Games is 20 pages long, 1 page front cover, 1 page ToC and editorial and 1 page SRD, leaving 17 pages of content, so let’s check this out!

Dodeca Weather has, as the introduction explains, two essential goals – one is to provide a more detailed and logical weather system to create an immersive and consistent depiction of weather that takes more elements into account. The second is the rehabilitation of the d12, which finally gets something to do! In the spirit of giving the poor d12 something to do, novices are introduced how to e.g. roll a 1d24, but that just only as a side note of this review.

The pdf essentially provides you with a logical, detailed weather generator, but how? It starts by providing a table of base temperatures by season with 12 different columns, also factoring cloudiness and weather events into account. If you want to, you can roll cloudiness and weather events. It should be noted that cold winds and e.g. humidity are also taken into account.

Secondly, we determine the climate and modify the base temperature by the general climatic region. After that, we take a look at the altitude modifiers and the general terrain. Once we have determined that, we take a look at the weather events – they are covered in extensive tables as well and cover blizzards, cold snaps, downpours, dust storms, sleet etc. – just about every events is covered with durations, wind speeds and precipitation-information if applicable.

These weather-effects are elaborated and collected with their hampering of skills and similar capabilities, collecting all this information in a concise manner. Of course, weather tends to have consequences and flash floods, heat and cold dangers, sunburns and similar effects are also covered by this pdf.

Even better, we also get a comprehensive wind speed-table that provides all of the effects in a comprehensive manner. And then, there are the strange weather phenomena: Want to rain slimy goo or frogs on PCs? Covered. Blue Moons and Hunter’s Moons? Covered. Cursed and blessed rainbows? YES!

Predicting the weather via skills is also covered and the pdf closes with a logical, easy to read weather worksheet and an example on how to fill the sheet out.

Conclusion:

Editing and formatting are top-notch, I didn’t notice a single glitch. Layout adheres to a horizontal standard to make room for all the tables and text generally adheres to a one-column standard. The pdf comes with extensive bookmarks and artwork is b/w and stock. So, do we need a pdf to generate weather? I say: Why not! I pride myself in creating a logical fantasy world in my home game, one that is internally consistent and this pdf does a lot to make that much more varied and easier. This is one of those little pdfs that could easily be overlooked, which would seriously be a pity, for the pdf is stellar: It’s logical and Mark L. Chance’s writing is easy to understand, structured and fun. Plus, this pdf makes the whole endeavour of creating weather forecasts simple and yet varied. A great pdf, professionally presented and cool – essentially a “So what’s the weather like, anyway?”-book of the highest calibre – for less the a buck! I really hope we’ll see a second pdf with magical weather. My final verdict? Nothing to complain about, great utility and one of the tools DMs are likely to absolutely adore – 5 stars + endzeitgeist seal of approval.

Endzeitgeist out.

Dodeca Weather is available from:

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Jul 262012
 

103538[1]

This installment of the Fehr’s Ethnology-series from Purple Duck Games is 12 pages long with about 3 pages being used for editorial, SRD and advertisement, leaving thus about 9 pages of content, so let’s check this out!

As has become the tradition of the series, this installment kicks off with IC-prose before getting into the racial traits: Xesa get +4 to Int, -2 to Wis and Str, are plant-like humanoids (can be affected as plants and humanoids, bur are immune to paralysis, polymorph and poison), are medium-sized, slow, get low-light vision, get +50% damage from cold effects, don’t generate any scent, can duplicate eagle’s splendour and sanctuary 1/day via pheromones and use continually speak with plants.

Spawned from men that got addicted to the pheromones of a carnivorous magic plant, the Xesa have evolved into a strange hybrid people: They have a dividing line at which they break asunder to become new entities and then there are the undivided – a ruling-class sans the means to reproduce. In spite of this peculiarity, age, height and weight tables and explaining notes make it rather simple to grasp the way the race works.

The race also comes with 4 well-balanced race traits and 6 alternate racial traits that enable you to become a cultist of sun or kmoon (including spell-like abilities), focus more on arcane glyphs rather than plants or even belong to the ruling caste of undivided. The pdf also provides 4 racial feats, enabling Xesa to draw HP from sunlight (but sickening you for a short time), use plants to enhance your bardic performance and two feats that help one survive (skill-bonuses) and gain bonuses to knowledge.

A discussion of all classes (CORE, APG, UM, UC + PDG’s Rook) and the Xesa’s take on them (mini-hooks) are provided before we get the supplemental material for Xesa Druids in a reprint of the plant bond ability of the Treesinger as well 4 plant “animal”-companions: Carnivorous flowers, crawling vines, puffballs (Floating fungi, baby!) and sapling treants.

The pdf also provides favoured class alternatives for alchemist, druid, fighter, magus, ranger, witch and wizard. Also included in the deal is Po-Ta, a Xesa witch and 3 new spells: One to make animals mad, one that makes gear more vulnerable and a spell that may let one seem undead with regards to detect spells – cool to finally see a low-level counter-measure for the annoying detect undead spell.

Conclusion:

Editing and formatting are top-notch, I didn’t notice any glitches. Layout adheres to PDG’s 2-column standard and the one piece of artwork, a full page showing off a Xesa is mind-boggling in its disturbing beauty and something I definitely wouldn’t have expected to see at that low of a price-point. The pdf comes with full nested bookmarks. When I saw the Xesa attribute modifiers and immunities I groaned. Seriously. I thought: Oh now, a race geared towards power-gaming in a specific direction, certainly much more powerful that other races. Well, turns out that the Xesa are actually neatly balanced – slow speed, vulnerability to either cold or fire and the ability to be hit by both plant and humanoid spells offset the bonuses they receive in a precarious balance. Add to that the fact that the none of the supplemental material felt unbalancing to me and we get a race that is geared towards the thinking classes and comes with a very strong feeling of alien creepiness. Due to the balancing being solid and me enjoying the race and its uncommon premise and execution, I’ll settle for a final verdict of 5 stars.

Endzeitgeist out.

Fehr’s Ethnology: Xesa is available from:

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Jul 262012
 

103672[1]

This pdf from Sneak Attack Pressis 32 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page advertisement and 1 page SRD, leaving 27 pages of content, so let’s check this out!

First, you’ll have to indulge in a little bit of vanity on my part – I joined the kickstarter for alternate objectives and the rapier-wielding guy on the walkway across lava in the first piece of b/w-artwork? Well, that’s me. Great rendition and rather close to the original, if I may say so. That piece of idle ego of yours truly out of the way, let’s see whether this toolkit lives up to my steep expectations. So what exactly does this provide?

This pdf is essentially a DM’s toolkit to making the terrain count in your encounters and thus starts with a discussion of different effects of terrain – from obstructions, to movement-altering properties, damaging, healing and even boon-granting terrain-types are mentioned. Next, options to change the terrain are covered – from activating terrain to one that can be destroyed and triggered ad then even moving terrain is covered – as is portable and spreading terrain. Special mention deserves the massive table on terrain damage by level and DCs, making the rafting of your very own damaging terrain easy indeed and just a matter of taking a single glance.

These basic concepts and discussions out of the way, we take a look at different terrain special abilities and oh boy, the list is neat: From Acid Rain to an Arcane Ballista, we’re in for fun: Placing and using the respective terrain pieces is easy and we’re in for a neat design decision: The terrains use their own atk-bonus in order to enable the maximum number of PCs to use them, but also provides guidelines to enable you as a DM to use the PC’s capabilities when utilizing terrain. But hat’s not all – the Blood Mage’s Circle lets PCs sacrifice HP for empowered magic, while chaos motes can deals random energy damage and spirit circles can make incorporeal spirits corporeal. Add conveyor belts, crumbling walls and dimensional rifts that teleport people entering them, add exploding kegs, swamps erupting in flames, jump-pad like stones that let you temporarily fly, floating stones, floors sans friction, giant cogs to make clocktower battle-scenes, grasping zombie claws from the floor, divine blood, variations of holy light/gloom, flammable oil, and lifting pillars (including a special maneuver to have foes attack the pillar, potentially collapsing it) up to mine cart rides, deadly mushrooms and even shattering glass, we are in for a wild ride.

Have I mentioned sleep poppies and the river of dreams and the ability to proverbially draw the weapon of kings, Excalibur-style, from the stone? What about more standard spiked floors, tugging rugs from under the feet of opponents, weak floors, trick staircases and even the option to treat walls and ceiling as ground, making battles 3-dimensional -awesome!

The pdf concludes with a list of terrains by location.

Conclusion:

Editing and formatting are very good, I didn’t notice any significant glitches. Layout adheres to a 2-column b/w-standard with some neat pieces of b/w-artworks. The pdf has no bookmarks, which is a bummer, as it impedes the otherwise stellar usability of the pdf. That being said, you should print out this pdf anyways – this toolbox of awesome terrain features is a GODSEND to DMs.

To all DMs of 3.5 and Pathfinder, to everyone sick and tired of boring encounters, to every DM out there that seeks to add spice to his encounters, to any group out there: If you’re tired of encounters being just about the same types of terrain, about the same weather and combat options, this is the end to your woes. Humble to the extreme, the Terrain Toolbox is simply one of the best and most useful DM-tools released so far for PFRPG and BELONGS into any DM’s arsenal. The guidelines towards the creation of your own terrain complement the stellar examples of cool options to spice up your encounters and the fun truly begins once you start to combine the features – flight stones, thought floors and perhaps a chaos mote or two and we’re in for an otherwise unremarkable encounter turned into a mind-boggling experience guaranteed to have your players talking about the battle for years to come.

A dungeon created with this book will be almost guaranteed to be vastly superior to one created sans this pdf. Add to that the low price and we have a pdf that you definitely have no reason whatsoever not to purchase. In fact, I’d urge Paizo, if/when they ever create a second GM-guide to create a chapter devoted to such terrain features. Yes. It’s that good. I rarely encounter a pdf I can so universally recommend to just about all GMs out there and remain only with two complaints – first, the lack of bookmarks SUCKS. Especially for such a useful product that will see a lot of use. Secondly, I so would have wanted this pdf to be triple the length – we need sequels. Seeing how one complaint isn’t enough to rate this down, I’ll remain with a final verdict of 5 stars, but withhold my seal of approval until bookmarks have been added. That being said: Get this. Seriously. You won’t regret it.

Endzeitgeist out.

Advanced Encounters: Terrain Toolbox is available from:

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Jul 262012
 

103084[1]

You know the deal: 3 pages, 1 front cover, 1 editorial/SRD, leaving 1 page of content – so let’s take a look!

On the martial weapon-side, we get the Cinqueda, which is a light, dagger-like martial melee-weapon with a wide threat-range, while the executioner-sword is a two-handed melee weapon that offers d10 damage and a whopping x4 crit-modifier and increases the coup-de-grace DCs performed with it, but doesn’t get any bonuses from charge attacks – interesting way of balancing a weapon!

The Estoc may be known to more people out there and can be used as either a mounted, one-handed sword or as a two-handed weapon for infantry and it can be used for “brace”. Mechanics-wise, it is an uncommon weapon, coming with a base-damage of 1d6+1d4 and a crit range of x3.

The Kampilan can be considered to have the disarm, sunder and trip qualities and deals 1d8 at 19-20, balancing this superiority with a penalty of -2 when trying to wield it as a two-handed weapon.

The Manople is essentially the sword-like version of a punching dagger, complete with gauntlet, but makes it hard for the respective adversaries to disarm the wielder. While the weapon can’t be quick-drawn, it can be used to add x1.5 the Str-mod as if it was a two-handed weapon, but only as a primary weapon.

The final blade, the swordstaff, is an exotic, two-handed reach weapon that can be used as brace and also be used as a non-reach weapon, albeit at a penalty.

Conclusion:

Editing is top-notch, I didn’t notice any glitches. Formatting sports a minor inconsistency, though: The header “One-handed melee weapons” in the section n exotic weapons is centred instead of oriented left as in the other rows and columns. Layout adheres to SGG’s printer-friendly 3-column standard and the pdf has no bookmarks, but needs none at this length. As with other bullet points, this pdf delivers what it promises and I really like the design-choice to limit the usage of the executioner’s sword and that some of the weapons use penalties on specific manoeuvres etc. I honestly would have enjoyed it if the other weapons used similar mechanics. The Manople’s synergy with power attack etc. is also rather interesting and generally, I did enjoy the content – however, when directly compared to other BPs, I can’t help but feel that this pdf is good, but falls short of excellence: Two more blades, perhaps, or more of the unique mechanics would have been nice. That being, said, this BP is still a good purchase and I like the design-impulses (1d4+1d4 base-damage! Balancing weapons with restrictions…) this pdf offers. Thus, I’ll settle for a final verdict of 4 stars.

Endzeitgeist out.

With a Bullet Point: 6 New Exotic and Martial Swords is available from:

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Jul 252012
 

103424[1]

All right, you know the deal – 3 pages, 1 front cover, 1 editorial/SRD, 1 content – let’s check it out!

The feats herein are intended for Marc Radle’s stellar spell-less ranger-class, released by Open Design, so what do we get?

  • Bestial Surge: Call upon an animal to get a bonus on a skill or encumbrance 3+Cha-mod times per day. Cool to reflect a belief steeped in totems etc., but staying firmly in the non-magical territory.
  • Blood Enemies: Temporarily gain a favoured enemy-bonus as a swift action against an enemy who dealt damage to you and who was damaged by you.
  • Defensive Lore: Gain 1/2 favoured enemy-bonus on saves against spells and abilities of the class of foes.
  • Improved Hunting Bond: Grant half your favoured enemy bonus to all your allies for a short period of time.
  • Take Cover: Gain cover as a move action when in favoured terrain. Awesome, cool feat!
  • Woodland Juggernaut: Benefit from Ranger-abilities usually reserved to being usable in light and medium armour in heavy armour. Neat!

Conclusion:

Editing and formatting are top-notch, I didn’t notice any glitches. Layout adheres to SGG’S 3-column standard and the pdf has no bookmarks, but needs none at this length. I’m a big fan of 3pp-synergy and thus I do enjoy that Marc Radle’s class gets some further love from SGG. As was to be expected from Crunch-Overlord Owen K.C. Stephens, the mechanics are rock-solid, the ideas are cool and in the end, I can’t complain about this one: Excellent feats for an excellent class and cool synergy indeed – 5 stars.

Endzeitgeist out.

With a Bullet Point: 6 Spell-Less Ranger Feats is available from:

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Jul 192012
 

103489[1]

This pdf is 4 pages long, 1 page front cover, 1 page SRD, 2 pages content, let’s take a look!

Another one in the line of SGG’s immensely popular spell-feats, this one provides 6 new feats to modify the iconic antimagic field, so what do the feats do?

  • Alarm Field: Add an alarm or detect magic effect to your antimagic field that is not dispelled by it.
  • Anchored Field: EXTREMELY cool: Via a costly crystal, you may instead anchor your antimagic field at a specific point in space – great for covering escapes and securing areas. Also great for establishing a neutral zone for negotiations…
  • Antischool specialization: Useful for all dispelling effects, from dispel magic to the grand disjunction, this feat enables you to dispel only effects of a school of your choosing – great to get rid of that enchantment on the buffed melee fighter trying to chop you to pieces while retaining the buffs.
  • Conditional Field: Perhaps the most versatile one of the feats, this one enables you to suspend the antimagic field on a set of predetermined conditions – very cool for those tacticians out there and also applicable to a host of other useful spells.
  • Suspend Field: Temporarily suspend your antimagic field as a swift action to cast – and the winners keep coming. Cool, iconic and full of possibilities: Hit the boss when the shields are down…
  • Wall Emanation: When using the anchored field-feat, you can change the area of effect into a 10 ft.-wide wall – even more awesome potential to be had.

Conclusion:

Editing and formatting are top-notch, I didn’t notice any glitches. Layout adheres to SGG’s horizontal 3-column standard and the pdf has no bookmarks, but needs none at this length. Ladies and gentlemen, welcome to the Endzeitgeist-sounds-like-a-broken-record-party: This pdf is awesome and provides a host of stellar, cool options that not only enhance antimagic fields, but also similar globes, shells etc with their cool options. Owen K.C. Stephens has this time delivered a BP that is literally bereft of even a fraction of content I wouldn’t consider to be simply brilliant – of all the spell-feat BPs I’ve reviewed so far, this is my favourite. 5 stars, endzeitgeist seal of approval.

Endzeitgeist out.

With a Bullet Point: 6 Antimagic Field Feats is available from:

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