You know the drill – Abandoned Arts, 3 pages, 1 page front cover, 1 page SRD, 1 page content, leaving us with 1 page for feats of Intellect, so let’s check them out!
- Combat Advisor: You don’t need to threaten a foe to use aid another – being within 20 ft. is enough. Allies have to be able to hear you, though.
- Insightful Aid: Use your Int-modifier instead of the regular +2 when using aid another to grant an ally a bonus to AC or atk. Nice!
- Moment of Genius: When taking 20 on a skill-check or rolling a natural 20 on it, you gain your int-modifier as a bonus. A godsend for wizards needing to climb that cliff.
- Nemesis: When using knowledge skills to recall information on a being, you also recall one additional vulnerability or weakness per information unearthed. Per se an ok fat, but too generic for my tastes. I prefer research (à la Anachronistic Adventurers: The Investigator) and "puzzle-foes" in my home-game. Your mileage may vary, however.
- Presence of Mind: Add your Int-modifier to Sense Motive to gain a hunch about social situations or detect lies. Ok, I guess, though I’m not a fan of adding second attribute modifiers to skills – the buses tend to spiral out of proportion.
- Psychological Warfare: Interrogate another person in 1d3 hours. You get a +6 bonus to intimidate versus said person and the target is afterwards fatigued. Rather cool – I can see my PCs using this one.
- Intellectual Stamina: Reduce drain or damage to mental attributes by 1.
- Street Smarts: Now here’s one for investigation-heavy campaigns that often feature a time-limit (like mine): When taking 20 to gather information via diplomacy, you only take 3 a long as a check not 20 times as long. Neato!
- Tactical Brilliance: Roy of Oots would be so proud. At the start of combat (first round or surprise round), you may as a free action devise a tactical plan that grants your allies your Int-modifier to damage versus foes that have not yet acted. Also features a typo where "his" should read "your" that makes the feat at first a bit harder to grasp than it ought to be.
- Tricky Manoeuvres: Add your Int-bonus to manoeuvres vs. foes denied their dex-bonus to AC versus you.
Editing and formatting are good, though I noticed one typo that slightly detracted from readability. Layout adheres to Abandoned Art’s no-frills two-column standard and the pdf has no bookmarks, but needs none at this length. The collection of feats of intellect is solid and offers some nice flavourful new options. Nemesis, though, feels much too generic for me and overall, this installment lacked a feat that really blew me away like channelled rage in Feats of Fury did, for example. Thus, I’ll settle on a final verdict of a solid 4 stars.
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