Recently, the guys from SGG have started pumping out Bullet Point pdfs that modify spells via feats - this pdf is not about those BPs, nor about the new sinful-feats (they'll get their own entry) but rather about all the other feat-BPs! Hope you'll enjoy them!
This pdf is 3 pages long, 1 page front cover, 1 page SRD, leaving 1 page of content for the 4 new feats.
What are the feats?
- Deathless Vigor: Add the highest-level necromancy-spell you can cast to your negative hit point total before you die. Additionally, you are only disabled when in less than half your best necromancy spells level's negative hit points.
- Revenant: Once per day when unconscious and carrying an onyx worth 25 gp per level, you automatically create a skeleton/zombie to carry out your wishes/guard you.
- Student of the Dead: If you spend a 15 minutes with a recently deceased corpse, you can exchange your prepared spells. Spontaneous spellcasters can swap a known spell with one from their spell-list.
- Vampiric Spell: This metamagic feat adds +1 to the spell's level and can be applied to any spell with a saving throw fort half/fort negates or will half/ will negates. For any victim who fails the save, you gain 1d4 temporary hit points up to a maximum of the spell's level.
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to a 3-column standard and the pdf has no bookmarks, but needs none at this length. I really liked the 4 new feats, but vampiric spell feels rather under-powered - for an additional spell-level, the restrictions of not stacking hp up to the spell's level felt rather weak to me. Seeing that the feats still are cool and iconic, I'll settle for a final verdict of 4 stars - a good pdf, though vampiric spell needs an upgrade.
This BP is 4 pages long, 1 page front cover, 1 page editorial/SRD, leaving us with 2 pages of content, so let's check them out!
This pdf is a supplemental one for one of my favorite 3pp-classes released in the last couple of months, LPJr Design's Machinesmith, which, since a slightly bumpy inception, has been revised and now rocks hard - if you haven't checked it good, give it a shot! That being said, let's take a look at the 5 feats:
-Alchemical Admixture: Select one of a staggering array of alchemical bombs and add them to your prototypes, gadgets or greatworks. When you attack with them (or force a save or have them attack), you may as a free action release the alchemical admixture, dealing additional damage and/or effects. The save-DC is reliant partially on your craft (alchemy) skill. A complex feat that makes sense, is iconic and cool - that's the type of content I love to see from SGG!
-Behold!:3+Cha-mod times per day, you may demoralize foes as a swift action when using an item you have created via the Knowledge (engineering)-skill, instead of the intimidate skill, cowering these primitive monkey WITH SCIENCE!
-Better than New: When repairing something via mending, you also temporarily improve its atk, damage, saves, skill checks or DR/hardness with a small bonus dependent on your level.
-Creation Focus: Choose a single item you have created, including magic items, prototypes, gearworks and gadgets. As long as you fiddle and make adjustments every 10 minutes, said item can increase its atk, damage, saves, skill checks or DR/hardness by 1. Pity this feat does not improve over the levels like "Better than New".
-Emergency Activation: Activate an item you have created, including magic items, prototypes, gearworks and gadgets as a swift action, but only for non attacking actions and activations that would take a standard action or less. You may use this ability once for every 4 levels you have. GENIUS - after all, we all know about all these iconic emergency-escape tricks, edges in combat etc. Very cool!
Editing and formatting are top-notch, I didn't notice any glitches. The pdf adheres to a 3-column standard and comes with no bookmarks, but needs none at this length. The machinesmith is a great class and this pdf offers some awesome actions for the class to use. While I'm not sold on "Better than new" and "Creation Focus", the other three feats, especially alchemical admixture and Emergency Activation, are pure unadulterated genius. Taking the low price into account as well as the fact that the Quartermaster's Handbook for NeoExodus, which was supposed to add new machinesmith options, has been delayed some time, I can wholeheartedly recommend this pdf for fans of the machinesmith and also to designers who want to take a look how handling access to another classes class ability can be handled without making this versatility too strong or unbalanced. my final verdict will thus be 5 stars.
This pdf is 3 pages long, 1 page front cover/introduction, 1 page SRD - 1 page new feats - straightforward as it gets! So let's check it out!
The Archon was the first Gish-class for PFRPG and is still one of my favorite classes, mostly due to the fluff and the fact that it is sufficiently unique and different. The other Gish-class by SGG, the Vanguard has recently seen an upgrade in form of new feats in RiP's "101 Renegade Class Feats" and these feats added a truly distinct fighting tactic and very special options to the class, proving that some exclusive feats go a long way in making a class memorable.
Does this Bullet Point-pdf reach this level of quality? Well, the feats we get are:
- Add Invocation to Injury: If you damage a foe via mundane (i.e. non-magical/supernatural) means, you can penalize her/him/it until your next round with -1 or -2 (depending on the weapon) on her(his/its saves. Cool feat - while not too powerful, it does offer a mechanic that rewards fighting both with magic and weapons instead of focusing on one of the two.
- Eldritch Insight: This feats does the same in reverse: If a foe botches a save against your spells, said foe becomes easier to hit by your mundane attacks. The ability works for 1 minute, taking into account that spells are limited for a greater duration. A great feat for the same reason as the first.
-Spell Weapon: Via a ceremony, you attune yourself to a weapon: When casting a specific set of spells: Greater magic weapon & keen edge can be cast as a swift action without M/DF component. Locate Object gets an expanded range. Magic Weapon and Light work longer. Obscure Object hides your attuned weapon for 24 hours.
-Second Spell Weapon: This grants you a second attuned spell weapon. I really like these two feats, as they reward specific tactics/ability synergies with bonuses. I hope to see more feats in the future that reward fighting styles/ enhance buffing.
-Spell Weapon Charge: Somewhat a misnomer in the English language, this is no charge attack, but lets you store an undelivered charge from a touch attack in your blade to cast other spells, effectively making your attuned weapon a kind of battery - once again, a cool idea, flawlessly executed.
-Spell Weapon gestures: You can use your spell weapon-wielding hand to fulfill somatic components of spellcasting.
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's 3-column standard. The pdf has no bookmarks and at this length, needs none. These feats are GOLD for any gish -replace the archon-lvl-requirements with "Magus", "Vanguard" or whatever and you can easily use them for other gish-classes as well. The feats are expertly written and showcase why Owen K.C. Stephens has a reputation for being a true master of crunch. Having nothing to complain about and LOVING the spell weapon-feat tree, my only gripe is that I would have loved a full genius guide with feats of this quality. My final verdict will thus be 5 stars and the Endzeitgeist seal of approval.
This pdf is 3 pages long, 1 page front cover/introduction, 1 page editorial/SRD and 1 page content for 6 new godling feats, so let's check them out!
If you've followed my reviews, you know that I really enjoy the godling, so live these feats up to my expectations of what to expect from divine bloodlines?
-Ageless: You do not naturally age after reaching adulthood or being old.
-Cursed Blow: 3+highest ability modifier times per day, you may designate an attack to be cursed. If the target fails his/her/its saving throw, the damage you inflict can only be healed via a successful caster-level check.
-Divine Immunity: High-level feat that grants you immunity to one specific spell or power of a level of 1/3 your own. You gain more immunities as you progress.
-Plague of Spells: Once per day ,a foe that has dealt damage to you cannot escape your divine retribution: You can cast spells with a casting time of standard action or less on said foe, even if the enemy has escaped beyond your usual range and you have no longer line of sight with the enemy. Balancing factor is longer casting time, additional spell-slot expended etc. - thus not overpowered. Awesome!
-Planar Speech: Mentally communicate with any creature within a limited range.
-Spontaneous Resurrection: If you're killed via hit point damage, once per day you spontaneously resurrect and are healed by 5d8+level points. Balanced by a temporary negative level, of course.
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's 3-column standard and the pdf has no bookmarks, but needs none. The feats are AWESOME. They are iconic, cool, ooze flavor, do interesting things rules-wise and go beyond what you'd expect of mortal feats. Even better, these feats still are balanced, don't break the game...AND ARE FREE! We're looking at one of the, if not perhaps the best Bullet Point and it's for FREE! Grab this, seriously! My final verdict will be 5 stars and the Endzeitgeist seal of approval!
All right, you know the deal - 3 pages, 1 front cover, 1 editorial/SRD, 1 content - let's check it out!
The feats herein are intended for Marc Radle's stellar spell-less ranger-class, released by Open Design, so what do we get?
-Bestial Surge: Call upon an animal to get a bonus on a skill or encumbrance 3+Cha-mod times per day. Cool to reflect a belief steeped in totems etc., but staying firmly in the non-magical territory.
-Blood Enemies: Temporarily gain a favored enemy-bonus as a swift action against an enemy who dealt damage to you and who was damaged by you.
-Defensive Lore: Gain 1/2 favored enemy-bonus on saves against spells and abilities of the class of foes.
-Improved Hunting Bond: Grant half your favored enemy bonus to all your allies for a short period of time.
-Take Cover: Gain cover as a move action when in favored terrain. Awesome, cool feat!
-Woodland Juggernaut: Benefit from Ranger-abilities usually reserved to being usable in light and medium armor in heavy armor. Neat!
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG'S 3-column standard and the pdf has no bookmarks, but needs none at this length. I'm a big fan of 3pp-synergy and thus I do enjoy that Marc Radle's class gets some further love from SGG. As was to be expected from Crunch-Overlord Owen K.C. Stephens, the mechanics are rock-solid, the ideas are cool and in the end, I can't complain about this one: Excellent feats for an excellent class and cool synergy indeed - 5 stars.
This pdf is 3 pages long, 1 page front cover/introduction, 1 page SRD and 1 page content, delivering 7 new feats centered on sword and shield fighting, so let's check them out!
-Bashing Critical: When equipped with one-handed weapon and shield, you may initiate a shield bash maneuver when scoring a critical hit.
-Knock aside: Sacrifice you shield bonus as part of an attack for one round to gain +2 to atk against a foe you attack.
-Guarded Attack: You may sacrifice one or all your attacks to gain a +1 bonus to shield bonus per attack you sacrifice. If you at least sacrifice one attack, you are immune against a foe's gaze attack until next round.
-Shield Check: When an opponent provokes an attack of opportunity from you, you can make a combat maneuver and attack the foe to shield bash that foe and prevent his movement this round as well as deal shield bash damage.
-Shielded Maneuvers: +2 to CMBs with bull rushes, disarm, overrun and trip when using a shield.
-Shielded Rider: When riding while wearing a shield, he gets +4 to ride-checks to negate attacks.
-Shielded Spellcasting: Cast while wearing a shield, but get 1 bonus less from the shield-ac-bonus.
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's 3-column-standard and the pdf has no bookmarks, but at this length, the pdf needs none. While the product value of this pdf is beyond questioning and Guarded Attack is awesome to speed up high-level play, I felt nevertheless rather disappointed by this pdf. Seeing how great the idea of guarded attack is, I nevertheless feel like it could have been expanded via more feats, as I doubt the usability of the minor AC-bonuses - a greater variant of the feat would help here. Additionally, most of the feats felt like good ideas, but didn't truly wow me. Taking a look at my other reviews from the BP-line, I'll settle for a final verdict of 4 stars due to wanting more awesome feats, but finding no true problems.
All right, you know the drill - 3 pages of content, 1 page front cover, 1 page editorial/SRD, 1 page content - let's check it out!
Aerial combat has until now unfortunately been rather neglected, when flying is such an obvious tactical advantage in many circumstances. This pdf seeks to somewhat alleviate that via 7 feats.
-Aerobatics: Add a fraction of your fly-speed to your CMD.
-Dogfighting: +2 to ini while flying and makes you harder to hit while in the air by e.g. negating charge bonuses.
-Dive Bomb: Plunge, attack and back up - AWESOME! I just wish there was a feat to increase the bonus-damage.
-Drift: When hit by an attack, use its momentum to drift slightly away - great to use clouds as cover!
-Improved Flyby Attack: Choose a foe in range - this one does not get an AaO when you fly by, making flyby-attacks finally as efficient as spring attacks.
-Slashing Wind: Combine a full attack with a move at the cost of a minor penalty to AC and attacks.
-Strafe: If you make only one attack and move, add damage depending on your flight velocity.
Editing and formatting are top-notch, the pdf adheres to SGG's 3-column standard and the pdf has no bookmarks, but needs none at this length. This is one of the Bullet points pdfs that should have been done much earlier - running aerial combats has in PFRPG, at least to me, somewhat felt wrong and all the options herein add greatly to the versatility of aerial combatants, making the airborne fights more tactical, challenging and ultimately cool. Dragons in my homegame are definitely getting some of these to play with! Great, useful and concise feats that close a hole in the ruleset - awesome! The only thing I'd potentially complain about is that I would have loved to see alternate prerequisites so that e.g. magic-laden players can more easily benefit from the feats or some feats dealing more closely with the fly-skill. Oh well, still not enough to drop this excellent pdf a star - my final verdict will be 5, but sans seal of approval.
You know the drill by now - 3 pages of content, 1 page front cover, 1 page editorial/SRD, 1 page content, so let's check this out!
This pdf provides us with 7 feats designed for our favorite undying menaces, to be precise:
-Disturbing Movements: Witnessing a creature move may make you shaken. Silent Hill/ The Ting and similar Japanese horror, anyone? Very cool!
-Fulminate: The undead creature detonates upon death, and, even cooler, reform after some time if your remains aren't dealt with.
-Mist Walk: Dimension door between areas of dim light and shadow - a staple of horror literature, cinema and my own home game. Nice! Plus the name is probably an homage to Ravenloft, which is also cool. I don't get why the feat has incorporeal or gaseous form and a steep 12 HD as a prerequisite, though.
-Putrid Spray: When you take damage, you may spray slimy doom-carrying putrid pus at your foes. Ew!
-Shadow Minion: Detach a creature's shadow as a minion to do its bidding. cool feat, though I would have loved to see a mechanic to make the shadow tougher.
-Staggering Consequences: When hit by any type of energy, the undead are thereafter shrouded for a limited time in the energy, dealing damage of the appropriate type to adjacent spaces.
-Weapon Bind: Undead creatures with this feat have a chance of weapons staying stuck in them, forcing foes to either abandon them or waste precious time trying to pull them free.
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's 3-column horizontal standard and the pdf has no bookmarks, but needs none at this length. The concepts of these feats are great and iconic, since they utilize some of the best-known stunts undead pull off and provide rules for them. However, I also feel that the HD-prerequisites for Mistwalk are too steep and that a way to improve one's shadow companion would have been nice. The pdf per se is great, the feats are cool and the price is fair, but when directly compared to e.g. the stellar BP on feats of flying, the undead fall slightly short. Hence, I'll settle on a final verdict of 4.5 stars, rounded down to 4.
This pdf is 3 pages long, 1 page front cover/concept explanation, 1 page editorial/SRD and 1 page content, so let's check this out!
This pdf provides 7 feats for the excellent Shadow Assassin class, so what exactly do we get?
-Black Balm: When in shadowy illumination, make stealth checks to treat deadly wounds as per the heal-skill.
-Into the Darkness: Essentially you can hide while being observed in dim conditions.
-Shadow Sense: Gain blindsense in dim illumination.
-Shadow Stalker: +2 to initiative, perception, stealth, survival and, quite cool, leave no trail in dim illuminations.
-Through the Cracks: +5 to escape artists-checks in dim illumination, can seep like a shadow through tight cracks. Scales according to skill ranks.
-Umbral venom: Imbue poison with shadow, clouding the vision of those hit by your strikes.
-Unseen Terror: If you attack a foe that can't see you, make an intimidate check as a swift action to demoralize said foe.
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to a 3-column standard, is printer-friendly and comes with no bookmarks, but needs none at this length. This pdf is rock-solid in crunch, provides for awesome feats and I really like how visibility and lighting conditions serve as a balancing factor in the design of these feats, marrying crunch with stylish fluff. No filler, all killer, nothing to complain about, 5 stars + Endzeitgeist seal of approval.
This pdf is 3 pages long, 1 page front cover/introduction, 1 page SRD, leaving 1 page of content:
-Aevum Mastery: Lets you take another aevum power from eithe time thief or time warden list. While it enables one class to scavenge in the other's list, that can be home-brewed and is not exactly what I buy pdfs for.
-Alternate Self: Spend one aevum to temporarily gain 3 skill points or one feat (for which you must meet the prerequisites), which an alternate self from another timeline has learned. Great feat, cool idea!
-Last-Second Save: Spend one mote of time to make a critical hit or a sneak attack a normal attack. Again, neat idea!
-Mote Mastery: Spend a mote to take mote manipulation options from another class at a lower level. Once again, ok idea, but nothing that gets me excited.
-Opportune Blow: Temporarily gain a limited form of sneak attack depending on your level for a mote.
-Precognition: Spend an aevum for a 90% accurate divination spell.
-Timely Detonation: Spend 1 mote to add your mote bonus dice to the total damage dealt by spells you cast.
Editing and formatting are top-notch, no glitches to be found. Layout adheres to SGG's 3-column standard and the pdf has no bookmarks, but at this length need none. This collection of feats comes at an extremely affordable price, provides quality content and is a neat addition for the time-classes. So, due to this, I'm going to ignore the 2 feats that didn't excite me as much and still award a full 5 stars - well done!
All right, you know the deal, this pdf is 3 pages long, 1 page front cover, 1 page editorial/SRD, leaving 1 page of content, so let's check out the new feats for SGG's acclaimed War Master-class!
The feats are:
-Advance in Ranks: Order allies adjacent to each other to take up to 3 5-foot steps - AWESOME!
-Formation Fighting: Designate allies: If you "aid another" one of the formation, all of them gain the benefits - again, awesome!
-Mixed Order: Grants allies weapon qualities like "brace" etc. - And the superbly-designed, innovative options continue - feat/item quality synergy.
-Overwatch: As a standard action go into overwatch mode and prevent allies from provoking AoOs.
-Set to Receive: Use swift actions to make allies deal double damage against advancing foes with their brace-weapons - brilliant and eliminates the need to individually brace!
-Tactical Commands: Contains 4 different tactical commands - take total defense as a standard action and still make AoOs, put away handheld objects and replace them with others, make a charge as a standard action or allow allies to retreat from battle without provoking AoOs. O_O Gorgeous. That's all I'm saying!
-War Signals: Allies only have to either see OR hear you to benefit from your feats and abilities.
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to a b/w 3-column standard and the pdf has no bookmarks, but needs none at this length. Wow. The quality of SGG's feats is awesome, I'm used to that. But oh boy, even among the excellent feat-BPs, this stands out, delivering all killer, no filler, beyond awesomeness, stellar feats that EVERY War Master should have access to. Each and every feat delivers some kind of stellar new option to the roster and can enrich and change the flow of battle in innovative, cool ways - 5 stars, endzeitgeist seal of approval - buy this!
This pdf is 3 pages long, 1 page intro/front cover, 1 page SRD/editorial, leaving 1 page for 8 new feats for barbarians, so let's check this out!
The feats are as follows:
-Battle Lust: Each round in which you crit you score with a weapon that has a x3 or x4-modifier does not count against your rounds spent in rage.
-Great Thews: Expend one round of rage for 10 minute-lasting rage power.
-Iconic Barbarian: Once per day, use a rage power normally usable only one time per rage an additional time.
-Melancholy: Suffer only half the penalty to any attacks, damage and skill-checks, but also gain only half the morale bonus.
-Mighty Stamina: Ignore the fatigued condition for 24 hours for expending 1 round of rage. The rage does not refill until you sleep for 8 hours.
-Panther-like Grace: Expend one round of rage for a bonus to dex-checks or dex-related skill-checks equal to half your class-level. Rather bland and without a bonus to reflex saves, not a good choice.
-Sudden rage: When rolling initiative, you may start raging immediately and add your Con-modifier to initiative.
-Thews: Spend a round of rage to gain access to a rage power for 1 minute.
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's 3-column standard and the pdf has no bookmarks, but needs none at this length. The feats are great and present iconic ways to enhance your playing experience of the barbarian, hearkening back to the pulp-classics of old. For one buck, you can't go wrong here and the feats present no balance-problems. While melancholy is rather powerful and might upset some games, it can also work VERY, VERY well in a game and a barbarian in my group tested it and immensely enjoyed it - surprisingly, the feat didn't unbalance my game. With one feat feeling rather worse and boring but the rest being better, I'll practically have to settle for a final verdict of 4 stars - a great investment to add some support for the unfortunately often neglected barbarian-class.
This pdf is 3 pages long, 1 page introduction/front, 1 page SRD, leaving 1 page for the 9 new feats of the Armiger. Let's check it out!
-Armored Hulk: Gain armor check penalty as bonus to CMD vs. bull rush, drag, grapple, reposition, overrun and trip.
-Brace for Impact: Treat all 1-and 2-handed weapons as braced. If you brace, you get +2 to attack to roll and AC.
-Hard to Kill: Convert limited amounts of damage into non-lethal damage. This is in addition to the DR the Armiger gets.
--Helmed Confidence: Gain a bonus to will-saves when wearing a helmet.
-Push back: If you resist a selection of combat maneuvers, you may make an attack of opportunity/shield bash.
-Shield Crush: deal more damage with shield bashs and threaten more crits with the shields.
-Shield Parry: Gain more Ac-bonus when using combat expertise with shields.
-Shrug it off: Use your tower shield to get limited amounts of temporary hit points.
-Soak it up: Retroactively adds hp for all class levels and future levels and change HD you gain in future levels: d12 e.g. becomes 1d8+4. However, it is not explained how this ability interacts with the armiger's "always at least 6 points on a d12"-rule, which is somewhat of a pity.
Editing and formatting are top-notch, I didn't notice any glitches. layout adheres to SGG'S 3-column-standard. The pdf has no bookmarks, but neither does it need them. I did enjoy these feats, although the Armiger-class probably won't ever be my favorite. What somewhat bugs me, is that "Soak it up" needs a clarification, otherwise it actually makes the Armiger (d12+ Con-mod, at least 6+con-mod) WEAKER: 1d8+4+con-mod may result in having less HP than before! This being a major hick-up, my final verdict will be 4 stars.
All right, you know the deal - 3 pages, 1 page front cover, 1 page SRD/editorial, 1 page content -go!
This pdf contains 9 new feats for SGG's Witch Hunter-class, the feats being:
-Bane of the supernatural: When a creature uses a supernatural ability, you get an AoO against it once per round.
-Brand of Binding: You can research a brand for a creature and deal acid or fire damage to it, sealing one of its most potent powers. HELL YEAH! That is so damn cool! Iconic. Useful. Just great! And oozes "Witch Hunter" all over!
-Branding Critical: If you crit foes, you brand them as per the Brand of Binding feat.
-Hex resistance: Gain essentially SR against hexes - no longer fall prey to the dreaded sleep hex that easy -NICE!
-I know your tricks: Knowledge is power - gain a +2 bonus against spells and effect of foes you've researched.
-Lightbearer: Your weapon is a light in these dark times -literally.
-Preempt the Supernatural: When you use your AoO of Bane of the supernatural, the foe has to save or botch the attempt to use it.
-Shrewd studies: Use Wis instead of int for your knowledge checks,
-Soulguard: If you use aid another on an ally, you also bolster the ally's will-save.
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's horizontal 3-column standard and the pdf has no bookmarks, but needs none at this length. This pdf provides some awesome feats to a class to which I'm admittedly positively biased - I love the witch hunter, his gritty determination, the class concept, the abilities - everything about it. t should come as no surprise then, that the one-man-crunch-production-line Owen K.C. Stephens has produced yet another awesome array of feats, with especially the branding idea being simply stellar - if we get a sequel, I'd want more of this type of feat.
That being said, Shrewd studies is lazy and hits a pet peeve of mine - I don't like feats that exchange governing attributes of skills, especially when they enable a class to focus on less attributes. Oh well, at least it's not a physical-for-mental (or vice versa) exchange - I hate those. That being said, the other feats are all iconic, cool and bring some sort of cool benefit or imagery to the table. However, e.g. Lightbearer, while cool, lacks a benefit that makes it truly cool over the levels and thus my final verdict will be 4.5 stars, rounded down to 4 for the purpose of this platform.
This pdf is 4 pages long, 1 page front cover and 1 page editorial/SRD, leaving 2 pages of content for 10 feats, so let's check them out!
The feats are:
-Centered Emotions: As long as you have 1 point in the ki pool, you get shaken instead of frightened or panicked. You also get a bonus on related saves.
-Consummate Professional: When flanking, you cannot be frightened or panicked, instead becoming shaken and can demoralize foes after not running.
-Dauntless Fury: When in a rage, you are immune to panicking and frightening effects, instead becoming shaken. When succeeding at a save against such an effect, you regain 1 round of rage.
-Divine Courage: As long as you have channel energy, you cannot be frightened or panicked, instead becoming shaken. When channeling energy on an ally that is panicked/frightened, s/he may reroll and only be shaken on a success.
-Eldritch Courage: As long as you have 1 1st level spell or higher prepared, no effect can make you frightened or panicked, instead becoming shaken. On a success, you increase your fear-spell's DCs temporarily by 1.
-Fearless Familiarity: When in favored terrain, you cannot be frightened or panicked, instead becoming shaken. If you success against such a save of an enemy and on favored terrain, you can demoralize him/her/it.
-Forbidding Form: When under the effects of a mutagen or wildshape, you cannot be frightened or panicked, instead becoming shaken. You also get +5 to demoralize-checks.
-Song in your Heart: As long as you have a round of bardic performance left, you cannot be frightened or panicked, instead becoming shaken. When succeeding at a save against such an effect, you regain 1 round of bardic performance.
-Strong Foundation: When you'd usually be charmed or dominated, you instead become staggered for one round. If the staggered condition is removed, the effect of the enchantment is resumed.
-Unshakeable Bravery: No fear effect can make you frightened or panicked, instead becoming shaken. If you succeed, you may add your bravery bonus to attacks against the instigator of the effect for the remainder of the encounter. Nice, though I would have preferred to have the staggered clause and a save instead, perhaps at double the bravery bonus.
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's 3-column standard and the pdf has no bookmarks, but needs none at this length. This review was done much like this pdf - with a lot cut, copy and pasting. The basic concept all of these feats boil down to is "Negate condition x and y, if you still have class resource z. Also gain benefit delta." That's how all of these feats work.
First of all, I'm not a fan of immunities granted by feats, but their dependence on resources is nice. I do have a problem with two, though: Consummate professional, while cool, makes its usage much too easy on the PC - flanking usually isn't that hard to instigate. Secondly, the no-save clause of the fighter-feat feels just wrong to me: Improved save, yes, but that? Come on! A regiment of low-level fighters with this feat would no cower in fear of a dragon? Seriously? Generally, this particular BP is a frustrating one for me, as on the one hand, it is not a bad file. But it feels uninspired, VERY repetitive and rules-wise just more like the rpg-equivalent of assembly line work than an inspired, creative pdf. I'm accustomed to SGG delivering better pdfs and felt somewhat let down by this one. For me personally, I'd rate this 2 stars, but since some of you people will enjoy this and since my perception of this particular pdf feeling somewhat soulless might be an individual experience, I'll settle for a final verdict of 3.5 stars, rounded down to 3 for the purpose of this platform.
All right, enough Bullets for now! Thanks for reading my ramblings,