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The Genius Guide to Feats of Runic Might $3.99
Average Rating:4.3 / 5
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The Genius Guide to Feats of Runic Might
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The Genius Guide to Feats of Runic Might
Publisher: Rogue Genius Games
by Shane O. [Featured Reviewer]
Date Added: 08/27/2010 20:47:10
Runes are one of those types of magic which have a feel to them that’s almost inherent. Runes, as a type of magic, simply evoke an older, earthier style of spellcasting than what “modern” spellcasters use. It’s a sort of pictographic language that has an inherent power all its own.

It’s also a form of magic not very well-represented in Pathfinder. Besides the Rune clerical domain, and a handful of spells that rely on symbols, there’s really not much for a rune-centric spellcaster. Does the Genius Guide to Feats of Runic Might, from the Super Geniuses at OtherWorld Creations, fix this? Let’s take a look.

A ten-page PDF, all but one page are devoted to mechanics (that singular page being for the credits and OGL). There’s an overview of how rune feats work before we’re presented with twenty-six new feats. The PDF isn’t bookmarked, but try as I might I can’t really hold this against the Super Geniuses; after the beginning of the book, there’s really no headings or sections that lend themselves to bookmarking. As usual for these products, several pieces of full-color stock art populate the book.

The rune feats themselves get a fair amount of explanation before we’re introduced to them. Beyond telling us about how it’s an older form of universal magic (that is, anyone can use it) it goes into the mechanics with surprising gusto. The number of runic feats you can have, and how many times you can use them, is detailed alongside information such as the Perception DC to see a rune glow when it’s activated. Interestingly, a number of these feats have maximum ability score prerequisites – that is, some can’t be taken if you have, say, a Dexterity score of more than 9. It’s an interesting choice, but can lead to some odd situations…though the fact that you can expressly retrain these feats (swapping them out for other feats) every other level should take some of the sting out of them.

After all of that though, the feats themselves are…not that inspiring. Most have minor spell effects, or otherwise achieve a relatively tiny mechanical bonus. This is, I think, a limitation based on Pathfinder’s inherent mechanics. These feats all have relatively easy prerequisites, so the designers couldn’t afford to have them be very powerful at all. Even with the limits on how many rune feats you can have, and how often you can use them, A feat to blind an enemy for 1 round is hard to make evocative, no matter how much flowery text you dress it up in.

The result is that this is a good product that, unfortunately, feels rather dry. Of course, rather dry for a Genius Guide is still quite impressive by third-party Pathfinder standards, but not compared to the usual Super Genius fare. To be sure, this isn’t a bad product, but it won’t really set your imagination on fire the way a lot of other Genius Guides do.

Rating:
[4 of 5 Stars!]
The Genius Guide to Feats of Runic Might
Publisher: Rogue Genius Games
by Dark M. [Verified Purchaser]
Date Added: 07/29/2010 14:34:30
The Genius Guide to Feats of Runic Magic by Super Genius Games.

This product is 10 pages long. The first 3 pages deals with what runic feats are and how to use them, along with a list of the Runic feats. It talks about using them in the campaign, how they are used, how many you can have etc. The runes are listed below.

Air Jaunt – Brief flight
Blacklife – bonus to Necromancy
Bladedance – Helps to parry.
Cindershard – deals fire damage on melee attacks.
Death – gives bonus to killing something with massive damage
Draft Master – Allows the drafting(writing) of runes on others.
Enfeeble – weakens foes.
Falter – slows foes.
Feign Death – makes you appear dead.
Iceflame – change damage type.
Ironguard – grants AC bonus in full defense.
Life Warden – gives AC bonus to those you heal.
Mystify – causes penalty to perception and sense motive
Narrow-Minded – bonus to will save
Panacea – bonus hp to healing spells.
Rage – enrages foes
Rune Master – gain more benfits with runic feats.
Seaborne – bonus to swim
Shadowlight – blind foe
Silvergate – bonus to summoning spells.
Soul Ward – bonus to abjuration spells
Surge – bonus to jump and surprise initiative
Third Eye – bonus to divination spells
Thunderstrike – deals sonic and electrical dmg on melee attacks
Veil – bonus to stealth
Whitefire – bonus to evocation spells

The next 6 pages is taken up by the runic feats themselves. With a final page for OGL.

Closing thoughts: I like the concept of runic feats and minor magic. Not everyone will allow them for everyone and the book talks about that. None of them are overly powerful about on par with a strong cantrip at most. Coupled with the limitations on how many you can have and prerequest I feel they are well balanced on the whole. The art work is fair. This is a bit thinner than recent SGG books clocking in at 10 pages for 2.99 but still worth the price. Once more my biggest complain which is often the case with SGG books is... not enough. Great concept, great start but I want more. If the idea of feats that allow minor magic interest you then I highly recommend this book. I am giving it a 4.5 star.

Rating:
[5 of 5 Stars!]
The Genius Guide to Feats of Runic Might
Publisher: Rogue Genius Games
by Sean H. [Featured Reviewer]
Date Added: 06/20/2010 16:26:20
The Genius Guide to: Feats of Runic Might is a 10-page PDF (10 pages if you remove the credits/OGL page) for the Pathfinder RPG written by Owen K. C. Stephens and published by Super Genius Game. This is part of Super Genius Games’ Genius Guide line.

The layout is a screen-friendly landscape design, with cover art and 1-column on the first page and three columns on the rest. The chart of feats is arranged as is traditional for the OGL and easy to read. The art is full color throughout and tangentially supports the runic theme of this product.

Runic Might begins with a short discussion about the role of runes of power in magic and gives a potential context for their incorporation in a campaign setting. Unsurprisingly, it adds the runic category to feats, the greater ones’ mastery of runes (as in the more runic feats one has) the more powerful there are in general, but there are a variety of limitations on the use of runes as well. The systems for runic feats looks both balanced and flexible.

The twenty-eight feats ranged from combat to skill use, saves to spells, and even a feat that enhanced rune use. Several of the runes have conditional restrictions or statistic maximums, sidebars discuss both of these and is a quite interesting look into game design.

The only disappointment is that these feats seem begging for a prestige class to really use them to their fullest potential. But, as usual for the Super Genius line, this is a solid work and if you want to add the mysteries of runic magic into your campaign, it is well worthwhile.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.

Rating:
[4 of 5 Stars!]
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