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Feats of Leadership $1.50
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Feats of Leadership
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Feats of Leadership
Publisher: Fat Goblin Games
by Megan R. [Featured Reviewer]
Date Added: 10/25/2012 11:38:08

Hmm. I don't really care for landscape PDFs, they tend to default to one page per screen and are usually then too small to read comfortably. Anyway, so is it worth a closer look...

"No fuff" was the promise, and that is what you get... fortunately, it is good and crunchy. The theme is 'Leadership' (the title does rather give it away) and all ten feats herein require possession of the Leadership feat as a prerequisite. For those characters wishing to take leadership seriously and develop their talents in this area, there are some interesting ideas here, suggesting different ways in which leadership potential can be honed to good effect.

The ones you'll pick depend on how you want to use your leadership abilities. Some, like Authoratative or Incite Defiance, empower your followers to stand up to what might seem overwhelming opposition, did they not have you to follow. Competent Cohort and Team Spirit improve their performance as they do your bidding, whilst Great Orator embodies genuine leadership skills as your words can inspire your followers. If things go wrong, Righteous Cause can rally your people when one of them has paid the ultimate price for following you... but it doesn't work if used too frequently! If you lead with a firm hand, Instil Obedience or Rule of Might (particularly useful if your Strength is greater than your Charisma) may come in handy.

If leading followers is important, these are worth a look. Each, like most feats, gives some small mechanical advantage, but more interestingly, they give scope for you to develop your leadership in whatever direction takes your fancy, stamping your own style on the way in which you lead.

[4 of 5 Stars!]
Feats of Leadership
Publisher: Fat Goblin Games
by Thilo G. [Verified Purchaser]
Date Added: 10/23/2012 06:41:27

All right, you know the drill - 1 page front cover, 1 page SRD, 1 page content, so let's dive right in! There are 10 feats of leadership herein, so what do they do?

-Authoritative: Followers + cohorts use your HD to determine whether they are affected by fear-effects and their intimidate DC.

-Competent Cohort: +2 to ability of choice for the cohort and further enhancements every 4 levels.

-Great Orator: After listening to your oration, followers and cohorts may later apply a +1 bonus to an ability or skill check, attack, initiative or saving throw.

-Incite Defiance: +1 to will saving throws and atk for you and your followers and cohorts vs. lawful opponents.

-Instill Obedience: The same one the other way round: +1 to will saving throws and atk for you and your followers and cohorts vs. chaotic opponents. That's how it's supposed to work, but since the pdf suffers from a cut-copy-paste glitch, we instead get another bonus versus "lawful" creatures- FAIL.

-Redeemer: Attract followers on the other side of the alignment axis without incurring a penalty to the leadership score.

-Righteous Cause: Alleviate the penalty of a follower's death with a gripping eulogy. Can't be used too often. Nice one!

-Rule of Might: Use Str instead of Cha to determine leadership score. Cool!

-Team Spirit: Followers gain +4 to skill-checks using aid another to help each other.

-Zealous Performance: Your cohorts and followers gain slippery mind when affected by your performance. Wait. Grant a class-specific talent to multiple allies via a feat and as a side-effect of another buff??? No way!

Conclusion: Editing and formatting are not top-notch: There is a lazy cut-copy-paste error here and honestly, at this length, that's not something that should happen. Layout adheres to Abandoned Arts' no-frills 2-column standard and comes sans bookmarks and artworks, but needs neither at this length. I'ma huge fan of the leadership feat and so are my players, but oh boy was I disappointed by this pdf. In contrast to SGG's alternative versions of the leadership feat, this pdf has the aim to expand the benefits granted to followers and at least for me, it fails to do so. The supplemental character of followers and their relatively low level means that the PCs usually have some heavy buffing to do if they want to drag them into battle and, well, the feats herein honestly don't help much, with bonuses granted ranging from paltry and simply not enough to being rather on the strong-side with the mass-endowment of slippery mind. On the fluffy side of feats, Redeemer and Righteous Cause make for good takes, though I also would have wished for them to have more significant repercussions rules-wise: Righteous Cause works via a Charisma-check and honestly, it feels more like a skill-check to me. A table or something like that would have gone a long way to make that on better. Competent Cohort is an interesting feat and a good way to go, but honestly, in the end most of the feats herein felt to me rather uninspired, boring or balance-wise not exactly all hunky-dory. Since the amount of good ideas herein is rather small, the overall use of this pdf to respective leaders should be not to significant. In the end, I'll thus settle for a final verdict of 2 stars.

Endzeitgeist out.

[2 of 5 Stars!]
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