The Genius Guide to More Fighter Talents

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113394-thumb140[1]By Enzeitgeist

This pdf is 6 pages long, 2/3 of a page front cover, 1 page editorial/SRD, leaving us with 4 1/3 of a page content, so let’s check this out!

The SGG-take on the Fighter with talents is justifiable popular and this pdf essentially offers NEW fighter talents (versus those based on archetype-abilities) for the talented fighter – talents, which, btw. you could relatively easily convert into feats.

Unless I’ve miscounted, we get 23 new basic talents for the fighter, which include several talents that come only into play on a critical hit: Much like 3.5 Sword & Sorcery Advanced Player’s Guide’s extensive critical hit tables (oh, how I love them!), these talents allow you to reduce the critical hit multiplier by 1 (e.g. from double damage to only regular damage or from triple damage down to double) and apply a secondary effect to your attack, with e.g. Fat Lip providing a hefty fort-save or a chance to lose any verbal component featuring spell following the hit, dealing damage to both foe and armour, temporarily exhaust foes, forgo a crit to net +4 to crit-confirmations for a minute (high crit-builds will like this) or make the target provoke an AoO from all creatures threatening it.

Gaining access to a cleric/oracle orison (and as a follow-up, 1st level spell), +2 to atk for AoOs and number of AoOs per round, using dirty tricks 1/round in place of a regular melee attack, getting a better aid another, gain nice bonuses to CMB when using Stand Still or a physis that keep the fighter in shape at advanced age categories as well as increased healing and stowing items more efficiently.

13 advanced talents allow you to gain evasion, punch foes into the throat or disable limbs(on crits – no speaking for 1 round/penalties depending on the limb), answer grapple, disarm and sunder attempts with AoOs, demoralize foes when using a firearm for the first time in combat, may use a melee weapon attack in lieu of an acrobatics-check to move through threatened squares or get improved accuracy when handling siege engines.

Finally, we get 3 new grand talents: An advanced rogue talent, regular damage in addition to combat manoeuvre-effects and the chance to sever limbs on crits make for three interesting potential capstones.

Conclusion:

Editing and formatting are top-notch; I didn’t notice any glitches. Layout adheres to SGG’s 3-column full-colour standard and the artworks featured are nice. The pdf comes fully bookmarked with nested bookmarks by page – nice to have, even at this relatively short length.

There’s a reason why I dubbed Owen K.C. Stephens “Grandmaster Crunch” – and this pdf is a great example why. The man delivers. Where my one gripe with the talented fighter essentially was that I would have loved more unique talents, this delivers. While organization of the respective talents is still a matter of tastes, these talents are glorious additions to the talented fighter, at a price that is more than fair. Combine that with the fact that none of the talents feel unbalanced or too weak and we have a straight recommendation at 5 stars plus seal of approval.

Endzeitgeist out.

The Genius Guide to More Fighter Talents is available from:

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