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Mythic Minis 68: Feats of Toughness
by Thilo G. [Featured Reviewer] Date Added: 08/28/2015 05:28:22
An Endzeitgeist.com review

All right, you know the deal - 3 pages - 1 page front cover, 1 page SRD, 1 page content, let's go!


-Bludgeoner: No penalty when using melee weapons to deal non-lethal damage. +1/2 tier damage when inflicting nonlethal damage with a bludgeoning weapon. On a crit, expend one mythic power to add the effects of Staggering Critical; at 6th tier, Stunning Critical. Nice one.


-Bolstered Resilience: DR applies to mythic tier attacks When it's increased, it treats DR as DR/epic in addition to the normal requirements to overcome it. Spend mythic power to deal your DR as damage to the weapon that hit you, ignoring DR and hardness equal to your tier.


-Deathless Initiate: When in combat while at -1 hp, you do not take damage for taking move, standard or full-round actions and the bonus to atk and damage increases by 1, +1 for every 10 negative hit points. Pretty weak.


-Deathless Master: Immunity to ability drain, damage, bleed and death effects while in negative HP while also gaining +1 to natural armor, +1 for every 5 negative ht points you have. The AC-bonus stacks with itself. Better!


-Deathless Zealot: Attackers receive 1/2 tier as penalty to crit confirmation rolls against you. If a crit is confirmed against you, spend mythic power to mitigate it to a normal hit. If the foe's CR exceeds twice your mythic tier or if the foe's tier exceeds your own, you need to spend 2 uses of mythic power instead.


-Disposable Weapon: Apply the benefits to all weapons, not just fragile weapons. When confirming a crit, expend mythic power to destroy the weapon and increase the critical multiplier by 1. Not a fan of further multiplier escalation. This should also have an artifact caveat and some other sort of scaling. Not sold that this is powerful? Oh, there are builds with this one...ouch.


-Fortified Armor Training: When negating a crit via Fortified Armor Training, damage the weapon equal to the damage you receive. Unarmed or natural weapons cause the damage to the attacker. Damage dealt this way ignores hardness and DR of non-mythic foes. Nice one!


-Stalwart: Expend 1 use of mythic power as an immediate action to add tier to the DR granted by Stalwart. Pretty weak. On a nomenclature nitpick, this feat refers to " a point of mythic power" when one usually speaks of "one use of mythic power."


-Improved Stalwart: Expend 1 mythic power as an immediate action to gain stalwart's ability to one ally within reach. I assume this refers to the character's reach since no numerical value is given. On a nomenclature nitpick, this feat refers to " a point of mythic power" when one usually speaks of "one use of mythic power."


-Nightmare Fist: Add free demoralize to attacks you execute in magical darkness; provides condition-escalation and panicked characters are flat-footed to you. Does the condition scale up to cowering or not?


-Nightmare Striker: Adds +1 round of paralysis (+1 per 4 tiers) to foes that fail to resist Stunning Fist while subject to your faerie fire. Too circumstantial for my tastes.


-Rebuffing Reduction: When successfully using the defensive bull rush, damage foes equal to the damage that failed to bypass your DR + 2 x tier. Okay one.


-Splintering Weapon: + tier to bleed damage provided; Add tier to DC to staunch the bleeding. Okay.


Conclusion:

Editing and formatting are good, I noticed no glitches on a significant, rules-impeding level. Layout adheres to Legendary Games' 2-column full color standard and the pdf has no bookmarks, but needs none at this length.


Robert Brookes and Jonathan H. Keith deliver a solid array of feats herein -and in quite a few instances, I enjoyed seeing increased defense capacities herein. At the same time, I often felt like the feats did not go far enough - further increased defenses would be feasible in my book, especially seeing how the significant increase in offense Mythic Adventures provides. So yeah, while not bad per se, this pdf does have a few minor hiccups and somewhat disappointed me, due to not going far enough. However, it should be noted that this still is a nice buy. My final verdict will clock in at 3.5 stars, rounded up to 4, though GMs looking for more staying power should instead check out the Mythic Paths-books on dragons and villains.


One more note - the editorial mentions Jason Nelson, Jonathan H. Keith and Jeff Lee as the authors, so in case I got that wrong, I apologize: I went with the author names specified on the cover.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Mythic Minis 68: Feats of Toughness
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Mythic Minis 67: Goblin Feats
by Thilo G. [Featured Reviewer] Date Added: 08/26/2015 06:32:02
An Endzeitgeist.com review

All right, you know the deal - 3 pages - 1 page front cover, 1 page SRD, 1 page content, let's go!


-Burn! Burn! Burn!: +1d4+tier fire damage when attacking with mundane and alchemical fire; also greatly increases saves vs. catching fire AND allowing you to expend mythic power to negate fire resistance or hardness. Nice one!


-Deafening Explosion: Adds deafening effect to your bombs, with splash damage deafening for shorter durations.


-Demoralizing Lash: It you hit a creature that is shaken, increase condition severity to frightened, with shaken following. Also increases the demoralize effect on adversaries witnessing your assault. Nice combo-potential.


-Fire Hand: Makes non-mythic foes always have to check versus catching fire; also allows you to use surge die to increase the DC. Cool!


-Fire Tamer: Increase save bonus to +4 and apply it to all fire effects; Also, at-will spark and mythic-power-based quench. CL = tier.


-Flame Heart: Fire resistance increases to 10; use mythic power for 5 times tier fire resistance without needing to expend an action. Also: "When casting fire spells with the fire descriptor or throwing alchemist bombs that deal fire damage, treat your caster level or alchemist level as though it was." I think something is missing here - I have no idea what this sentence is supposed to mean.


-Focusing Blow: Help allies shake off mind-control; non-hobgoblins need to take at least 10 points of damage and get +1 to the save per 10 points inflicted. Use mythic power to crit your allies and render 1/2 the damage nonlethal, while still treating it as full damage for the purpose of this feat.


-Goblin Gunslinger: Bull rush or trip foes at range via medium-sized firearms, using Dex instead of Str for CMB. On a critical hit, this behaves as Awesome Blow. The maneuver is penalized by -5, with non-mythic targets sporting less pronounced penalties. On the nitpicky side, awesome blow may behave like a maneuver, but it technically is not one, though the pdf's wording implies just that.


-Hobgoblin Discipline: +1/3 tier bonus to the effects of the base feat; double that versus fear-based effects; expend a mythic power to share the benefits with all hobgoblins within 30 ft. increasing the bonus if there are enough hobgoblins around. Okay one.


-Tangle Feet: Uses of +1/2 mythic tier versus larger creatures per round; when only using it against one target, increase the Acrobatics DC by tier, by 1/2 tier when affecting multiple creatures. Interesting one!


-Taskmaster: Use it as swift or move action, with cap being creatures not exceeding your HD and tier. If used as a standard action, +2 atk, damage and Will saves vs. mind-influencing effects. Use mythic power to negate the AC-penalty and skill-penalty or retain the penalty and extend the effects to tier round.


There also is a feat on the SRD-page:


-Terrorizing Display: Use Dazzling Display as a standard action; as a move at -5; as a swift action at -10. Allies within 30 ft get +2 atk, damage and Will saves vs. mind-influencing effects; allies between 30 and 60 ft away get +1; affected allies get -2 to AC and skill checks; Use mythic power to negate the penalty or extend the duration.


Conclusion:

Editing and formatting are good, though there are some glitches here. Layout adheres to Legendary Games' 2-column full color standard and the pdf has no bookmarks, but needs none at this length.


Jason Nelson and Robert Brookes deliver an interesting array of (Hob-)Goblin-themed feats herein and more often than not, the rules-decisions made feel concise and sensible, providing more than just a boring mechanical escalation. That being said, though I do enjoy this pdf, it also has minor wording hiccups and some of the feats herein feel like they are a tad bit less awesome than others. In the end, I will settle on a final verdict of 4 stars.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Mythic Minis 67: Goblin Feats
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Mythic Minis 66: Sorcerer Feats
by Thilo G. [Featured Reviewer] Date Added: 08/25/2015 03:00:11
An Endzeitgeist.com review

All right, you know the deal - 3 pages - 1 page front cover, 1 page SRD, 1 page content, let's go!


-Create Sanguine Elixir: You do not lose access to a bloodline power when making a sanguine elixir whose minimum level is less than tier; less than 2 x tier when expending mythic power. Imbibers may also delay the onset of the elixir's effects by tier rounds; the drinker's effective level would be your sorceror level or HD + 1/2 tier, whichever is lower. Damn cool one!


-Destructive Dispel: +1/2 tier to DC versus the stun; non-mythic creatures extend the stun/sickened duration to 1/2 tier rounds. When using an area dispel, expend mythic power stagger and sicken targets until your next turn, with fort to negate for mythic creatures, partially negates for non-mythic foes. Nice!


-Dispel Synergy: Penalty of the opponent extends to all spells, not just your own, for 1/2 mythic tier rounds.


-Evolved Familiar: Adds either 2 1-point or a 2-point evolution. Solid, though I think the evolved familiars should lose the evolutions upon leaving your service.


-Extra Cantrips or Orisons: Add +1 cantrip or orison each tier; alternatively add a mythic version of a cantrip or orison you know.


-Improved Eldritch Heritage: +1 bloodline bonus feat (or mythic variant); also, you're treated as having full character level for the purpose of 3rd and 9th level bloodline abilities.


-Greater Eldritch Heritage: Gain bloodline powers at your full level and use full level to determine effects.


-Spell Specialization: Add the communal, greater, lesser, mass versions of the spell or even alternate versions designated by Roman numerals to your list of spells known. Adding metamagic to the specialized spell does not increase the casting duration. Use mythic power to cast the mythic or mythic augmented versions of the spell, at tier-2 for the purpose of qualifying for augments. Mechanically interesting tie-in with the tier.



-Greater Spell Specialization: Cast spontaneously the communal, greater, lesser, mass versions of the spell or even alternate versions designated by Roman numerals. Adding metamagic to the specialized spell does not increase the casting duration. Mythic Spell Focus allows you to change your specialized spell to one of the same school via a long meditation and the expenditure of mythic power. Damn cool - this not only makes the concept viable, but it also makes the character more flexible.


-Sorcerous Bloodstrike: +1/2 mythic tier uses per day; also activate it whenever you reduce a creature to 0 or less HP with a spell/spell-like/supernatural abilities. Additionally, 1/day, regain 1 mythic power when defeating a mythic foe via a spell, but only if the target's tier is at least 1/2 yours.


-Sorcerous Strike: Add a mythic power-powered effect as a free action when delivering bloodline powers through an unarmed strike. The ability may only have a swift action or less to activate.


Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to Legendary Games' 2-column full color standard and the pdf has no bookmarks, but needs none at this length.


Jason Nelson, Jonathan H. Keith, Robert Brookes - gentlemen, this one is fine indeed: With several new tricks and combos facilitated by these feats and several interesting mechanical design-decisions, this is a great example for what the series can do with feats. My final verdict will hence clock in at 5 stars + seal of approval.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Mythic Minis 66: Sorcerer Feats
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Mythic Minis 65: Planetouched Feats III
by Thilo G. [Featured Reviewer] Date Added: 08/24/2015 03:14:49
An Endzeitgeist.com review

All right, you know the deal - 3 pages - 1 page front cover, 1 page SRD, 1 page content, let's go!


-Angel Wings: Your wings radiate light and you increase you fly speed by +10 ft. per 3 tiers. Spend one mythic power to increase maneuverability to good for mythic tier minutes.


-Angelic Blood: save-bonus vs. evil increases to +4; said bonus also applies to check to remove/dispel such effects. When an undead or creature with the evil subtype deals bleed or blood drain to you, you may as an immediate action attack the target with a touch attack, your blood acting as holy water.


-Angelic Flesh: Brazen Flesh nets fire resistance 10, +5 per 5 mythic tiers and double surge-effectiveness when saving vs. fire; Golden Flesh nets a saving throw bonus increased to +4; Increase CL of light/illusion (pattern) spells by 1/2 surge die result; Silver Flesh also increases the bonus and adds 1/2 surge die when attacking creatures with DR/silver with unarmed strikes or natural weapons for iterative attacks; Steel Flesh increases AC-bonus to +2 and has a similar effect like silver flesh, but for creatures with DR/cold iron. Very interesting one!


-Celestial Servant: Companion, mount, etc. treats natural weapons as good and does not apply its SR versus your own tricks, but increases it by 1/2 tier versus evil descriptor spells7effects or those originating from fiends, half-fiends, etc. Aligned attacks are very strong, so not sold on this per se.


-Channel Force: +2 to CMB made to push/pull; expend mythic power to increase the distance by 5 ft. per 1d6 of the channel; also still move the target on a made save. I LOVE this one -cool rules-tie-ins and interesting options!


-Improved Channel Force: Further +2 and use mythic power to increase DC and length of the effect generated, with different shapes for lines and cones.


-Greater Channel Force: Further +2 to CMB and choose which targets to push and which to pull; also adds stagger effect for mythic power or modify your burst's size. Interesting!


-Heavenly Radiance: Use mythic power to use the mythic or augmented versions of aasimar racial spell abilities.


-Metallic Wings: Deal damage as a creature of +1 size with your wings and treat them as either cold iron or silver. Spend 1 mythic power to use them as primary natural weapons. Cool!


Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to Legendary Games' 2-column full color standard and the pdf has no bookmarks, but needs none at this length.


Jeff Lee and Jonathan H. Keith deliver an intriguing array of aasimar-themed mythic feats for the champions of the heavens, with concepts herein being on the high-end. With several unique options, this can be considered one of the more interesting mythic minis, though I'm not sold on Celestial Servant's effects being a good idea regarding the inclusion of it in a given game. However, at the same time, the powerful Force Channel-tree is mechanically fun and plays just as well, offsetting this minor complaint - so in the end, my final verdict will clock in at 5 stars.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Mythic Minis 65: Planetouched Feats III
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Mythic Minis 64: Divine Feats
by Thilo G. [Featured Reviewer] Date Added: 08/24/2015 03:12:05
An Endzeitgeist.com review

All right, you know the deal - 3 pages - 1 page front cover, 1 page SRD, 1 page content, let's go!


-Abundant Revelations: + 1/2 mythic tier uses of chosen revelation; You change the revelation to which this applies by spending 1 mythic power upon meditating to refresh your spellcasting ability.


-Channeled Revival: Adds healing for allies in range of the effect as if you had expended channel energy for this purpose. The target of the channeled revival does not receive this healing. Expend one use of mythic power and mythic breath of life the target. If you can cast breath of life, you can expend mythic power or an equal number of channel energy uses to cast the mythic or augmented versions of the spell. I'm not sure I'm reading this correctly - how much mythic power? One? Regular (1 or 2 at 9th tier)?


-Channeling Scourge: +tier to cleric levels for determining channel energy damage dice and DC. Spend 1 mythic power to extend the effect by 5 ft., +5 ft per mythic tiers. I consider this one to be too strong; the damage-escalation feels excessive.


-Contingent Channeling: If a target imbued is reduced to 0 HP, the character triggers a 30-ft burst of positive healing energy, while ALSO damaging undead. Has synergy with Selective Channeling. I think this effect should cost mythic power - this is essentially a powerful contingency healing with area effect.


-Create Reliquary Arms and Shields: Your creation can serve any creature serving your religion/deity. Mythic creatures wielding it can spend mythic power to consecrate/desecrate as an SP, centered on the item. When crafting the item, you can also imbue mythic divine spells equal to your tier in the object by expending mythic power. Once completed, mythic divine spellcasters following your patron deity may spend mythic power to cast these spells. You may change the imbued spells. I really like this one, even though, personally, I'd prevent some spells from being included in items like this!


-Crusader's Fist: Spend 1 mythic power to have Crusader's Fist's bonus damage also multiply on a crit. Numerical escalation, and for crits to boot. Not a fan.


-Double Bane: For mythic tier rounds per day, apply bane to two weapons while only expending 1 round of bane. If you hit the same creature with both bane weapons in a round, you may expend mythic power to make the second attack a critical threat. Nasty, cool and mechanically interesting. Like it.


-Extra Bane: Spend mythic power to extend the bane duration by 1/2 tier. these rounds do not count against your maximum, but end immediately upon changing the bane effect. Awesome!


-Instant Judgment: Spend 1 mythic power to pronounce a judgment or change an active one as a free action.


-Menacing Bane: Weapon is considered BOTH menacing and bane; synergy with Double Bane. Nice.


-Merciful Bane: When using non-lethal damage via bane, you increase the critical multiplier by 1/2 your tier. I really like nonlethal...wait. WHAT? + 1/2 TIER? I can break x10 crit damage with this. Not gonna happen in my game.


The SRD page has even more material:


-Planar Wild Shape: Spend +2 wild shape uses and 2 mythic power to wild-shape into half-fiend or half-celestial animal forms. Nice.


-Righteous Healing: Maximizes all your cure spells while a judgment is in effect. This is pretty powerful - imho a tad bit too powerful.


-Shapeshifting Hunter: Whenever you reduce a favored enemy (with minimum HD equal to yours -4) to -1 hit points or less, you regain one use of wild shape. While it has a means of preventing being kitten'd at higher levels, I'd still have preferred an absolute cap based on mythic tier, with mythic power as a means to increase the cap/daily uses beyond tier uses to prevent a limited resource being unlimited. Some always tries to cheese options like this.


-Shared Judgment: +1 ally can share in the judgment per tier you have. OUCH!


-Spell Bane: Use mythic power to force two saves with your Spell bane, targets taking the worse result.


Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to Legendary Games' 2-column full color standard and the pdf has no bookmarks, but needs none at this length.


Jason Nelson, Jonathan H. Keith and Robert Brookes' divine feats have been a mixed bag for me - I am wary of the balance implications of quite a few of these feats, with several breaking even the increased power-levels of mythic gameplay. At the same time, some of the options herein are pretty creative and honestly, a capable GM can enforce additional restrictions on some of the less refined feats herein. While one of the more problematic mythic feat-collections out there, this is not bad per se and thus, my final verdict will clock in at 2.5 stars, rounded up to 3 for the purpose of this platform.


Endzeitgeist out.

Rating:
[3 of 5 Stars!]
Mythic Minis 64: Divine Feats
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Mythic Minis 63: Planetouched Feats II
by Thilo G. [Featured Reviewer] Date Added: 08/20/2015 03:17:20
An Endzeitgeist.com review

All right, you know the deal - 3 pages - 1 page front cover, 1 page SRD, 1 page content, let's go!



-Airy Step: +4 to saves versus air/electricity spells and effects; ignore the first 30 ft. of falling;Spend 1 mythic power as an immediate action for 1 round of air walk.



-Aquatic Ancestry: +20 ft. swim speed; double darkvision range while underwater. If you have deepsight, instead increase darkvision by +60 ft. Spend 1 mythic power to double your swim speed for one round.



-Cloud Gazer: See through fog, mist and clouds sans penalty. Spend 1 mythic power as a standard action to grant non-mythic Cloud Gazer to an adjacent ally for mythic tier rounds; spend 2 mythic power to grant it to all adjacent allies. Cool one!



-Hydraulic Maneuver: +1/2 tier to CMB with hydraulic push. Spend one mythic power to detract Dex and dodge bonuses from your target's CMD.



-Inner Breath: +2 to saves vs. inhaled poisons. Spend 1 mythic power as a full-round action that provokes AoO to end all effects of poisons, clouds, etc. affecting you or an adjacent ally. If within the area of such an effect, instead you can disperse 10-ft. cube of such an area per 2 mythic tiers you have, minimum 1. I do like this one, though I wished it would specify whether damage-dealing clouds etc. like volcanic bursts qualified.



-Steam Caster: Don't increase casting time and use it in conjunction with SPs and SUs. The resulting obscuring mist lasts for 1 round, + tier rounds for mythic power. When expending mythic power, your steam also deals spell level fire damage to all creatures entering or beginning their turn in the area, save vs. the spell's DC (or as though it had a DC) negates.



-Triton Portal: Use hydraulic push to cast lesser planar ally or dimension door, but you can only do so while immersed in water; the destination must also be submerged; At 6th tier, spend 2 mythic power to instead shadow walk, but instead use the elemental plane of water, requiring the ability to breathe water while transitioning. +1 use per day powered by mythic power. Generally solid, though in some campaigns, significant differences between plane of water and material plane may be problematic; unlike the plane of shadow, it is not generally considered to resemble the prime material plane. A minor nitpick, but something GMs should be aware of.



-Water Skinned: Extinguish 5 ft of fire as a swift or move action. Extinguish a 5-ft cube as a standard action; a 10 ft-cube or a 4-ft-cube of magical fire for mythic power, as a dispel based on level + tier. Interesting



-Wings of Air: +10 ft fly speed; +10 ft more per tier. If you are affected by an air/electricity effect, spend mythic power to temporarily gain SR 15 + tier versus such effects. Okay.



Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to Legendary Games' 2-column full color standard and the pdf has no bookmarks, but needs none at this length.



Jeff Lee and Jonathan H. Keith deliver a solid array of mythic feats, with some being pretty unique - more so than I expected them to be. While there are some minor quibbles I could field and some fringe-cases wherein a slightly increased precision would have helped, all in all, this is a cool, solid array of options that actually extends the options available rather than just going for numerical escalation, thus being well worth of a final verdict of 4.5 stars, rounded up to 5.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Mythic Minis 63: Planetouched Feats II
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Mythic Minis 60: Legendary Item Abilities
by Thilo G. [Featured Reviewer] Date Added: 08/19/2015 04:33:12
An Endzeitgeist.com review

All right, you know the deal - 3 pages - 1 page front cover, 1 page SRD, 1 page content, let's go!



-Inestimable Beauty: The item gains impervious (enhancement bonus equal to 1/2 tier) and allows you to use distraction or fascinate as a bardic performance (level = tier), at skill ranks equal to 2 times the tier. Expend legendary power to enthrall or hypnotic pattern at CL = HD+tier; two uses instead provide the mythic versions of the spells. Nice one!



-Mighty Servant: Transform the weapon as a standard action into a small construct, medium construct (one use of legendary power) or large construct (2 uses) that acts as an animated object that is considered mythic and can overcome DR/epic, with build points equal to half your tier, full tier if you expend mythic power, double tier for 2 mythic power. The item must be a minor or major artifact. AWESOME.



-Resonant Regalia: If you're at least 3rd tier, you may split this item's power with another bonding both and granting both this quality. You also select a resonant power, an additional legendary ability that only works when both are used in conjunction. Wielders may utilize legendary power and mythic power to utilize mythic versions of e.g. spells granted and are treated as one item for the purpose of legendary power, though they increase the uses by one if used together. If separated, the uses are split between the items evenly. While wielding both, you increase surge die size and at 6th tier, you may add a 3rd item, further increasing the benefits and allowing for do-it-yourself regalia construction - GLORIOUS!



-Soul Drinker: Always adds death knell to attacks that reduce a creature to 0 hp, but you gain teh effects thankfully only on a kitten-proof basis. When slaying a creature with it, you may rest eternal it, as the creature's soul is drawn into the weapon, with only the broken condition suppressing the effect. For each day thus bound, the soul receives a negative level until it is completely devoured, making resurrection impossible by all but the most powerful of magics.



-Soul Safe: Makes your weapon essentially a phylactery that respawns your body in 30 ft. Also allows for the use of legendary power to negate energy drain or death effects, with scaling costs. Nice!



Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to Legendary Games' 2-column full color standard and the pdf has no bookmarks, but needs none at this length.



Jason Nelson delivers in this pdf - with an array of all killer, no filler awesome item qualities that resonate with the glorious concepts and traditions of our game, this pdf can be seen as a great nod towards some of the most iconic item concepts, making them perfectly usable via mythic rules sans breaking the game - an effort worth easy 5 stars + seal of approval.



Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Mythic Minis 60: Legendary Item Abilities
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Mythic Minis 62: Feats of the Sharpshooter
by Thilo G. [Featured Reviewer] Date Added: 08/19/2015 04:32:16
An Endzeitgeist.com review

All right, you know the deal - 3 pages - 1 page front cover, 1 page SRD, 1 page content, let's go!



-Arc Slinger: Reduces range penalties with sling or sling staff by tier; Point Blank Shot bonuses extend to 50 ft. (80 ft. for sling staff); +5 ft. per tier. No penalty to atk or damage when using non-sling-bullet ammunition as long as size fits. 1 use of mythic power = +1/2 tier to damage for tier rounds.



-Casterbane Shot: Penalize concentration of targets hit by 1/2 tier for one round. Further increase concentration difficulty when readying an action or Snap Shooting casters, with mythic power expenditure to further increase the DC-increase.



-Charging Hurler: +1/2 tier to atk with ranged charge attacks; exchange the atk-bonus for a damage boost in a 1 for 2-ratio. Mythic power negates the penalty to AC and increases the size of the projectile by 2 sizes.



-Improved Charging Hurler: When the target is within 30 ft., add tier to damage. If you hit, expend mythic power to bull rush the target, with +5 per 10 points of damage you dealt. Love it!



-Clustered Shots: When shooting at the same target as a full-round action (or via another ability that allows you to execute multiple shots versus the target), add damage equal to the number attacks that hit the target. Additionally, you treat all as one type of attack for the purpose of overcoming DR or death from massive damage (if you're playing with the latter in mythic, you're more masochistic than I am...). Also gain +2 to atk versus an opponent you've hit in a given round. Urgh. The bonus itself is not that bad - the DR-overcoming is nasty, though. Why? Shuriken. OUCH.



-Impact Critical Shot: Adds stagger to the effects of the maneuvers of the base feat.



-Opening Volley: Render foes flat-footed to your melee attacks that you hit with a ranged weapon. This is extremely strong for the right build. Not gonna happen in my game.



-Prone Shooter: While under the benefits of the feat, 1/round negate an attack by moving 5 feet. Per se cool - but is this a 5-foot-"crawl"? Does the movement provoke AoOs? I think it doesn't but if it does and an enemy keeps you fixed, does the attack you sought to avoid still hit? No idea. Needs clarification.



-Prone Slinger: Creatures are flat-footed to the first ranged attack you make each round. Not gonna happen in my game. Imho broken.



-Redirected Shot: Use the feat after the results of your ally's attack have been made known. Additionally, if cover from you and your ally to the target differs, use the lower of the two. Nice one!



There is more on the SRD-page:

-Slayer's Knack: Increase critical multiplier from up to x6. Numerical escalation of multipliers. Just what mythic gameplay needs. */sarcasm*



-Sling Flail: Add ranged attack as an immediate action to your melee attack executed with a sling. This attack does not provoke an AoO from the target.



Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to Legendary Games' 2-column full color standard and the pdf has no bookmarks, but needs none at this length.



Jonathan H. Keith, Jason Nelson and Robert Brookes have crafted a diverse array of sharpshooting feats and some indeed are diverse and utterly intriguing in their tactical options. Alas, if ranged combat did not need one thing, much less so in mythic gameplay, then that would be even more damage output -which some of these feats frankly provide. The easy access to guaranteed flat-footed conditions, even when applied to otherwise not so-great base feats also overshoot their goal by quite a bit and end up being just exceedingly nasty. In the end, I considered this mythic mini a mixed bag and thus will settle on a final verdict of 3 stars.

Endzeitgeist out.

Rating:
[3 of 5 Stars!]
Mythic Minis 62: Feats of the Sharpshooter
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Mythic Minis 61: Planetouched Feats I
by Thilo G. [Featured Reviewer] Date Added: 08/18/2015 02:35:33
An Endzeitgeist.com review

All right, you know the deal - 3 pages - 1 page front cover, 1 page SRD, 1 page content, let's go!



-Blazing Aura: When using Scorching Weapons, generate an aura that deals 2d6 fire damage to adjacent foes. Foes striking you in melee have their weapons take 2d6 fire damage that ignores hardness. Unarmed foes risk catching fire on a failed save.



-Blistering Feint: +4 to feinting when wielding weapons that deal fire damage. Add fire damage + tier damage to foes feinted and have it risk catching fire. Foes that start burning can be targeted as an immediate action at your highest BAB. Interesting option and nice imagery!



-Dwarf-Blooded: +2 to saves vs. poison, spells and spell-like abilities, +4 to CMD vs. Bull Rush and Trip while on the ground. Okay, I guess.



-Echoes of Stone: +6 to Performance while udnerground and to Survival to avoid becoming lost there. Also, gain tremorsense 10 ft. as long as you don't move Also: One mythic power for stone tell as a spell, with your character level being the caster level. that should probably be an SP and movement needs to be defined - after moving, for example, one stands still. Tremorsense? Yes or no? I assume, this requires a round of no movement, but not sure.



-Elemental jaunt: Share planar adjustment as its mass variant when you plane shift. Cool!



-Firesight: See invisible creatures within 10 ft. of a flame. Cool!



-Inner Flame: Bonus to saves vs. fire and light descriptor'd spells and effects increases to +6. Also adds scorching weapon damage to grapples and makes you potentially ignite foes.



-Murmurs of Earth: Gain your tremorsense as a swift action. Use mythic power to expend its range to 30 ft and increase the duration by +1 round per 3 tiers you have - no minimum, btw..



-Oread Burrower: Gain full burrow speed through sand, gravel, etc. Use mythic power to make a tunnel, which collapses behind you after 1 round per tier. Alternatively, when expending mythic power, burrow at 1/3 your speed and make a tunnel last. Nice, but I wished the tunnel's collapse referred to the collapse/buried alive rules. I also wished this allowed for control of when temporary tunnels collapse - as provided, higher tiers may make hunting down the burrower easier.



-Oread Earth Glider: Earth glide at base speed + 5 ft per every two tiers, min + 5 ft. Burrow through stone at your base speed.



-Scorching Weapons: Bonus to saves vs. light/fire spells and effects increases to +4; weapons remain heated for mythic tier rounds; Also, spend one mythic power to temporarily grant the flaming weapon ability for 1/2 mythic tier rounds.



-Stony Step: Move through +5 ft. of stone/earth-based difficult terrain per round as though it were normal terrain. Use mythic power to execute a charge and ignore all such terrain between you and your target and charge through creatures of the earth subtype. Also grants +2 to atk and +1/2 tier in damage to charges if you and the target are touching earth or stone. Solid one!



Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to Legendary Games' 2-column full color standard and the pdf has no bookmarks, but needs none at this length.



Jeff Lee and Jonathan H. Keith deliver an array of interesting Planetouched Feats that provide interesting extensions of the concepts of the base feats, often allowing for additional, cool tricks not available for the base feats. While not always perfect, the feats generally are a cool selection and thus, my final verdict will clock in at 4.5 stars, rounded up to 5 for the purpose of this platform.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Mythic Minis 61: Planetouched Feats I
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Mythic Minis 59: Feats of Brutality
by Thilo G. [Featured Reviewer] Date Added: 08/14/2015 04:52:59
An Endzeitgeist.com review

All right, you know the deal - 3 pages - 1 page front cover, 1 page SRD, 1 page content, let's go!



-Cleaving Finish: Adds second attack at -5 to the cleaving finish. Essentially an escalation.



-Improved Cleaving Finish: Adds a third attack to Cleaving Finish at -10.



-Close-Quarters Thrower: When you hit a foe with a thrown weapon while threatened, make a melee attack at a foe at your highest atk as a swift action. Solid for ninjas etc.



-Deadly Finish: When killing a target in melee or with ranged weapons, use clean blade path ability as a free action versus either a single foe within 30 ft. or all targets adjacent to the killed creature. Mythic power makes returning the creature from the dead more difficult. Damn cool idea of combining the path ability with the feat!



-Death or Glory: Automatically makes your attack used with this feat a threat if it hits. If the target is a mythic creature, its attack also automatically is a critical threat. If your target expends one mythic power, it can still make this retaliatory attack even if you kill or incapacitate it or if does not have an immediate action available. Per se cool, but what if the attack would be a critical threat anyways? As written, there's no benefit, which is a kind of lost opportunity. It should be noted that this is a nitpick.



-Devastating Strike: Add damage to creatures adjacent to the target of your vital strikes, with fort to negate. On a nitpicky side, I would have preferred the mythic feat to spell out that the damage is bonus weapon damage, but that is a nitpick in a feat with AWESOME imagery. Love it!



-Improved Devastating Strike: Forego bonus damage in favor of 2 points of attribute damage to a physical attribute of your choice, with a fort-save to negate/halve, depending on whether the target is mythic or not. Cool: The Vital Strike feat-tree increases the damage caused. Nice synergy!



-Furious Finish: No longer be fatigued when using the feat to end your rage. Okay.



-Hammer the Gap: Knock back foes 5 foot for each successful, consecutive attack in a full attack. Non-mythic foes can also be knocked prone. I'm not a fan of the inability to resist the knock back, but I get why it works this way.



-Impaling Critical: When removing your weapon, foes take damage equal to the weapon's base damage dice for mythic tier rounds. per se cool, but is that rolled or is it 1 point per die?



-Improved Impaling Critical: Add combat maneuver when criting a foe to immobilize the target - simple concept, hard to execute with rules and the rules-text gets it right -kudos!



-Raging Brutality: Double bonus damage on a critical hit. Use one mythic power when you activate Power Attack to double the damage bonus of Raging Brutality.



There are 3 more feats on the SRD-page:



-Raging Deathblow: +1/2 tier extra rounds of rage from Raging Deathblow. Extra rounds are lost upon renewing rage rounds. Solid.



-Raging Hurler: Add trip to hits with ranged thrown two-handed weapons. Not a fan of this. Hurlers already are nasty builds, even nastier with mythic tricks. Then again: Breadth over depth - so yeah, like it.



-Raging Throw: Bull rush opponents subject to Raging Throw, potentially causing damage and making chain reactions of foes bull rushed. I have the same minor basic issue here, though the imagery, again, is cool.



Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to Legendary Games' 2-column full color standard and the pdf has no bookmarks, but needs none at this length.



Robert Brookes and Jason Nelson deliver a solid array of mythic feats that feel visceral and deadly. While I am not a fan of the damage-escalation behind some feats, I very much enjoy the general design paradigm of adding versatility via these feats as opposed to just escalating damage/effects. From a design-perspective, I usually am not a fan of blending feats and path abilities, but here, the idea works rather well and organically. Ultimately, this is a good collection of mythic feats - well worth a final verdict of 4.5 stars, rounded down to 4 only because some feats herein felt a bit less awesome than others and sport some very minor ambiguities. However, since I *really* love some of the feats herein, I still award this my seal of approval.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Mythic Minis 59: Feats of Brutality
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Mythic Minis 58: Mythic Slotless Items
by Thilo G. [Featured Reviewer] Date Added: 08/13/2015 02:55:39
All right, you know the deal - 3 pages - 1 page front cover, 1 page SRD, 1 page content, let's go!



-Book of the Banned: These books can create secret pages 1/day; furthermore, mythic wizards may inscribe spells of their opposition school on said pages by expending 1 mythic power per level level, 1 for cantrips. Thereafter, the wizard can prepare the spell as though it didn't belong to the opposition school. Solid!



-Bullroarer's Bugle: Horn of pursuit with dual bless/bane effect. Halflings get higher bonuses and the user may opt to penalize only one type of humanoid, who then receives a more significant drawback. the formatting glitch that shows a strike-through box instead of a minus-sign is here, but that's a cosmetic glitch. In the hands of a mythic character, longstrider or, for halflings, expeditious retreat is applied as well. The sounder of the horn may also expend mythic power to instead bestow the mythic versions of horn of pursuit/bless/bane or power additional uses per day via mythic power. Per se pretty cool, but can the narrowing of the bane effect to one humanoid and the subsequent penalty increase also be applied to the mythic version of the bane-effect? I'm honestly not clear on the interaction of abilities within the horn's text, so clarification would help here.



-Midnight Beacon: An intelligent item with full proper senses that may cast detect undead, desecrate and animate dead while also granting death ward to the wielder. The lantern may also generate darkness in conical spreads, deeper darkness for mythic users. In the hands of a mythic wielder, the lantern can emit a pulse that draws undead nearer and puts them under the user's command. Nasty!



-Orb of the Seventh Star: Dancing Lights, detect magic, + detect thoughts, though the latter only 1/day for arcane casters. Also, shoot up to seven sparkling stars, like magic missiles, either on their own or in conjunction with other magic missiles, in which case the action economy for adding additional missiles is more favorable. Mythic arcane casters may tap into the stars of the orb to prepare additional spell levels/spell slots, none of which may exceed 3rd level, though this uses the same resource as the missiles. Mythic upgrade is also possible. Now I like this item pretty much, but shouldn't the max level of the spell level/ slot level scale up to 3 instead of being capped there? Not a bad glitch, mind you, but one where I can construct a cornercase that could be deemed slightly problematic - though admittedly, said case would hinge on gross violations of WBL-suggestions.



Conclusion:

Editing and formatting are very good, I noticed no significant glitches apart from the hiccup mentioned. Layout adheres to Legendary Games' 2-column full color standard and the pdf has no bookmarks, but needs none at this length.



Jason Nelson's slotless items provide his trademark blending of high-concept style and complex mechanics and generally, this pdf's items breathe this sense of the magical I like. However, at the same time, they do feel, at least partially, a bit heavy on the number-modification side and ultimately, slightly less awesome than some of the glorious pieces he has crafted in the past. To me, this is pretty much a good pdf - certainly not bad, but also not mindblowing. My final verdict will clock in at 4 stars.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Mythic Minis 58: Mythic Slotless Items
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Mythic Minis 57: Teamwork Feats
by Thilo G. [Featured Reviewer] Date Added: 08/13/2015 02:53:33
An Endzeitgeist.com review

All right, you know the deal - 3 pages - 1 page front cover, 1 page SRD, 1 page content, let's go!



-Back to Back: Numerical escalation plus enemies provoke AoOs when flanking you when you're with an ally who has this feat.



-Improved Back to Back: Better AC-bonus for each ally with the feat for 1 mythic power. Pretty weak, imho, despite its stacking potential.



-Cavalry Formation: Allows for overlap of squares of others for both rider and mount when charging. Also nets you a bonus when attacking a creature that was subjected to the charge of an ally with this feat. nice.



-Combat Medic: No AoO when using Heal while threatened, even if the aided creature does hnot have the feat. Also, use mythic power for more daily uses of treat deadly wounds. If the target also has the feat, you can treat them faster and at increased efficiency. Nice!



-Coordinated Charge: Charge with allies as an immediate action and move through ally squares and difficult terrain while doing so. For one mythic power, charge a foe who is twice your movement rate away from you.



-Enfilading Fire: +1/2 mythic tier to ranged attacks granted by Enfilading Fire. On a crit, expend mythic power for bonus damage based not only on your tier, but also that of your allies. Mechanically interesting one!



-Escape Route: Receive scaling AC bonuses when escaping through spaces or threatened areas of allies, with rank/tier as a cap. Alternatively, forfeit that bonus for better Acrobatics or overrun checks. Great - this increases the breadth of options significantly. Two thumbs up!



-Feint Partner: Extends flat-footed duration for one round, during which feinting is only a swift action.



-Improved Feint Partner: Provides AoOs as feint follow-ups, with damage bonus based on tier and static critical threat range that is easier to confirm.



-Seize the Moment: +tier damage, +1 threat range for the AoO, also better crit-confirming. A bit more overlap with improved feint partner than I would have liked, though it's more general.



-Shake it Off: Bonus applies even if ally does not have this teamwork feat. Each ally with the feat provides a scaling bonus, which has a flexible cap based on 5 + tier. Nice.



On the SRD-page, there are 3 more feats:



-Tandem Trip: +1/2 tier to CMB to trip when tandem tripping; If the creature provokes an AoO from you, you geta bonus.



-Target of Opportunity: +1/2 tier to atk and damage. Bland.



-Team Pickpocketing: When you could Team Pickpocket, spend mythic power to Sleight of Hand and pickpocket EVERY CREATURE IN REACH. This is awesome! Simple, humble, cool.



Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to Legendary Games' 2-column full color standard and the pdf has no bookmarks, but needs none at this length.



Robert Brookes and Jonathan H. Keith deliver an interesting mythic mini here - one that oscillates between truly interesting and awesome and somewhat bland. Mind you, there is nothing bad in this little pdf, though some options arguably are weaker than others. On a design-aesthetic perspective, several feats utilize very interesting and mechanically feasible cap-mechanics and, moreover, there are some in here that are stars - they expand options in breadth and add much needed flexibility to some options herein. So yes, overall, his is a good file, bordering on the very good, but short of true brilliance with some feats herein that fall on the filler side. Hence, my final verdict will clock in at 4.5 stars, rounded down to 4 for the purpose of this platform.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Mythic Minis 57: Teamwork Feats
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Mythic Minis 56: Mythic Jewels
by Thilo G. [Featured Reviewer] Date Added: 08/11/2015 03:18:23
An Endzeitgeist.com

All right, you know the deal - 3 pages - 1 page front cover, 1 page SRD, 1 page content, let's go!



-Crown of Iron Sorcery: Provides decreased arcane spell failure chance when wearing metal armor and also provides DR depending on your armor and shield. Also provides synergy effects with certain special weapon abilities and the Arcane Strike feat and very minor spell storing, with mythic wearers receiving additional benefits. All awesome!



-Diamond of Everwinter: Not only sustains you in the cold and makes you less susceptible to the elements, these diamonds can absorb cold and fire damage at the risk of breaking and the endure effect can be extended to allies. For mythic wearers, this one goes all out - not only does it provide access to the Rime Spell feat, it also allows for teleportation between spaces close to massive glaciers et al. Oh, and it gets bonus abilities when in the possession of a mythic character gaining a tier. While I would have preferred a minimum time-frame of attuning for the latter options to avoid abuse, I still adore this item.



-Force Shield Pin: Not only does this act like the bigger brother of the shield broach, it can also absorb unlimited magic missiles, cast (mythic) shield and extend the benefits to an emanation - it can also be recharged via mythic surges. Damn cool and useful!



Conclusion:

Editing and formatting are very good, I noticed no significant glitches apart from something on the line of "sn.owy terrain" - which is kind of hilarious in my mind. Layout adheres to Legendary Games' 2-column full color standard and the pdf has no bookmarks, but needs none at this length.



3 items, all killer, no filler - and while I'm not 100% happy with the diamond's ability-gain and the lack of an attunement period for its condition, I still found myself adoring these items - a great collection and well worth of a final verdict of 5 stars.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Mythic Minis 56: Mythic Jewels
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Mythic Minis 55: Performance Feats
by Thilo G. [Featured Reviewer] Date Added: 08/08/2015 09:12:34
An Endzeitgeist.com review

All right, you know the deal - 3 pages - 1 page front cover, 1 page SRD, 1 page content, let's go!



-Dramatic Display: Numerical escalation plus mythic power expenditure for nat 20'd maneuver checks in the round after the display. I don't like nat 20-granting abilities particularly for a reason and this falls into the category - the secondary benefit is arguably better than some primary benefits for combat maneuver enhancement as it also provides a +4 bonus in addition. This one is pretty broken in my book.



-Whip Mastery: Numerical escalation, but also mythic power expenditure for a follow-up attack versus a foe just tripped or disarmed.



-Improved Whip Mastery: Threaten the area of your reach. Also: Move unattended objects with the whip and move medium and smaller foes you tripped. Cool!



-Greater Whip Mastery: Grappling of adjacent foes via whip, option to tie them up and also Chokehold them. Nice!



-Hero's Display: Present Weapon Focus'd weapon for AoE demoralize, with subsequent attacks with the weapon further extending the duration of the effect. Okay, I guess.



-Masterful Display: Select 2 mythic performance or 3 regular performance feats; when making the performance combat check, you gain access to them, but only a +2 to the combat performance check.



-Mocking Dance: Move 5 ft. sans AoO or full movement with AoO, but you can't end the movement in a square that threatens an enemy; Adds bonus to combat performance and allows for AoE demoralize and it makes it possible for Diplomacy or Intimidate to be used to Antagonize instead. I wished this feat had a more precise wording than its non-mythic base, which failed to specify whether the 5-foot movement counted as a 5-foot-step or not. On a design-aesthetic position, I also would have included Antagonize among the prereqs. Finally, while this is a nitpick, I'm not 100% clear whether the skill-substitution for Antagonize only works in conjunction with Mocking Dance, but I assume no.



-Murderer's Circle: Numerical escalation for the granted movement by critical hits and maneuvers, with mythic power allowing for a follow up attack at bonus - nasty, but cool!



-Performance Weapon Mastery: Numerical escalation of the base feat. Okay.



-Performing Combatant: Makes all your performance feats available (instead of just one) at DC 20 and spend mythic power to make it count as natural 20. Much like in the base feat, I wished this actually provided full-blown synergy with hypothetical/imagined crowds - think about it: A mythic character "performing" for a crowd of ancestor spirits? That would be pretty awesome. A solid feat, but also a wasted opportunity.



Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to Legendary Games' 2-column full color standard and the pdf has no bookmarks, but needs none at this length.



Jeff Lee's performance feats are generally okay, though not always perfect. Over all, they do a solid job at what they set out to do, but also fall a bit flat of a conceptually awesome update - you receive solid craftsmanship with some minor hiccups and missed opportunities here. I will hence settle on a final verdict of 3.5 stars, rounded up to 4 due to in dubio pro reo.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Mythic Minis 55: Performance Feats
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Mythic Minis 54: Mythic Clothing
by Thilo G. [Featured Reviewer] Date Added: 08/06/2015 03:16:22
An Endzeitgeist.com review

All right, you know the deal - 3 pages - 1 page front cover, 1 page SRD, 1 page content, let's go!



The first piece of mythic clothing would be Foamfollower's Jack - a naval jacket that allows the wearer to alter winds and water walk, with mythic wearers having the option extend to other vessels in an interesting modification of the base abilities of the item.



The robe of teeth would make Gholad or Dahlver-Nar proud, as it animates and starts chewing up anyone foolish enough to grapple. Better yet, it can exude a disgusting, sticky tongue which can force move foes - and yes, mythic wearers can exude more of them - this item is AWESOME: Mechanically complex and glorious in imagery, this is beautiful...erhhh...disturbing! All awesome!



The 3rd item herein would be the scorpion cloak, which does not only grant bonuses when in desert environments and improves survival chances in combat with scorpions. More impressively, the item allows the wearer to receive tremorsense while not moving, also receiving a deadly, poison-delivering attack that can be executed from prone positions, with mythic wearers slightly escalating these options. I expected this to bore me and it didn't - kudos!



The 4th item, which can be found on the SRD-page, would be black silken slippers of star-striding, which not only provide an array of spell-duplications - but the interesting point here would be that light-sources can be targeted as a kind of teleport-beacon - oh, and interstellar transportation. Yes, awesome!



Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to Legendary Games' 2-column full color standard and the pdf has no bookmarks, but needs none at this length.



Alistair Rigg and Jason Nelson deliver an all killer, no filler mythic mini with cool items that blend mechanical complexity with high-concept style - a great example of what this series can do. Well worth a final verdict of 5 stars + seal of approval.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Mythic Minis 54: Mythic Clothing
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