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    [PFRPG] Achievement Feats: Volume 2 $1.95
    Average Rating:4.7 / 5
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    [PFRPG] Achievement Feats: Volume 2
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    [PFRPG] Achievement Feats: Volume 2
    Publisher: Fat Goblin Games
    by Paco G. J. [Featured Reviewer]
    Date Added: 11/25/2011 16:19:08

    This review was written by Thilo Graf and published in GMS Magazine

    This pdf is 10 pages long, 1 page front cover, 1 page SRD, leaving 8 pages of content, so let's check out the second installment of Tricky Owlbear's line of achievement feats!

    I really like the premise of using special feats as a kind of reward for player characters, however, the fine line between tracking individual deeds and pedantic book-keeping is all too easily crossed and benefits might feel unbalanced. The first achievement-feat book did a fine, though not perfect job of walking said line, so let's check out how this second one fares. The basic idea of these feats herein is that each player starts with an achievement slot: Once they've completed the required task, they can fit one of the achievement feats into the slot. Each PC can only have one of these achievement feats active at any one time, unless they take the new extra achievement feat or a new alternate human racial trait.

    The feats herein, quite simply, blew me away: Where the first achievement book still had some feats that could have been considered a bookkeeping nightmare for the GM, most of the feats herein center on TRUE achievements: Samples include gaining rulership of a kingdom, commanding a fleet, becoming the prime cleric of a god, destroying (or saving) a world, slaying the infernal ruler of a plane etc. The feats mostly center on true achievements, i.e. acts that only rarely are accomplished and can be considered...well...achievements. While most of them are rather grand ones (and grant corresponding benefits), e.g. Unkillable (which saves you once from death) and Jack of all Trades (which slightly enhances all your capabilities) are neat. Fans of psionics may enjoy the fact that some feats also have effects on the arts of the mind while remaining usable when no psionics are used in a given campaign. The pdf also includes advice on how to create ad.hoc achievements and pre-made achievements yourself.

    Conclusion: Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to a printer-friendly two-column standard and the artwork is stock, but fitting and ok for the low price. The pdf unfortunately has no bookmarks, but at this length, that's still ok. I was quite frankly surprised at the quality of this pdf. While I liked the predecessor, this one blows it out of the water - the feats rock and feel sufficiently epic and grand in scope and the restrictions help keeping the benefits in line. Design-wise, I have nothing to complain and evil achievement feats are included as well. If I had one complaint, it would be the lack of bookmarks, but that's not enough to scale this pdf down. My final verdict will be 5 stars.

    Endzeitgeist out.

    [5 of 5 Stars!]
    [PFRPG] Achievement Feats: Volume 2
    Publisher: Fat Goblin Games
    by Shane O. [Featured Reviewer]
    Date Added: 09/10/2011 20:06:25

    There’s something to be said for doing something truly epic in your game. I don’t mean in the sense of getting more than 20 levels (though that’s certainly impressive), but rather those actions that are above and beyond the usual course of game-play. Killing an enemy and healing your wounded ally is par for the course; leaping onto the flying enemy mage from the top of the tower, slashing his throat, and riding his magically-flying corpse to the ground just in time to heal your dying companion is epic. It’s with that sort of thought in mind that we have Achievement Feats: Volume 2.

    It needs to be noted that the “volume 2” here is a misnomer. This book is unrelated to the previous Achievement Feats. Instead, this is a different take on the same idea. Whereas the first Achievement Feats book was based around the Xbox-style achievements where you do enough of something to get a special reward, this book takes a different tack; as stated above, it’s about doing something truly impressive.

    The book tells us that each PC has a single “achievement slot.” This means that you can only ever have one achievement feat (which is gained automatically when you meet the prerequisite) – if you later qualify for another achievement, you have to choose between the new one and the one you have, and if you trade your old one in, you lose all its benefits. You can gain a second achievement slot (via a new feat, or an alternate human racial trait), but you can never have more than two.

    As for the achievement feats themselves, over thirty are present here. While some of these have prerequisites that don’t seem too over the top (e.g. spend all of your skill points on one skill when you gain a level), most of them range from “damn, that’d be tough to do” to “are you freaking KIDDING me?!” Seriously, there are achievement feats here for taking control of a major world religion, slaying the ruler of Hell or a similar plane, or killing everything in an entire plane of existence.

    Yeah, you read that right. Killing everyone on an entire plane of existence.

    Now, pound-for-pound, the benefits you get from an achievement feat are quite a bit stronger than what you’d get for taking a normal feat. But given the prerequisites mentioned above, I’m almost tempted to think they sound positively miniscule in comparison to what you have to do. Still, these are pretty hefty bonuses. Take control of a major world religion, for example, you get free Knowledge (religion) ranks, free extra spells, and can never lose class abilities due to personal conduct. Not too shabby.

    The book ends with a surprising, and surprisingly-helpful, section discussing making up new achievement feats. It divides such activities into ad hoc feats (made up to suit something epic) and pre-made feats (made ahead of time for something epic that you think the PCs will do). It also talks about if you should let the PCs know ahead of time what these feats are and how to get them – there’s pros and cons either way, making it interesting to consider.

    Ultimately, this book’s takes on feats of achievement is that less is more; it’s not about how often you do something, but about how epic a stunt you pull off. And that’s something I can absolutely respect; if your PC accomplishes something uber-impressive, why not give them a powerful reward for being just that awesome? If you want your characters’ achievements to have a tangible impact on what their character can do, pick up Achievement Feats Volume 2.

    [5 of 5 Stars!]
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