||Yet another chambered round for the Summer of Bullets from the SGG camp, 9 Witch Hunter Feats, follows the standard 3 page, landscape orientation with the 3 column format for new material. Artwork is stock, one piece of color, one piece B&W, both fairly relevant to the the theme of this Bullet Point, as the front piece could easily be a witch hunter, and the other is most assuredly a witch, lol.
OK, witch hunters....there are so many differing concepts for what these characters are, but at their core, no matter the theme, is their knack for standing toe to toe with the wielders of hex magic, and all that is supernatural. Of the nine feats here, Owen gives us several extremely useful new tricks to bring to the table, as well as a few feat chains (albeit small chains) that allow for some fairly cool effects within game, and one that kind of let me down, just a little. So, let's take a look, shall we?
Bane of the Supernatural is that feat that addresses the fact that a seasoned witch hunter is going to get to the point they know what their adversary is going to do, simply by having studied them long enough to recognize the tell tale signs of a supernatural ability being utilized. Henceforth, they gain an AoO against a target attempting to use a supernatural ability against them..
Brand of Binding & Branding Critical cover the ability to design a brand to shut down a specific ability or spell level on a target, and the ease of which you would deliver said brand.
Hex Resistence finally gives us the Hex equivalent to spell resistance.
I Know Your Tricks Knowledge check gains you a bonus to saves...not the most exciting feat here, useful, and functional, but rather boring when compared to the collective.
Lightbearer, gain light effects depending upon what type of weapon you are currently holding.
Preempt the Supernatural ties in with the bane of the supernatural feat, essentially hit a foe so hard, they lose whatever supernatural ability they were about to do...knock the wind out of their sails kind of thing. Simple, and yet very effective, and a nice nod to what truly happens in a fight when one gets hit, well done!
Shrewd Studies would be my one true let down, as it falls back on swap one abilities mod for another for a skill check, and these types of feats bore me, and are beneath the rest of the feats presented here.
Soulguard Allowing the aid another action to be utilized for more than just AC.
All in all, out of the 9, I can see 6 being used within my campaign easily, with two more being possibles. Am going to settle on a final of 4 stars for this one, as I only come up with 2/3's of the product being stellar.
[4 of 5 Stars!]