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Runes are a traditional element of fantasy and part of history. Feats of Runic Might II allows you to give your character to ability to access the magic of the runes. If you like the idea of runic magic and do not mind a small increase in the complexity of your campaign, give this product a look.
The Genius Guide to: Feats of Runic Might II: Runebinding is a 11-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 mostly full color and tangentially supports the runic theme of the product.
Runic Might II begins with a short discussion about the history of runes and how this book can be used or melded with the earlier Feats of Runic Might. It adds the runebound category of feats, representing someone who has tied a rune into their aura. In general, ones’ mastery of runes (as in the more runic feats one has) the more powerful the effects they generate, but there are a variety of limitations on the use of runes as well.
The twenty-four feats (one of necessity a reprint) range from combat to skill use, saves to spells. The systems for runic feats looks both balanced and flexible, essentially providing minor spell-like abilities. It allows another level of character customization which some will like. Though a magic item or two in support on the runic feats would have been a nice addition to this product.
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.
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