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Stock Art: Female Gunslinger
by Jeremy Z. [Verified Purchaser] Date Added: 03/11/2017 21:37:03

Great picture. There are surprisingly few stock art pieces of normal looking, normally dressed people with guns

THough one quibble, she is presumably right handed (as she's holding the rifle in her right hand) but the pistol is slung for use with the left hand



Rating:
[5 of 5 Stars!]
Stock Art: Female Gunslinger
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Swashbucklers of Porphyra
by Thilo G. [Featured Reviewer] Date Added: 03/10/2017 04:01:51

An Endzeitgeist.com review

This installment of the "...of Porphyra"-series clocks in at 31 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 27 pages of content, though, as always, they are formatted for an A5-booklet (6'' by 9'') size - you can fit about 4 pages on a sheet of paper.

All right, so let's take a look at what the swashbucklers get here! The first archetype would be the Acrobatic Swordsman, who receives a modified deed list that provides a scaling bonus to Acrobatics to move around -making the swashbuckler...you know...actually halfway competent at swashbuckling! Sure, this may eliminate menacing swordplay, but things get cooler at 3rd level, where acrobatic twist allows the swashbuckler to count as occupying the sqaure he began his turn in, allowing him to flank with himself, rewarding acrobatic tricks. Instead of superior feint, 10th level provides the option to follow a, thanks to Acrobatics avoided attack of opportunity, with an attack executed as a swift action attack. Also at 7th level, the swashbuckler may temporarily reduce an enemy's speed when hitting them, with 15th level providing an Improved Whirlwing Attack-style, panache-powered storm of death. Charmed Life is replaced with faster movement, Nimble is more efficient (and actually relevant!) when moving and both weapon and armor mastery are properly modified to suit the archetype's needs. This archetype represents an unmitigated win for the class. It lets the swashbuckler actually skirmish. Two thumbs up!

The second archetype would be the anatomist, who is basically a debuff machine - instead of opportune parry and riposte (which is moved to 7th level), the archetype learns the complex targeted strike mechanic, which allows for the targeting of body parts like wings, legs, etc., with scaling benefits for each of the areas targeted: Very cool btw.: You can daze etc. targets, but a truly elegant caveat prevents the ability from being cheesed. Also interesting: Panache's regain mechanic is modified to instead pertain to enemies hampered by targeted strike. 3rd level nets sneak attack at -2 levels and 5th level replaces the critical range increase with the option to pass critical hits to allies via Butterfly Sting. And yep, another archetype that cannot be cheesed, that plays differently and has a sufficiently unique engine. In short - another winner.

The Braggart does not have panache in the traditional sense - instead, he needs to basically bluster and Bluff - if his boasting is good enough, he'll get the panache required for that respective deed he tries to perform. While this reliably (skills are so easy to boost) delimits panache as a resource, it also eliminates the passive always-on benefits of deeds and panache-based feats, which makes the engine actually come out as pretty elegant in not only representing the concept in question, but also in balancing it. Instead of opportune parry and riposte, the character can boast of his skill, increasing temporarily his stats...though the more he wants to increase them, the higher the DC'll be. Here, you can see, pretty well, actually, math in action: The boosts can be significant, yes - but the author has obviously done his math. Even with all item-cheesing etc., I couldn't break this. Kudos. Big, big kudos. Yes, this archetype is all bluster; all Bluff; but even with the usual +20-cheeses via spells etc., it remains a valid option that doesn't overstep its boundaries. The archetype may not be for every group, but I very much like the execution here.

The dandy is fighting armor and shield-less and thus gains an AC bonus governed by Charisma. The emphasis of the interplay between sharp tongue and sharp weapon is nice here: The dandy is a superb face and may use panache to increase his social skills with surge-like boosts that can even explode (i.e., if you roll a 6 on the surge's d6, you roll again and add it!) and the archetype builds on demoralizing foes, increasing the damage output against them. At higher levels, the dandy may even expend all panache to try to avoid death by negotiating with the ole' reaper. Nice face-type swashbuckler.

The dastard can be summed in one sentence in that the archetype represents the dirty trick specialist swashbuckler, with panache regain tied to dirty tricks. A solid engine tweak, though one that can be reliably cheesed regarding panache-regaining. Not a big fan of this guy. The honorable swordsman replaces derring-do with the option to not be moved while he at least has 1 panache and the archetype, as a whole, is basically a swashbuckler/samurai crossover - these guys can use katanas, replace charmed life with resolve, well, you get the idea. I liked this hybrid-y one more than I figured I would, courtesy of the flavor and the overall nice cultural niche this has.

Nightingales are masters of voice projection that may employ their hypnotic song instead of Stealth and Bluff - once it is gained, the two skills are immediately retrained. Basically, this is the slightly supernatural-seeming killer whose weird song clouds the mind of those nearby, the singing ninja/rogue/scoundrel. While I am not the biggest fan of the effective skill-collation the archetype performs, I found myself contemplating it still - it is a relatively simple concept from a mechanics point of view, but one that oozes flavor.

The Quixotic Swordsman is hilarious: Instead of panache, they get a nonsense pool that greatly fortifies his will...but at the same time, 2nd level's regain mechanic is the fun part - these guys fight windmills, foes that are not there, but, on a failed save to resist this madness, they regain nonsense - RAW the only way to do so apart from resting. Not for every group or campaign, but hilarious in the right context. Finally, the scrapper may expend panache to move and use Acrobatics to potentially negate attacks, use panache to gain temporary DR...but the most interesting aspect of these guys beyond the defensive deeds would be their unarmed martial arts - yup, these guys are unarmed swashbuckler and the longer the fight is, the more he fights, the more potent his assaults become. Whether it's the agile Eastern martial artist of a Terrence Hill-like pugilist...what could have been a basic hybrid-y archetype actually has an interesting mechanical engine and thus, playstyle.

The new feats herein contain some seriously nice options as well: Better Acrobatics for better skirmishing, for one...and then there would be an alternate representation of the concept of a weapon bin via a feat, if the integration of bind-maneuvers was something you tried to avoid. Better footwork and the classic throw at the end of movement and twisting blades? Jep, can see that. The pdf also introduces 2 new style feat-chains, with the Acrobatic Style allowing for better skirmishing and maneuverability and even the substitution of Fort- with Ref-saves while active: Since this does not wreck non-combat saves, is circumstantial and the third of the Style's feats...I'm actually good with it. The second style introduced would be Flynn Style, which nets you bonus AoOs for parry-purposes and enhanced ripostes. This could have easily been a broken array...but the feats actually have some nice balancing tweaks - the feats provide additional options and thus, more flexibility, but deliver these powerful options at the cost of no panache-regains when employing them. Want to play a scrapper with a weapon? Well, there's also a feat for that. Alternate better throwing into melee? Possible. There is also a 3-feat-tree that lets you use items with progressively larger shield-hands and an alternate Cha-based Mobility can similarly be found - and yes, it still requires Dodge, so it just makes what would be a feat-tax for some characters on their way to Spring Attack convey an actual benefit. Kudos!

The pdf also contains 2 new armor qualities and 4 weapon qualities. One of the armor qualities which nets basically dodging panache, erroneously refers to panache as prestige, while the other enhances Acrobatics. The weapon enhancements include increased precision damage on crits, increased mobility and there would be a quality that acts as basically a once per day deed-and panache reservoir. The pricing of these all looks solid to me. The pdf also features 3 wondrous items - the jaunty cap that helps when a swashbuckler's stranded sans panache; the puffed shirt of the fancy man can be enchanted - and then acts as armor. Nice for the fashion-conscious noble...or infiltrations! The Swordmaster's Flair category of items are basically defensive accessories powered by panache. One slight complaint - the slot should say "varies", not "none" - at least when I interpret the construction requirements and pricing choice correctly.

The pdf concludes with Theon Augustus, a CR 10 dandy - all ready for your perusal.

Know what's also cool? The pdf comes with the CR 13 Lepidoral agathion in a cool bonus-pdf...and yes, it depicts the cool rabbit-y outsider in full-color glory! Have I mentioned aura of mischief and confusing strikes? Pretty cool critter!

Conclusion:

Editing and formatting are very good, almost top-notch: I noticed some very minor hiccups, but yeah - this is a precise book. Kudos to the editors! Layout adheres to PDG's printer-friendly 1-column standard and the book sports some nice full-color artworks. The pdf comes fully bookmarked with nested bookmarks for your convenience.

I don't like the swashbuckler class. I love the idea, I'm a huge fan of the classic movies...but the execution...not so much. There is a reason I've been looking for 3pp-options for it for quite a while. Nathan Reinecke delivers a truly impressive toolkit for the class. Not only are pretty much all options presented here valid - they eliminate some serious issues swashbucklers faced (cough Mobility /cough). The archetypes do not shy away from complex operations and, yes, innovation even! Several archetypes herein represent actual innovation. This pdf makes the swashbuckler a good skirmisher, with several options presented to emphasize different tasks. In short, apart from the dastard, I consider all archetypes herein to be shining examples of their craft. The feats allow for cool options and are well-priced regarding prerequisites; the items are similarly well-priced. In short: This shows SERIOUS care and research. Heck, it has a skill-based bonus system that cannot be cheesed to smithereens, even with the massive bonus options for skills. In short - this not only has flavor galore that does not get in the way (if the Quixotic swordsman looks too gonzo for you, reskin the guy as a traumatized/insane...and there you go), it also shows that the author engaged in serious research and did not shy away from good ole' math. Oh, and the pdf is seriously inexpensive.

For the more than fair price-point, there is frankly nothing more I could have asked of a class-pdf like this. Considering that the few glitches I found were cosmetic, I feel more than justified in rating this 5 stars + seal of approval. This is pretty much a must-own pdf of options for anyone who wants to play a swashbuckler. My one gripe with the pdf is that I would have loved to see more reasons to stick with the swashbuckler class at the highest levels....but that, dear readers, is just me offering the most well-meant of constructive criticisms - the swashbuckler is better off for having access to this pdf.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Swashbucklers of Porphyra
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Death Slaves of Eternity (DCC)
by John S. [Verified Purchaser] Date Added: 03/06/2017 19:06:40

This is a fantastic adventure. I ran it as a beginning to a Sword and Sorcery style campaign. There are mysteries to solve that won't completely slow down the action. The monsters are well thought out and have deeper purposes to being located in this dungeon. This is an adventure that needs a few sessions to show all the intricate encounters and interplay between the different factions the party will encounter. Myself and my group enjoyed this funnel. I recommend checking it out.



Rating:
[5 of 5 Stars!]
Death Slaves of Eternity (DCC)
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Psychic Disciplines of Porphyra
by Thilo G. [Featured Reviewer] Date Added: 03/03/2017 06:52:21

An Endzeitgeist.com review

This installment of the "of Porphyra"-series clocks in at 10 pages, 1 page front cover, 2 pages of SRD, leaving us with 7 pages of content, though they're formatted for A5 (6'' by 9'' size), which means you can fit 4 of these pages on one sheet of paper if you're printing this out.

All right, so let's take a look at these psychic disciplines!

The first discipline herein would be the aura discipline, with phrenic pool governed by Wisdom. A slight complaint here - it would have been nice to have the bonus spells with superscript indicators of their sourcebooks, but oh well. The discipline allows the psychic to glow at-will, using phrenic pool to intensify the potency of the glow to dispel/counter darkness. Manifesting the aura doubles as a practitioner of the way of the force (which was introduced in Unarmed and Dangerous), with all relevant rules provided - namely that this acts as mage armor. Nice: The ability takes into account the interaction with the read aura skill unlock! 5th level lets bracers or armor stack with your mage armor and 13th level , you can expend one phrenic pool point for judgment light, with a second judgment available for +2 points.

Cathexis would be next - the process of investing psychic or emotional energy in an object, place or the like to bring an effect into being, in case you did not know. The attribute governing the pool would once again be Wisdom, and the discipline adds Summon Good/Neutral/Evil Monster as bonus feats and when summoning a creature with the appropriate template, you have control over the precise alignment regarding the law-chaos-axis of the beings you call forth. When calling forth a creature whose alignment matches your own, you can either decrease casting time to a standard action or increase the duration to 1 minute per level, with a limit of one such summoning active at a given time - thankfully. 5th level yields Augment Summoning and allows you to undercast summon monster spells, allowing you to replace discipline bonus spells. Interesting idea there. At 13th level, when you conjure forth a being further removed than one step on the alignment axis, you can enhance the duration or reduce the casting time analogue to the lower level ability, representing you calling forth the beasts from your Id.

Duelists also employ Wisdom as governing attribute for the phrenic pool and may cast intellect fortress, mental barrier, thought shield and tower of iron will even when flat-footed or prevented from taking a standard action. Interesting: If you cast one of these spells in the previous round, you may cast a spell of this list of a lower level without expending a spell slot, allowing for combos. At 5th level, undercasting ego whip, id insinuation, mindthrust or psychic crush adds Heighten Spell and makes the spell clock in at its maximum potency, which is pretty damn strong. 13th level, finally, lets you cast one of the defensive spells from the previous list 1/round as a free action, even if it's not your turn. (Nice catch regarding free actions!)

The kata discipline is governed by Charisma, offering true strike, spiritual weapon and later blade barrier and even mass defending sword. The discipline yields proficiency with a weapon of your choice (with unarmed strikes being a viable option, granting Improved Unarmed Strike). You gain Weapon Focus in the chosen weapon when choosing a simple or martial weapon. When you inflict damage with this weapon, you regain phrenic pool points - which brings me to an oversight that renders this broken: A) Lack of a kitten-proof caveat. B) All comparable phrenic pool replenishing discipline abilities have a daily total cap that is absent from this one in a very unpleasant oversight.

The discipline modifies spiritual weapons etc. to duplicate your kata weapon, also allowing for proper interaction with Weapon Focus, provided you have it. 5th level lets you replace a thought component with a somatic component and may use the weapon-wielding kata hand for the like. 13th level provides auto-success when casting psychic spells defensively...which is pretty OP. Why not instead grant a massive bonus?

The psychic surgeon discipline is similarly governed by Charisma and gains several healing-themed spells added to the list of spells known in addition to the bonus spells. Problematic: You regain phrenic pool points for using cure spells to revive creatures from unconsciousness. I'll pull out the bag o' kittens...and yes, the spells still limit this, but that limit exceeds that of comparable phrenic regeneration and can be cheesed easily. Not gonna get near my game. 5th level unlocks the inversions of the healing spells as well and 13th level makes healing have a range of close instead.

The final discipline would be yoga, which is governed by Wisdom and nets Escape Artist as a class skill and adds class level to such skill checks. Thought or emotion components of spells can be replaced with somatic components, but at the cost of being susceptible to arcane spell failure if you do. 5th level doubles self-targeting only spell durations. At 13th level, both thought and emotion components may be replaced in favor of somatic components.

Conclusion:

Editing and formatting is very good on a formal level, though the rules-level has some balance issues. Layout adheres to a printer-friendly 1-column standard and the pdf has no artworks beyond the cover. Nice: The pdf is fully bookmarked, in spite of its brevity.

Carl Cramér delivers some interesting psychic disciplines herein, though a few of the options herein lack crucial balancing caveats included in comparable disciplines. That being said, the low price does help here and the pdf, while not perfect, can make for an interesting addition to the game, making it pretty much a mixed bag, slightly on the positive side. My final verdict will hence clock in at 3.5 stars, though I can't round up for it.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
Psychic Disciplines of Porphyra
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Monstrous Bloodlines for Sorcerers V
by Thilo G. [Featured Reviewer] Date Added: 03/02/2017 07:44:50

An Endzeitgeist.com review

This pdf clocks in at 15 pages, 1 page front cover, 1 page editorial, 3 pages of SRD, leaving us with 10 pages of content, though it should be noted that these are formatted for booklet-size (A5, or 6'' by 9''), which allows you to fit comfortably 4 pages on one sheet of A4 paper, if your eyesight's good enough.

All right, bloodlines...so what do we get? The first bloodline herein would be "animal", which receives Handel Animal as class skill, beast shapes and aspects etc. as bonus spells, quicker casting of spells that summon animals. Additionally, the sorceror gets scaling claws (which, while not specifically noting their category, are otherwise precise), increased speed, more summoned critters, +2 natural AC as well as scent and, as a capstone, shapechanger apotheosis with at-will beast shape III.

The second bloodline would be artifice, which nets Disable Device as class skill and focuses on animating objects, repairing and at high levels sports grasping hand and iron body. Bloodline arcana-wise, we see that this sorceror uses Intelligence as governing attribute for spell-casting and get trapfinding, a construct familiar, a snare and another ranger trap at 9th level, +1 ranger trap at 10th level and every level thereafter, with 15th level doubling their damage output. Also at this level, the soceror may expend two uses of the trap ability to remote-trigger a trap within 60 ft. The capstone is a construct apotheosis.

The decay bloodline's next and gains Heal as a class skill. The bonus spells contain acid, slime and, obviously, decay-themed options that range from touch of slime to horrid wilting, with e.g. echolocation thrown in for good measure. The sound-sub-theme is also reflected in the bonus spells, where obvious choices à la Contagious Spell or Diehard exist alongside Echoing Spell. The bloodline may affect oozes and plants with enchantments. Bloodline powers include short-range acid spit, an untyped damage-causing touch attack that is particularly effective versus created objects and structures, a bonus to saves versus mind-affecting effects...and something really cool at 15th level: Decomposed body nets you +20 to Escape Artist as well as better squeezing and a 50% variant of fortification. Damn cool! As a capstone, you get an extraordinary immunity to mind-affecting effects and may at-will plant shape II into a shambling mound.

The divine bloodline nets Knowledge (religion) and the bonus spells of a chosen domain at level 3, +1 for every 2 levels after third. The chosen domain's domain power is gained at 1st level, with 9th level unlocking the second domain power - and yes, they're governed by Charisma instead of Wisdom. As bloodline arcana, you get channel energy, with 15th level reducing the activation action to swift and 20th level providing outsider apotheosis as well as resistance 10 to two energy types of your choice from the traditional 5.

The giant bloodline nets Knowledge (history) as well as the usual suspects of enlarge person, giant form I + II, and finally, clashing rocks, with Reach Spell, Heighten Spell etc. allowing for "big" magic. Summoned giants or creatures affected by your size-increase spells gain an additional +4 Strength (ouch) and 1st level unlocks boulder hurling: You conjure forth boulders and increase their damage over the levels. While something in me cringed when I read that they "do 4d6." and while I'm missing boulder damage type, I like the idea. Higher levels yield reach, natural armor, low-light vision giant subtype and at-will SPs, immunities and better camouflage/throwing, depending on giant type chosen. Finally, 20th level nets at-will frightful aspect, which also works in conjunction with other polymorph effects.

The insect bloodline provides Handle Animal and lets you affect vermin with mind-affecting spells, with the bonus feats including Fast Healer, Brisk Spell, Toxic Spell, etc. The bonus spells granted include ant haul, barkskin, greater prying eyes, swarm skin, etc. If the skill was not ample clue, the bloodline lets you use Handle Animal with vermin. 3rd level nets mandibles that fail to specify both damage type inflicted and the type of natural weapon they qualify as - there are cases of both primary and secondary mandible-bites, so yeah. 9th level yields +4 to saves versus mind-affecting effects and 15th +2 to natural armor, climb speed and +10 to Acrobatics alongside being always treated as having a running start. 20th level nets immunity to mind-affecting effects and 60 ft. perfect fly speed.

Nature's Wrath provides the Survival skill and spells that range from magic fang to tar pool and tsunami. The bonus feats include making spells more bombastic (Widen + Reach Spell) and enhancing the sorceror's survival-chances. 1st level nets you a druid orison and at 3rd level, you gain both low-light vision and a druid spell, +1 every 2 levels thereafter. The bloodline also gets an animal companion at 1st level, who may deliver touch spells at 9th level. At 15th level, +2 to overcome SR is unlocked and, as a capstone, we get the ability for both sorc and companion to ignore difficult terrain and wind effects...and immunity to damage from spells you cast. Nice capstone.

The final bloodline would be the shapeshifter, who receives Knowledge (nature) as a class skill. Bonus spell-wise, we get savage maw at 3rd level, alter self at 5th and the first iterations of elemental body, form of the dragon and giant shape, concluding in shapechange at 19th level. The bonus feats include Arcane Strike, Fleeting Spell and Spontaneous Metafocus for some unconventional choices. Transformation (polymorph) spells with a duration of 1 minute per level are extended to 10 minutes per level and when in the shape of a creature that gains a racial skill bonus, you get that skill bonus...which is intriguing, though I'm not sure how that interacts with alternate racial traits...are they included in the available selection or not? Cool: At 3rd level, you can use Silent and Still Spell without increasing the spell level while polymorphed. 9th level lets you prolong the effects of a polymorph spell indefinitely, though at the cost of potentially losing your identity if you remain in the shape in question too long. 15th level nets communication while polymorphed, helping to maintain the charade. As a capstone, the bloodline nets an apotheosis to shapechanger, the option to be under the effects of multiple polymorphs and pretty free shapeshifting.

Conclusion:

Editing and formatting are good on a formal and rules-level. While tehre are a couple of non-standard verbiage choices and some interactions that could be slightly cleaner, as a whole, this pdf should not generate issues when using it. Layout adheres to Purple Duck Games' 1-column, printer-friendly standard with purple highlights. The pdf has no artworks apart from the cover, but comes fully bookmarked for your convenience.

Carl Cramér's monstrous bloodlines are solid options that provide the means to play a cleric-y, druid-y etc. sorceror. The general array of options presented is power-wise in line and should not yield significant issues at any table. There are some abilities herein I very much enjoyed and that is, frankly, more than I expected. You see, I'm jaded. I have read and analyzed more bloodlines than I care to count and Interjection Games' Big Book of Bloodlines has set an increasingly high standard, with bloodlines that feature unique subsystems etc. This humble pdf is less ambitious and, while not perfect, it does provide an inexpensive, nice little array of options with hiccups being mostly cosmetic and in the "fineprint" of the rules. As such, I feel justified in rating this as 3.5 stars, rounded up for the purpose of this platform.

EDIT: Oh, I failed to mention this: A bonus pdf with a nice CR 5 critter, the Chingatrüll, is included in the deal - very cool!

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Monstrous Bloodlines for Sorcerers V
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CE 8 - Goblins of the Faerie Wood
by Thilo G. [Featured Reviewer] Date Added: 02/28/2017 07:53:58

An Endzeitgeist.com review

This installment of the Campaign Elements series of modules/sites/set-pieces to introduce into a given campaign clocks in at 37 pages, 1 page front cover, 1/2 a page editorial, 2 pages of SRD, leaving us with 33.5 pages of content, though these pages are formatted for A5-sized (6'' by 9'') book, which means you can, provided your eyesight is good enough, jam up to 4 pages on one sheet of paper if you're printing this out.

This being pretty much an adventure-location-review, the following contains SPOILERS. Potential players should jump to the conclusion.

...

..

.

All right, only judges around? Great! The goblins presented here are small humanoids, accomplished miners with a lazy streak and a decidedly fey touch, with some sporting only a finger and a thumb on one hand and a reputation for being pretty ugly and abducting kids, but also for being talented craftsmen, provided you can keep their tendency to cut corners in check. Beyond basic adventure hooks, the pdf also contains a brief sketch of making this basically a goblin-themed funnel - one that features a table of nasty faerie tricks that include tiny flint arrows that magically and slowly burrow inside the affected being and worse...

The funnel is basically divided in a daytime reconnaissance and a nighttime full-blown exploration, which is a clever way of getting twice the value out of a given locale. Speaking of locale: The PCs will be able to encounter goblinoid cross between a bridge-troll and a water-beetle (yep, with artwork), witness red-hooded goblins haggle with elf-like faerie and twig-men. The PCs may encounter spatial disturbances that loop the area back upon itself; the PCs can encounter the goblin king of the red-hoods, perchance receive charms from the goblin witch doctor. Speaking of which: If the PCs ask the good doctor for advice, you'll have a nice and handy table to consult, which, you guessed it, does contain not only pieces of advice, but also rules-relevant repercussions for the respective prophecy.

Have I mentioned the grey ones? The wise, carnivorous sheep that answer your questions...but if they do, you're their lawful prey? There is also a dance-inducing faerie ring; rock-shell crabs. What about the small spider, whose voice can be captured, teaching the character to speak spider...which may lead to a sidequest to help her against her bullying spider sisters. Oh, and Gaulmurk, the ogre-sorceror is actually looking for such a voice, willing to trade it versus the weird of Sortharl that not only constantly changes appearance when unattended (massive table included), it's benefits are similarly chaotic.

Oh, and the pdf actually contains rules for 0-level goblins as well as the goblin warrior and goblin witch doctor class, both of which come fully depicted...so if you've been itching to lay a gobbo-game, you can do just that. As always, we receive information on how to get the most out of this particular book in the handy "squeezing it dry"-section...which btw. should be mandatory for all kinds of modules.

Conclusion:

Editing and formatting are top-notch, I noticed no hiccups. Layout adheres to Purple Duck Games' 1-column b/w-standard and the pdf sports nice full-color artworks, most of which I have not seen before. Cartography is in b/w and solid, though no player-friendly map is included. The pdf comes fully bookmarked for your convenience.

Daniel J. Bishop is one of the authors, who, by now, has not only earned my respect - I go into each of his offerings expecting to be wowed in some form or another. That usually is bad news for an author, for I am one jaded bastard and I have seen a lot at this point. We have seen in the amazing "Faerie Tales from Unlit Shores"-series (Get it! If you're not playing DCC, convert it!) that he can do faerie tales meet horror; he can do weird and sword & sorcery...and this pdf is proof he can do classic faerie tale material as well. This pdf breathes the spirit of the original tales of the brothers Grimm; it is suffused with an angle of the strange and uncommon and depicts the environments and beings in a captivating and concise manner.

The added classes for goblins are a nice plus and indeed, this could be read as a great scavenging ground, not only as a set-piece. In short, he once again did it and created one great pdf. While personally, I considered the Giggling Deep to be slightly more intriguing, that is just a matter of personal taste. This most certainly constitutes one amazing pdf...but has the added handicap of having to compete with another goblin-centric set-piece by the author: Compared with the Goblin Market in Faerie Tales from Unlit Shores I: The Creeping Beauties, it falls a bit behind. In fact, it is my contention that perhaps the best use for this pdf is as a supplement to the amazing aforementioned module. (Srsly, if you're a DCC-judge, these are must-own; even if you're not, they're worth converting!!) Well worth the fair asking price, my final verdict for this pdf will thus clock in at 5 stars, just short of my seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
CE 8 - Goblins of the Faerie Wood
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Stock Art: Bitter Tree
by Aaron F. [Verified Purchaser] Date Added: 02/24/2017 09:55:20

While I was looking for art to complement a bog/swamp area surrounded by a forest, I stumbled upon this piece. I literally could of used it three times in my adventure but it actually inspired me to make a new monster and I settled on using it for part of that description. There is a nice play of colors with the blues, greens and slight orange in the sky. There is also a nice shadow in the trunk...is it a door? a mouth? or just part of the tree....it can get the imagination going. Anyways, I was impressed with Jayaraj Paul's work and recommend it for your own projects.



Rating:
[5 of 5 Stars!]
Stock Art: Bitter Tree
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Hybrid Class: Armjack
by Thilo G. [Featured Reviewer] Date Added: 02/24/2017 04:07:22

An Endzeitgeist.com review

This hybrid class clocks in at 11 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 8 pages of content, so let's take a look!

The armjack hybrid class presented here represents a hybrid of bard and fighter that gets a d10 HD, 6 + Int-mod skills per level, proficiency with simple and martial weapons, all armors and shields, including tower shields. The armjack gets a full BAB-progression as well as good Ref- and Will-save progression.

The armjack is a hybrid of bard and fighter and thus begins play with cry to arms, a variant of bardic performance that is started as a standard action and then maintained as a free action, with 7th level and 13th level reducing the activation action to, optionally, a move action or swift action. Nice catch: the original activation action can still be used. 1st level can yield +1 to atk, +1 at 5th level and every 4 levels thereafter. 2nd level nets a bonus to Will-saves as an option (improving at 6th level and every 4 thereafter); 4th level features a 60 ft.-range +2 to damage that increases by +2 at 8th level and every 4 levels thereafter. 6th level can yield temporary hit points, 1 per HD of the affected creature. Nice: Has a cool down. Finally, 10th level allows for the ignoring of 5 DR (including, RAW, DR/epic), which increases to DR 10/-. The ability can be maintained for 3 + Cha-mod rounds, +2 rounds per level.

Additionally, the class begins play with judder strike, which allows for the free action addition of 1 sonic damage, +1 at 5th level and every 5 levels thereafter. 2nd level, alongside every 4 levels thereafter, nets you a combat feat and the armjack may substitute Charisma for Strength for the purpose of combat feat effects. For these feats, the armjack is also treated as a full-progression fighter. At 3rd level and every 4 levels thereafter, the armjack reduces the armor check penalty of armor worn and increases the max Dex-value of them. Unique: The armjack adds an armor's AC bonus to saves versus language-dependent/sonic effects/deafening/etc. Like that! Starting at 7th level, the armjack may select an advanced armor training instead of the numerical increases the ability provides and the ability counts as armor training for prereq-purposes.

At 4th level, the armjack can Cha-mod rounds long gain a combat feat he meets the prerequisites for, +1 daily use for every 4 levels beyond 4th. At 5th level, the armjack selects a weapon group, gaining +1 to atk and damage with it, with every 4 levels thereafter adding another group and increasing the bonus of a previously gained group. The bonus damage thus gained is once again sonic and the armjack may, at 9th level, be replaced with instead an advanced weapon training option. 6th level provides a minor bonus to Diplomacy and Intimidate and lets the armjack ignore racial prerequisites in feats, courtesy of his outlandish ways, with 10th level providing proficiency with all exotic weapons. 12th level makes the armjack be treated as lawful, even though he isn't, with DR 5/chaotic and benefits from axiomatic weaponry and spells etc included. Starting at 14th level, the Will-save bonus no longer consumes daily uses of cry to arms and at 16th level nets 1/day heroes' feast as a SP. At 18th level, he may use cry to arms even when paralyzed, unconscious, etc. and 19th level nets immunity to sonic damage and the deafened condition while wearing armor and shield. As a capstone, he reduces any penalties to atk etc. granted by weapons by Cha-mod and may apply Weapon Focus etc. to all his weapons. Pretty annoying oversight: It is pretty evident that advanced weapons/armor training refer to the class option by the weapon master and the pdf notes "see below" for these, when the respective lists are curiously absent from the pdf, requiring some research, which was no problem for me, but may annoy or confuse less rules-savvy players.

The hybrid class does receive some serious supplemental options, with favored class options for a metric ton of Porphyran races as well as two archetypes included: The first would be the Glory Hound, who receives a variant cry to arms that focuses on keeping allies standing/last stand like visuals. Instead of outlandish ways, he may use Cha-mod instead of Dex to calculate Ref-saves and has an aura that allows for rolling twice when trying to resist fatigue/exhaustion with 16th level netting a 1/day sympathetic vibration. The second archetype included here would be the revolutionary, who replaces judder strike with Gunsmith and is locked into the firearm weapon group, with several unique benefits. Solid.

The pdf also features 12 new feats, though some, like gaining +4 to Bluff to convey a secret message, must be called filler here. The judder strike mechanic of the class can be modified via different feats,, adding for example save-or-be-deafened effects to judder crits, a 15th level quivering palm duplicate...and there are other interesting tricks: Sharing temporarily combat feats via drills, for one. Also nice: Healing while affected by bardic performance...and yes, it cannot be cheesed. The fire-damage-dealing enhancing Flamboyant Style is pretty cool. The pdf concludes with Captain Mynxie Marie, a nice CR 10 sample armjack who even comes with a brief ditty.

Conclusion: Editing and formatting are very good, I noticed no significant glitches in the rules-language. Layout adheres to Purple Duck Games' printer-friendly 2-column full-color standard and the pdf comes fully bookmarked for your convenience. The pdf has no art apart from the cover.

Aaron Hollingsworth's armjack is frankly better than I expected it to be. From the base-classes and the blurb, I expected the class to be an identity-less option, one of these "let's smash two classes together"-hybrids. The armjack is NOT like that. The class options and playstyle are distinct and set it apart as a class from both of its parents, which is a big, big deal for me. On the downside, when compared to the author's amazing Luminary (seriously worth getting!), its identity is less pronounced - when you see the class in combat, you won't necessarily identify it immediately as an armjack.

That being said, I consider it pretty jarring that the advanced training options have not been included, particularly since they would have offered a means of further tweaking the established options in favor of new and unique tricks. That being said, the class even manages to sneak in some mechanic innovation here and there. So, how to rate this? That's where it becomes a bit difficult for me: The armjack is a viable, well-crafted hybrid class, but one that feels like it does not realize the full extent of its own potential. Hence, my final verdict will clock in at 4 stars - a nice, if not perfect addition to the Porphyran class roster.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Hybrid Class: Armjack
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CE 7 - The Giggling Deep
by Thilo G. [Featured Reviewer] Date Added: 02/23/2017 01:59:59

An Endzeitgeist.com review

This installment of the Campaign Elements-series of set-pieces/modules/environments for DCC clocks in at 31 pages, 1 page front cover, ~1/2 page editorial, 1.5 pages SRD, leaving us with 28 pages of content, though it should be noted that the pages are A5-sized (6'' by 9''), which means you can fit up to 4 pages on one sheet of paper if you print it out.

All right, this being an adventure-review, the following contains SPOILERS. Potential players should jump to the conclusion.

...

..

.

All right, only judges around? Great! So, somewhere in a complex of your choosing, there is a stone cap, bedecked with runes. Via brains or brawn, read magic or thieving skills etc., the PCs can open this cap, unearthing the cap - and one it is sealed, it cannot be opened from within...so definite care should be taken. Oh, and fumbles opening it receive their own table! Beyond the cap, a natural cave system lies, illuminated by bioluminescene that is generated by strange, floating motes, by slime and glowing globules, driving home the weirdness of the place. The cavern is uncomfortably hot and humid, requiring Fort saves with progressive -1d penalties, with sloped tunnels adding a sense of verticality and depth to the complex - so yes, as far as the basic complex is concerned, I am pretty impressed here.

This flavor of a truly strange place is further enhanced in the random encounters, where crosses between dragonfly and enormous earwigs glitter with opalescent sheen (full color artwork provided!), ants made of metal with globs of orange jelly for heads, albino koala-like bears covered in glowing pus-sores with prehensile tongues and stranger beings loom. Furthermore, the goremera can be found here: Shapeshifting between a vaguely humanoid form and that of a chimera made of viscera, this dread entity can only be truly slain in these caverns, is highly resilient to most types of damage and reforms after death, making for an amazing and horrific recurring antagonist. In a lesser module, that creature could carry a whole adventure - here, it is just one of the wonders the PCs will encounter.

The level of detail and interesting ideas also extends to treasure, with wands coming with proper command words and treasures, from jade scorpions to endless quivers (that only remain endless as long as no arrow is sold or given away...) - the rewards are cool and breathe the spirit a good DCC module should have - one of wonder and fear in equal parts. The PCs, while exploring these caverns, may have run afoul of violet jellies - their destruction may well get them into deep trouble, as the creatures are the sensory organs of Mycarnos, a powerful sentient fungus. Oh, and the things on the cover? With the long, paralytic tongues? They're smart...so if one of your fellow PCs is suddenly missing, he may be in the process of being chewed to bits by these ambush predators.

At a hidden shrine, the PCs may trade secrets for divine boons; they may encounter spiked tortoises...and of course, there is a MASSIVE, several table-spanning generator to randomly make mushrooms from the fungal forest that the PCs choose to consume - the generator spans 4 tables, which should result in a vast array of wildly different benefits...and risks. Kudos for going the extra mile here! Have I mentioned that intruders into a hidden sanctum may be forced to deal with terrorpins, basically upright-walking mecha-turtles with razor-sharp claws? These receive their own, neat full-color artwork...alongside the red-robed wizardess Vos, the Spell-thief, who makes these caverns her lair. Kudos for her artwork, btw.!

Well, and then there would be the eponymous Giggling Deep, whose depths and susuring murmurs contains secrets untold, particularly for magic-users and elves...but at a terrible, potential lure, for the vast chasm of the giggling dark awaits the PCs, calling to them...and those that listen to the dread giggling may well find their steps irrevocably drawn to the edge, to jump and join the mysterious cacophony...

The pdf also contains notes for the judge to get the utmost out of the pdf, which is a damn fine touch.

Conclusion:

Editing and formatting are top-notch, I noticed no issues. Layout adheres to the 1-column booklet-size-standard and the pdf generally is pretty printer-friendly. The full-color artworks provided are nice and the cartography in b/w is neat as well, though I wished the pdf had a player-friendly iteration to cut up and hand out.

Daniel J. Bishop is an amazing AUTHOR as well as an adventure-designer. While I like his designs, I am mostly drawn to the wealth of grotesque and wondrous weirdness, the precise and evocative prose, which he employs when painting the picture of locations inhabited by creatures wondrous and weird, with properties that bring home the mystery of the magical. In short: This is an amazing location to drop into your game. It features unique critters, a reason to return to the place, copious chances for RP and interaction, has the potential to provide several cool boss fights and recurring villains, can be inserted pretty much everywhere...what more can one ask of such a humble book? This is evocative and cool enough to warrant converting if you're playing another system - just as an aside. So yeah. Amazing. 5 stars + seal of approval, given sans hesitation!

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
CE 7 - The Giggling Deep
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Drow of Porphyra - The Strivog: The Bone Drow
by R.L. D. C. [Verified Purchaser] Date Added: 02/17/2017 15:27:53

When one thinks about the Drow, one should think about the Dark assassin hidden in shadow. Perhaps thinking of the strange priest of darks Gods and rituals.

But too often, I think of tropes, tired and old concepts that have been done to death.

Then, we have the Strivog. These are the Drow that other Drow have nightmares about, the drow that make old Gods nervous and wonder if they should take notes. The Bone Drow are the nightmare fuel Gms look for when they want the players come away, looking at the night with mild concern.

Traders in death and flesh, the Bone Drow are a wonderful and refreshing addition to the gaming world and I for one, welcome the Strivog, with open hand and hidden dagger...



Rating:
[5 of 5 Stars!]
Drow of Porphyra - The Strivog: The Bone Drow
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Drow of Porphyra - The Xelusine: Sirens of Sin
by R.L. D. C. [Verified Purchaser] Date Added: 02/17/2017 15:22:24

Very well written, a new and intelligent approach to an ancient race. The Xelusine are presented in a way that will allow players to play drow with a new mind set from the old trope ridden drow of old. Clever provocateurs who move freely within society, becoming the movers and shakers of society.

I see the Bard and Rogue Drow coming into new fun play with this addition to the race.



Rating:
[5 of 5 Stars!]
Drow of Porphyra - The Xelusine: Sirens of Sin
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Drow of Porphyra - The Strivog: The Bone Drow
by Thilo G. [Featured Reviewer] Date Added: 02/16/2017 03:35:52

An Endzeitgeist.com review

This installment of the series depicting the diverse drow cultures of the patchwork planet Porphyra clocks in at 31 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with a massive 28 pages of content, so let's take a look!

One note first: This depicts a capital letters EVIL drow culture and as such contains some mature themes (hence no PFRPG-logo) - it's not grimdark and won't shock kids in their puberty, but sensitive small kids shouldn't read this. If you need guidance: If your kids love Conan or enjoy reading darker stuff, they'll be fine.

On a far-off planet, at one point, the elves were exiled from the light for offending the gods, becoming that world's wintery bogeymen, one and all, only allowed to roam when warmth and light receded. Cold as ice, haggard and drawn, they ravaged and slew...only to be drawn, inevitably, back into the cold confines of the underworld. Thus they languished and anxiously watched the calender, awaiting entropy and the ever-advancing assault of winter whittle away the days of summer, year by year - until they were finally free...or so they believed. It is in these days of gods that had abandoned their world that they encountered a deity of death - and it is the horror-fraught exile through this deity's land that forever transformed the strivog, in both mind and body, with the food of the dead, the acts of despicable cannibalism and worse demanding their toll, converting them to the worship of the dread entity...but also granting them strength, purpose and organization.

Thus they arose from the Icekrypt, a magically frozen wasteland of ice...and it is from these cold regions that they set forth, established their guilds and followed the deadly commands of their Lich Queen. Their culture is slow and deliberate, like the eternal ice and the patience of the dead; there is not much place for warmth in the hearts of the strivog and their brush with death left them even less fertile, which may be the once chance other races have. Ruthlessly meritocratic, their guilds and reputations and ranks are further extolled, painting a vivid picture of deadly culture, organized and structured and as inevitable and deliberate as the eternal ice, enslaving and generating vassal-dependencies, calling to the service of the dread Dark Maw.

The laws of the dead have been applied with grisly potency to the culture and the disturbing drow worship their deity via the grand edifices of sinew and bone these chillingly (haha) civilized drow craft in their calculated, merciless savagery, creating an overall highly-structured empire of ice and bone that manages to convey a concise and sensible picture of an evil empire.

Racial trait-wise, the strivog receive +2 to Dex and Int, -2 Cha, drow immunities, carrion sense, darkvision, resistance 5 to cold, +1 to the DC of necromancy spells (and, if the Wis is higher than 11, 1/day chill touch, command undead, touch of fatigue) , +2 when interacting with undead (should specify precisely the skills to which it applies, though it's clear that they should apply to the social skills) and undead made by them gain +2 turn resistance! OUCH! They gain 6 + class level SR (should be character level) and suffer a -4 penalty to saves versus hot climates, -2 to saves to resist fire spells and effects.

Now here is an interesting take on alternate racial traits: Flavor-wise, the strivog share traits with the undead/ half-undead, but to maintain balance, they do not gain these traits, instead allowing them to choose their progression and specializations via alternate racial traits in an interesting manner: For the price of a feat or a number of skill points defined by the respective trait, the strivog can learn it, with character level +5 acting as a scaling cap that prevents low-level super-strivog. Intriguing: The more of these admittedly powerful tricks (like skeletal DR 5/bludgeoning) the strivog accumulates, the more drawbacks associated with the dead they also have to take. These tricks include powerful, 1/day abilities like howling agony as an SP or a fear-based paralyzing gaze that is saved from being insanely OP by the hex-caveat and the 1-round duration. Still, the options presented here are more in line for campaigns using pretty powerful PC-races...but as far as NPCs are concerned, I have no such scruples...and the drawbacks are brutal.

Favored class options for core classes plus inqui and alchemist are provided. Strivog, being orderly and organized, belong to a guild and an order, and thus, we get faction traits galore, including an anti-version of stabilizing touch, 1/day skill rerolls. As a minor complaint, the bonus types here are not properly codified. The pdf also provides rules for making e.g. swords of sinews and bone (with the disturbing promise that they can do that while the victim still lives...). If you're btw. using the missing body parts/prosthetics-rules from Strategists and Tacticians, well, then you're in luck, for the engine for fetish and totem creation is compatible with these.

These fetishes and totems steal abilities and allow the user to hijack them: While based on Spellcraft, at least partially, their wide-open and modular creation actually manages to prevent cheesing via spells or items, which is very impressive. In fact...the whole process of the creation of these represents a truly impressive feat of crunchy craftsmanship: From activation to what can be done with them, this engine alone should make this pdf worthwhile for GMs...or those looking for some particularly grisly trophy-maker...and before you gas and scream OP - there is a steep cost for the like, namely XP, which is generally not done in PFRPG...but considering the power these offer, I very much support this decision here. Several saple fetishes are provided, from assassin vine sashes to the lucky halfling's foot.

From bone bags to funerary rites to 10 spells, we can see quite a few nice ones here - some of which are classics that made me smile for their inclusion here: Raise City. Just sayin' The pdf concludes with a brief fluff-only overview of the main settlements of the strivog empire and some adventure hooks.

The pdf also comes with a bonus-pdf, the 2 page (1 page monster, 1 page SRD) depicting the CR 2 sunbat that hibernates at night and has a spear-like beak - nice!

Conclusion:

Editing and formatting are very good on a formal level, but on a rules-language level , the pdf could be tighter. Some bonus types, some verbiages that are precise, but deviate from the standard, some minor hiccups. Layout adheres to the 2-column standard of the series and the pdf has some seriously nice full-color artworks. The pdf comes fully bookmarked for your convenience.

Patricia Willenborg's series of drow-cultures, intended for mature audiences, is absolutely amazing. While I'd be hesitant to allow all options in non-high-powered games for players, so far each of the pdfs has managed to provide a truly evocative, unique vision of drow that sets them apart, big time, from the boring old spider-worshiping cliché. While they tend to have, on the crunch-side, some editing hiccups and minor issues, they more than make up for that by their engines: Whether it's the drug-generator, the poison-customizer or this one's fetish-generator, they provide easy and amazing customization options for GMs.

Beyond that, they just are a great read. The prose is captivating and compelling, painting a vivid and compelling picture. I am not engaging in hyperbole when I'm saying that I was completely burned out on drow culture-sourcebooks before this series came along. The strivog, now, are part of that great tradition that makes me really want to integrate them in my campaigns. The attention to detail and consistency of the culture depicted is amazing, captivating and ignites that spark of creativity within me. In short: I love this pdf; it is well worth the low and more than fair asking price. 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Drow of Porphyra - The Strivog: The Bone Drow
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AA: Plague of Paucity
by Thilo G. [Featured Reviewer] Date Added: 02/10/2017 10:36:39

An Endzeitgeist.com review

This little module clocks in at 41 pages, 1 page front cover, 1 page editorial, 1 page patreon-recognition, 2 pages of SRD, leaving us with 36 pages of content, though it should be noted that these adhere to the A5-size-standard (6'' by 9'') and as such, you can fit up to 4 on any given sheet of paper when printing them out.

This is a module for 2nd level characters, set in the Last Kingdom region of the patchwork planet of Porphyra, though adaption to other settings should be relatively easy, particularly in the context of Rokugan or a similarly slightly Asian-tinged environment. The ratfolk of the Last Kingdom have thrown off the chains of the oni, driving them back into the Shadowlands under the wise leadership of the Five Clans...eh, I mean "Truths." It should btw. be mentioned that there is a nice full-color regional map included in the deal here.

Anyways, this is pretty much as far as I can go without delving into SPOILERS. Potential players should jump to the conclusion.

...

..

.

All right, still here? Great! Doom has befallen the isolated Oran'Rai clan - their hospitality has been met with murder by the dread spirit Tailaan, slain in the conflict beneath the oni and the Five Truths, this wretched entity has taken command of the isolated ratfolk, driving them deep into squalor and servitude once more - but the ambitions of the entity range further, as a plague has been decimating the fish of the rivers...only a harbinger of what ill will befall the common folks if this thing is not stopped.

Thankfully, poisoned rivers have a habit of bringing adventurers to the fray and thus, it is via one of several hooks that the PCs sooner or later arrive at one of the warren entries towards the realm of the Oran'Rai. The different means of access to the warren also mean that different encounters may be had here, one of which makes use of a cool creature from the excellent Monsters of Porphyra II book. And yes, the pdf does contain full stats of all critters - including the alternate racial traits of the Oran'Rai.

The Oran'Rai warren...is pretty much a plague rat's haven, an otyugh's paradise: Under the dread oppression of Tailaan, the ratfolk have learned to resist poisons and diseases and now are perfectly capable of using rusted and basically broken equipment sans penalties. The defenses of the warren follow the theme of poverty and squalor - tetanus, trash heap traps...the atmosphere of desolation, decrepitude and decay is almost palpable and, from the river that winds its way through the warren to the respective caverns, the pdf sports a nice amount of detail and includes, among other things, an unreliably ally that may well lead to further adventures.

Ultimately, the PCs will have to not only destroy the blighting brew of the Oran'Rai, but also deal with the rogue creature tatterdemalion Tailaan, a powerful and cool boss, though I wished it had full stats - the base tatterdemalion can be found, once again, in the excellent Monsters of Porphyra II book, has been modified accordingly and the build makes the boss a nice change of pace as far as low-level dungeon crawls are concerned.

The pdf also features a magic item called blameless shroud, which helps the wearer attempting to lie, even when caught when doing so. Further adventure hooks and possibilities and a nice monster/challenge by region table with CRs, locations and XP and a similarly detailed treasure list help running this module.

Conclusion:

Editing and formatting are very good, I noticed no undue amount of hiccups. Layout adheres to PDG's 1-column standard in booklet-size, as mentioned before. The neat full-color artworks contained herein are cool to see for such an inexpensive module. The pdf comes fully bookmarked for your convenience. The map of the dungeon is in nice b/w, though unfortunately no player-friendly, key-less version is provided. The overland map of the region in full color is nice.

Matt Roth's "Plague of Paucity" is what I'd consider to be an unpretentious, well-crafted little module. It has a lot of details for skill interaction, some nice combats and a pretty deadly boss, offset to some extent by the relatively easy difficulty of the dungeon itself. Personally, I think that a good group of 1st level characters can handle this, though the boss will be a deadly challenge if you opt to go that route. The dungeon itself sports a variety of challenges and exploring the place certainly makes for a solid module with an uncommon theme. Unpretentious, easy to insert and run (big kudos for the tables that allow for easy GM-modification of treasure and XP!), this is very much the epitome of a nice module, well worth a final verdict of 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
AA: Plague of Paucity
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Clerics of Porphyra
by Thilo G. [Featured Reviewer] Date Added: 02/07/2017 04:26:17

An Endzeitgeist.com review

This installment of the "...of Porphyra"-series clocks in at 36 pages, 1 page editorial, 1 page editorial, 2 pages of SRD, leaving us with 32 pages of content, though these are A5 (6'' by 9'')-sized and thus, you can fit up to 4 of the pages comfortably on one sheet of paper.

All right, we begin this supplement with several new archetypes, the first of which would be the betrothed, sown to celibacy and being wed to the deity's principles. These characters receive just one domain, but receives a bonded ring as a bonded object for divine casting. These guys may also forego a +1d6 progression of channel energy in lieu of receiving a teamwork feat they qualify for, which is a nice rules-operation.

The second archetype would be the cycle thrall, who are prohibited from taking the Death and Healing domains and locked into an elemental domain. These clerics lose all healing and necormancy spells from their spell-list, but may choose up to 2 evocations from the sorc/wiz-list per spell level, which are then treated as divine spells. This power-boost does kill off spontaneous spellcasting, though. Additionally, their channel energy is significantly modified, instead being based on d4s, Ref-saves and it inflicts energy damage as per the element chosen. Nice take on the elemental cleric.

Dominionist clerics get only one domain, but selects 2 powers form the domain's subdomains. Instead of spontaneous spellcasting, they may 1/day as a SU cast any detect divination via their philosophical divine focus substitute. The favored keeper gets only one domain, but receives a familiar, but may channel energy through the familiar, provided it is within 50 ft. - as a swift action. I assume that the swift action is in addition to the usual activation of channel energy, otherwise, this would allow for +1 channel per round, which is pretty nasty. The wording here could be a tad bit more explicit.

The favored tamer, you guessed it, is locked into the animal domain and replaces the animal domain's usual companion with a full-progression animal companion and 5th level providing a DR or resistance based on the patron deity. Personally, I think the loss of one domain may be a bit overvalued here...but then again, clerics don't have Handle Animal and the domain doesn't grant it as a class skill either...so that may either be intended or a balancing mechanism. Personally, I would have added that to the archetype.

Friars receive +2 class skills and receive 4 + Int-mod skills per level and their proficiency list is cut down to 5 simple weapons, light armor and shields, excluding tower shields. Now here is the thing - the archetype chooses a simple weapon to have affinity with at 1st level, +1 at 5th level and every 5 levels thereafter - with these weapons, the archetype treats class level as BAB, becoming basically a full BAB-warrior. To offset this, these guys diminish their spellcasting by 1 spell each level and they are locked into the Community domain as one of the two domains chosen. Additionally, when channeling energy, they gain +1 to AC for 1 round, which increases by +1 at 3rd level and every 4 levels thereafter.

Left hand clerics do not gain access to inflict spells, adding Wis-mod when using healing spells or channeling energy and they may choose Healing and Protection as domains, even if they are not usually on the list of their deities - which usually are EVIL, if the name did not tip you off. Oh, and they may only channel positive energy, obviously. Before you're asking - yes, there would be a negative-energy-using Right hand equivalent for good faiths requiring some executioners.

Martyrs add Intimidate to the class skill list and must select the martyr subdomain. They gain a bonus to Intimidate skill checks, more so when they are below half maximum hit points - not the biggest fan of that. Cool: They can only channel when injured by an enemy, but may do so as an immediate action...oh, and there is a scaling percentile chance that they return from the dead as per resurrection.

The mysterious way archetype adds Bluff, Sleight of Hand and Stealth to the class skills and modifies the proficiency lists. They may choose Extra Rogue Talent as a feat, using cleric level as rogue level. Instead of channel energy, they may 3 + Cha-mod times employ Silent Spell sans spell level increase. Penitents replace channel energy with one penance - there are 8 provided and they are unique in that they eliminate magic item slots, but provide flavorful, interesting bonuses and restrictions - burdened clerics can e.g. carry significantly more and are better at resisting Bull Rush, Overrun, etc. Very flavorful and interesting.

Priests of the Covenant gains one domain's spells, but not its powers. They come in 6 variants, one per attribute, with 1st level providing passive benefits that scale and 5th level and every 5 levels thereafter providing SPs and further passive benefits, with the capstone providing significant benefits, like immunity to Con drain...speaking of which: Pretty nice to see is that aforementioned Con-covenant even has an undead-caveat. Good call!

The pdf also contains a hybrid class, the pillar, which is a blend of cleric and cavalier that receives d10 HD, 2 + Int skills per level, full BAB-progression as well as good Fort- and Will-saves. Proficiency-wise, the pillar receives proficiency with simple and martial weapons as well as with the deity's favored weapon and all types of armor as well as shields, excluding tower shields. The pillar also receives prepared divine spellcasting governed by Wisdom, drawn from the cleric's list. They chose two domains and only receive the domain powers, but not the respective domain spells.

Once per day, the pillar may engage in a trial-by-combat, which is basically a challenge that only works with the favored weapon, usable +1/day every 3 levels beyond 1st. The pillar adds + class level to damage, but takes a -2 penalty to AC versus attack from other targets and the ability is treated as challenge for the purpose of ability interactions. They also begin play with an animal companion mount, the so-called stalwart mount, which sports several modifications of the basic companion-engine. Starting at 3rd level, the pillar receives a bonus to Diplomacy and Intimidate while mounted, which improves at 6th level and every 3 levels thereafter. Of course, level 1 unlocks order, but does not grant the skill bonuses and class skills granted by the order. 5th level lets the pillar perform a ritual that offers a magic weapon to the deity, who then replaces it with an equivalent version of the favored weapon. Neat!

8th level lets him choose up to Cha-mod allies, granting them a +1 bonus to a single save for 24 hours. NO, they cannot be escalated/stacked - only one in effect per character. 11th level allows for the free maximizing of healing spells by increasing casting time to 1 minute, with 14th level makes the attacks during trial by combat aligned, while 17th level provides a single head slot item for the item's cost, rather than the price - cost to create would be more precise, but that is me nitpicking cosmetics. The capstone nets immunity to crits and bull rush, reposition and tripping for the mount. The class also comes with a diverse array of favored class options for regular and Porphyran races. All in all, a decent, if not too amazing hybrid class.

The pdf also sports the new porphyrite domain, which provides minor scaling resistance to all elements and use either positive or negative energy to damage elementals as well as reroll the 1s rolled there. 8th level makes all your weapons be treated as porphyrite, which bypasses an elemental's untyped DR. When choosing the borders subdomain, you replace the latter ability with the option to draw porphyrite borders that require Will-saves to cross for hard terrain control - cool! The second subdomain, geranite, is associated with time, allows you to perform a stuttering strike a limited amount of times per day - if you're not familiar with that ability of the 3.X chronorebel PrC - basically, a foe takes the same damage again next round. Spell-replacements etc. are solid - no complaints.

The pdf also sports a total of 16 feats that include adding anti-pala or pala spells to the pillar's spell-list (which is imho OP for a feat and further blurs the line between pala and pillar), limited access to druid spells, mastering the deity's chosen instrument or weapons, adding cleric spells to the bard spell-list, making daily sanctified bullets (no, can't be sold/cheesed) or use cure spells to repair items - which may be a true boon for all those construct-y races out there. Cool: Making 5 holy symbol shurikens per day from very powerful special materials. That being said, the feat should have scaling - adamantine is worth more than silver, for example, and as such should be unlocked at higher levels. though the feat's prereqs keep the option from being broken - not as elegant as I'd like it to be, but fine. Oh, and the option to use channel energy to make holy water bombs? AMAZING. Where's the cleric/alchemist aspergillum/holy water bomb specialist? I mean, seriously - this feat is inspiring and even gets damage type correct.

The pdf also features alternate rules - one lets 3 divine spellcasters of the same deity declare a divine parish, which nets a minor boon. I also like the idea of allowing a cleric to forego channel energy increase with a channel feat. If the mentioned favored music instrument elicited confusion, rest assured that the pdf does spell these out, making adaptation to other settings easy. Death god? Check Porphyra's version or the psychopomp ushers. And yep, elemental lords etc. included. The pdf closes with a sample pillar, Ceyda Broken-Shield, a hobgoblin...and yes, mount stats included.

Conclusion:

Editing and formatting are very good on both a formal and rules-language level. I was pretty impressed by the general level of precision employed - many of the deceptively simple things often overlooked are covered here. Layout adheres to the booklet-size 1-column a5 (6'' by 9'')-standard and the pdf sports nice full-color artworks. the pdf comes fully bookmarked for your convenience.

Urgh, ANOTHER cleric book. That was pretty much my first impulse. I've seen so many cleric archetypes and modifications, I am hard to please at this point. Let it be known that I was duly impressed by Aaron Hollingsworth's offering here. As you may know, I do tend to gravitate towards complex, high-concept archetypes and less towards small engine-tweakers, primarily because the latter school of design is often just an excuse for cookie-cutter design.

While this book does feature, as you may have noticed, primarily engine-tweaking options, they have in common that they, for the most part, provide meaningful and interesting customizations, often altering the playing experience significantly. Despite myself, I caught myself contemplating quite a few of these options and while I consider not all of them perfect, they are very well-crafted as a whole. The pillar-class, though, is a somewhat different case - in my book, its niche, the holy knight, is basically served by the pala...and trial by combat is simply not that different from smite, orders not that different from oaths - you get my drift. It is a well-crafted class, but one that lacks a unique niche or mechanics that set it sufficiently apart in the holy knight-routine. It's not bad, but unless you really wanted a knight with orders, it's somewhat superfluous and lacks the strong leitmotif its name (or the superb luminary hybrid class by the same author) promise.

That being said, both feats and alternate rules make up for this once again by helping multiclassing and sporting some gems. How to rate this, then? This book shows a deliberate, precise capability of operating with rules and should provide no significant problems at any table. The craftsmanship, in short, is excellent. And there similarly is artistry in this book - but whether it's the cool penance-idea or the holy water bombs, I frankly wished some aspects had been developed more in these evocative niches. The book feels a bit like it is playing it safe and does not sport this one component that makes you go ballistic. However, as a whole, it does feature a really impressive array of multi-class-themed engine-tweaks and modifications that add some serious versatility to clerics and their playstyles, often genius in their simplicity. Still, the pillar does drag this a bit down for me, which is why I will settle on a final verdict of 4.5 stars, rounded down to 4 for the purpose of this platform.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Clerics of Porphyra
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Psychopomp Ushers of Porphyra
by Thilo G. [Featured Reviewer] Date Added: 02/02/2017 05:08:03

An Endzeitgeist.com review

This pdf depicting the deity-level psychopomps found on the patchwork planet of Porphyra clocks in at 17 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 14 pages, so let's take a look!

But what are these psychopomp ushers exactly? Well, the closest analogue would be empyrian lords, dukes of hell, arch-demons...you know, quasi-divine, extremely powerful outsiders. The concept is so simple and makes sense - subordinates to the Queen of Death, these beings allow for a nice array of customization regarding different types of takes of the concept of the shepherd/usher of souls and agents of death.

The interaction of these powerful entities with both the elemental lords of the setting and the numerous deities of the setting is covered in vivid prose, before we are introduced to 6 new faith traits - properly classified in trait type, which is nice. They all come with a brief sentence, encapsulating their flair and then go on to provide relevant bonuses - like +1 dodge to AC in a mausoleum, graveyard, etc. or an increased benefit from using a hero point. I generally like these traits and they, as a whole, represent some nice tricks. At the same time, the rules-language employed isn't always as precise as it should be - the rules-language may be functional, but something inside me cringes when I read: "...and gain +1 Knowledge (geography).", particularly when just adding in the proper bonus and streamlining it would be so easy.

A total of 8 psychopomp ushers are included, all of which note their target worshipers, favored weapon, 4 domains and 4 subdomains and favored animals. The first of these would be Anguta, Father, He Who Eats No Kin - the respective psychopomp ushers sport detailed and interesting legends, with Anguta offering insight into the myths of the ith'n ya'roo. Each of the respective psychopomp lords also comes with two exclusive traits that are classified as religion traits. Much like the previous traits, they are functional, but diverge in the way they're phrased from the standards.

To a point where it honestly annoys me and is something that really grates on my nerves.

One trait available for Anubis' followers, for example, reads: "You may cast restore corpse as a spell-like power once per day." We all know what's meant, but frankly, even pathfinder novices can spot which part of the rules-language is plain WRONG. And honestly, at this point, I'm somewhat out of patience; Perry Fehr's crunch is always like that: Inspired when he gets it right, but such hiccups litter it when he doesn't take the proper time, sometimes to the point where it's rendered broken. This is not the case here, but still - it's frustrating because it's so easily fixed.

Black Crow, omen giver and god of tengus is pretty cool...and a trait quotes "Last Resort" by Papa Roach, putting a bullet into the barrel of an empty gun with a 50% chance...which is pretty cool, though the combo of the song-reference and the content conjured up a very unfortunate memory for me...but that's not the pdf's fault. Particularly when here, I can't really compalin about any mechanics. Ereshkigal is similarly amazing - this entity is basically the incarnation of the last Material Plane that suffered the entropy death. Similarly cool - the Pattern Discepancy Phenomenon, aka Ghost in the Machine - the usher for constructs and golems, is concept-wise amazing and one for everyone who likes to insert a tinge of transhumanist philosophizing to the game.

The Guedia would then not eb a single entity, but is instead a conglomerate of various deities, with the more classic Hermes and Hekate completing the roster. The brujo class receives two new cabals and the pdf also introduces the neutrality domain, which lets you designate a target as neutral via the help of a sanctuary-ish effect and at later levels convey the neutrality special weapon quality (+2, included herein), which deals only +1d6 bonus damage versus good or evil targets, but may switch between good and evil for purpose of overcoming DRs - and yep, I think the increased flexibility and decreased damage output make this worthwhile. The subdomains lets you Wis-mod times per day touch a being - on a failure, they gain a bonus thereafter, on a success a penalty, making this an interesting, tactical ability...that conveys the make-belief "divine" bonus that does not exist. It's either sacred or profane. Indifference lets you emit an aura a limited number of rounds per day, which penalizes saves, makes the terrain difficult and prevents flanking and aid another. The ability does not sport an activation action and auras, more often than not, can be activated quicker than the standard default.

The pdf also features a 5-level PrC, the transdimensional eliminator, aka Ghost-Sunderer. And jup, it's basically a thinly-veiled Ghostbuster-PrC. It nets a d8 HD, 3/4 BAB-progression and good Fort- and Will-saves. oddly, it requires spellcasting to qualify, but sports no means of upgrading that - no spellcasting progression. Also problematic: The PrC requires Exotic Weapon proficiency (heavy weaponry)...which does not RAW exist. Now, I get what this tries to do...but it just doesn't work that way. The first level nets the signature neutron gun, which similarly ALMOST works. It, pretty verbosely, manages to codify the neutron pack as a weapon in the ability-write-up...something that would have been more easier to work with if presented as a proper weapon. The pack causes untyped damage, which made me cringe a bit and may misfire on a 1.The wording is mostly functional, but deviated significantly from the standard: "...and had no damage reduction statistic." would be just one of several examples herein. The class also gets +2 to Perception and 2nd level nets 60 ft. blindsight for the purpose of noticing undead/spirits and distinguishing the living dead from the living.

An issue here is that the non-standard wording makes this look like regular blindsight and more opaque than it should be. 3rd level adds + class level to DCs to intimidate the character. 5th level nets SP see invisibility, usable 10 minutes per day, in 1-minute increments. 4th level provides +2 AC. Now here is the BIG issue: Know how you use the neutron pack? By expending level 1spell slots. RAW, this severely limits the blasts you can fire. It's not clear whether this activation only covers one attack, all attacks for one round, etc. Granted, 3rd and 5th level net one free use, respectively, but the lack of spellcasting progression makes the PrC a flavorful, but flawed idea that can only use its one defining feature rarely. Worse, all abilities beyond gaining the gun are not worthwhile, making any levels progressed herein beyond 1st pretty ineffective. Oh, and 4th level makes you immune versus the special attacks of "ectoplasmic" creatures - whatever THAT is supposed to be.

The pdf concludes with the CR 5 loa psychopomp.

Conclusion:

Editing and formatting are very good on a formal level; on a rules-language level, I really wished someone had properly rephrased the majority of crunch. The accumulation of non-standadized wordings is frustrating, to say the least. The pdf sports great symbols in full color for the ushers and has a nice artwork for the loa as well. Layout adheres to a 2-column full-color standard that is pretty printer-friendly.

Blergh. At this point, I'd love to shake Perry Fehr and ask him why he does that to me. You see, I love a lot about this pdf; the ushers are amazing regarding their fluff and the traits are, theme-wise, creative and fun. I just wished this had received either the due care or proper rules-language editing/development. The ghost buster PrC is pretty cool and gets it ALMOST right...which makes this so frustrating for me as a reviewer. If you care primarily about the fluff and don't mind making copious GM-calls, then this can be considered to be as good as 3.5 to 4 stars, while those who want precision in their rules can consider this as bad as 2 to, at best 2.5 stars. In the end, the frustration is what makes me consider this flawed - you see, this pretty much could have been very good, amazing even. As presented, it is at best a mixed bag - which is how I'll rate this: 2.5 stars, rounded up for the purpose of this platform, mainly because it does not deserve the 2-star-slap.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
Psychopomp Ushers of Porphyra
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