Dark Mistress
First Post
This product is 10 pages long. It starts with a cover and Intro (1 pages)
Next it has a quick reference table and starts talking about immediate actions evolving. Explaining what they are and how to use them. (3 pages)
After that it moves onto 27 new feats. (5 pages)
Brace For Impact - You are able to brace your weapon against a charging foe.
Combat Instincts - You can hold your swift action for use as an immediate action.
Counter Charge - You are able to charge an enemy who is charging you.
Distracting Feint - You are able to distract an enemy, making it easier for an ally to attack.
En Garde - You are able to fight defensively at a moment's notice.
Encircle - You are able to avoid an attacking opponent, move your opponent, and then take a step to set up a better attack for yourself and others.
Equip Shield - You are able to equip your shield at a moment's notice.
Flick of the Wrist - You are able to make an attack with a thrown weapon at any time during the round.
Hit The Deck - You can quickly throw yourself prone.
Immediate Cantrip/Orison - You are able to cast 0-level spells at a moment's notice.
Improved Brace For Impact - You are able to take a 5-foot step and brace your weapon against a foe charging you or an adjacent ally.
Improved Flick Of The Wrist - Your immediate thrown-weapon attacks become more accurate.
Improved Interrupting Spell - You are able to cast a defensive 2nd-level spell at a moment's notice.
Intercepting Move - You are able to make a sudden move to intercept an enemy.
Interrupting Channel Energy - You are able to channel energy at any point during the round.
Interrupting Spell - You are able to cast a defensive 1st-level spell at a moment's notice.
Intervening Lay On Hands - You are able to target yourself for lay on hands at any time.
Play Dead - You are able to pretend convincingly to have been killed after being hit by a successful attack.
Pop Up - You can stand up immediately.
Reactive Grapple - You can attempt to grapple after a foe fails to grapple you.
Reactive Sunder - You can attempt to sunder the weapon of a foe after that foe fails to
sunder an item of yours.
Release Two-Handed Weapon - You can release your off-hand grip on your two-handed weapon.
Slam A Door - Dungeons are full of doors and many of them are inconveniently open-you can fix that!
Snap Off A Shot - You are able to make a ranged attack with a bow or crossbow any time during the round.
Spontaneous Rage - You are able to fly into a berserk rage even when it is not your turn.
Spontaneous Wild Shape - You are able to activate your wild shape ability even when it is not
your turn.
Sudden Tumble - You are able to tumble after you are attacked by an opponent.
It finishes with a OGL. (1 page)
Closing Thoughts. Neat idea and most of the feats are pretty good. The artwork is fair. A couple of them I am just not sure people would take. Useful at sometimes but not often enough I think most would take a feat. I would have liked to have seen some of these become combat maneuvers instead of feats. Most of them are pretty good and will make for more tactical choices in combat for those that take them. I would like to see a book of combat maneuvers from SGG down the road. With all that said it is a solid product from SGG, I am giving it a 3.5. I didn't feel it is as good as most of their products but still a good buy for the price.
Next it has a quick reference table and starts talking about immediate actions evolving. Explaining what they are and how to use them. (3 pages)
After that it moves onto 27 new feats. (5 pages)
Brace For Impact - You are able to brace your weapon against a charging foe.
Combat Instincts - You can hold your swift action for use as an immediate action.
Counter Charge - You are able to charge an enemy who is charging you.
Distracting Feint - You are able to distract an enemy, making it easier for an ally to attack.
En Garde - You are able to fight defensively at a moment's notice.
Encircle - You are able to avoid an attacking opponent, move your opponent, and then take a step to set up a better attack for yourself and others.
Equip Shield - You are able to equip your shield at a moment's notice.
Flick of the Wrist - You are able to make an attack with a thrown weapon at any time during the round.
Hit The Deck - You can quickly throw yourself prone.
Immediate Cantrip/Orison - You are able to cast 0-level spells at a moment's notice.
Improved Brace For Impact - You are able to take a 5-foot step and brace your weapon against a foe charging you or an adjacent ally.
Improved Flick Of The Wrist - Your immediate thrown-weapon attacks become more accurate.
Improved Interrupting Spell - You are able to cast a defensive 2nd-level spell at a moment's notice.
Intercepting Move - You are able to make a sudden move to intercept an enemy.
Interrupting Channel Energy - You are able to channel energy at any point during the round.
Interrupting Spell - You are able to cast a defensive 1st-level spell at a moment's notice.
Intervening Lay On Hands - You are able to target yourself for lay on hands at any time.
Play Dead - You are able to pretend convincingly to have been killed after being hit by a successful attack.
Pop Up - You can stand up immediately.
Reactive Grapple - You can attempt to grapple after a foe fails to grapple you.
Reactive Sunder - You can attempt to sunder the weapon of a foe after that foe fails to
sunder an item of yours.
Release Two-Handed Weapon - You can release your off-hand grip on your two-handed weapon.
Slam A Door - Dungeons are full of doors and many of them are inconveniently open-you can fix that!
Snap Off A Shot - You are able to make a ranged attack with a bow or crossbow any time during the round.
Spontaneous Rage - You are able to fly into a berserk rage even when it is not your turn.
Spontaneous Wild Shape - You are able to activate your wild shape ability even when it is not
your turn.
Sudden Tumble - You are able to tumble after you are attacked by an opponent.
It finishes with a OGL. (1 page)
Closing Thoughts. Neat idea and most of the feats are pretty good. The artwork is fair. A couple of them I am just not sure people would take. Useful at sometimes but not often enough I think most would take a feat. I would have liked to have seen some of these become combat maneuvers instead of feats. Most of them are pretty good and will make for more tactical choices in combat for those that take them. I would like to see a book of combat maneuvers from SGG down the road. With all that said it is a solid product from SGG, I am giving it a 3.5. I didn't feel it is as good as most of their products but still a good buy for the price.