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Everyman Minis: Family Options
by Thilo G. [Featured Reviewer] Date Added: 05/17/2018 12:14:52

An Endzeitgeist.com review

This installment of the Everyman Minis-series clocks in at 6 pages, 1 page front cover, 1 page editorial, 1.5 pages of SRD, leaving us with 2.5 pages of content, so let’s take a look!

This pdf focuses on an underutilized component of character development – families should matter. All too often, there are no tangible benefits apart from kidnapping or tragic deaths for a character to have an extensive family. This is a huge component of untapped potential. There is no AP that lets the players play a family-chronicle/enterprise, and we have very few options that interact with familial ties, apart from hereditary curses. This pdf seeks to somewhat change that. On the first page, we get a new spell that takes ACG and OA-classes into account, and this single spell is a game changer. It is a level 3/4 spell that is called blood bond, which may only be cast upon blood relatives and lets you target such a relative with personal spells. This makes e.g. brothers, where one is a spellcaster, the other a rogue or fighter, suddenly much more potent. It is a limited resource, but I love it to bits.

The pdf also provides two new feats: Bound by Blood builds on Psychic Sensitivity or the ability to cast psychic spells. You can choose up to your highest mental ability score allies, using the psychic magic universal monster rule, to cast message, mindlink, sending and status, with PE-values noted. You have 5 + character level PE. If an ally has the teamwork feat, you reduce PE costs to cast the spell for that ally, and on a new level, you can swap a character. This is narrative gold and provides easy access to basic psychic tricks. Love it. Synchronized Assault is a combat teamwork feat, which nets you a circumstance bonus equal to the number of allies within 30 ft. that also possesses the feat when you readied an attack that is triggered. If the allies with the feat also have readied an attack, they may immediately trigger the readied actions after your attack is resolved. Now, I think that the bonus should have a level-based cap instead of just number of allies, but yeah, other than that, I like it.

The pdf also features 4 precisely codified traits, and these deserve special mention, as they are meaningful regarding their benefits, and also have a teamwork component: We get a bonus to saves versus magical effects that works better if an ally also activates it. We get better aid another, a special, jumbled childhood language that is impossible to magically decipher (AMAZING!) and the option to fortify allies affected by mind-affecting effects via your faith. Excellent traits.

The pdf also contains two magic items: The clock of whereabouts is a helicopter parent’s (or mastermind’s) wish come true: 12 hands can be attached, and when an individual puts the name on a hand, the clock will spin to show the preset occupation (like “At work”, “late”, “lost”, etc.) of the character. The second item is the adoption ring: Parents and child to be adopted prick their fingers, having a drop of blood congeal into a gemstone. The adopted kid may then use the change shape universal monster ability to assume the shape of the parents’ race. The benefits of this Disguise are properly codified, though there is a spell-reference not italicized. Interesting: Incompatible parents of different races and shapechanging parents are noted as well. I love this item and all the storytelling potential it has.

Conclusion:

Editing and formatting are very good on a formal and rules-language level, with only a missed italicization as a complaint here. Layout adheres to the 2-column b/w-standard and the artwork is nice. The pdf has no bookmarks, but needs none at this length.

Matt Morris’ family options are genuinely amazing. The new spell is amazing and both feats are interesting and complex. The traits matter beyond numerical bonuses and offer player-agenda, and the magic items are interesting. This is a great pdf, and my only regret here is that it could have been longer. The topic, as mentioned, is one that hasn’t been addressed extensively. Anyways, this is a great little pdf, easily worth 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Everyman Minis: Family Options
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Star Log.EM-011: Arcane Artillerist
by Thilo G. [Featured Reviewer] Date Added: 05/16/2018 05:42:31

An Endzeitgeist.com review

This installment of the Star Log.EM-series clocks in at 6 pages, 1 page front cover, 1 page editorial, 1.5 pages of SRD, leaving us with 2.5 pages of content, so let’s take a look!

After a brief introduction, including the by now standard and enjoyable “Query”-dialogue that simulates logging onto a database, we begin this pdf with SFRPG’s take on one of the most trouble-laden concepts of the 3.X history, the arcane archer…erhhh, I mean “arcane artillerist.”

For Starfinder, the concept has been envisioned as an archetype here, with alternate class features gained at 4th, 6th, 9th and 18th level. Artillerist’s Seal lets you create a unique fusion seal chosen from the list: Called, dispelling, glamered, illuminating, merciful, seeking. Odd: “Called” and “Seeking” are not properly italicized. The seal works only for the arcane artillerist, and you may change weapon fusions after an 8-hour rest, or by resting 10 minutes and spending an additional Resolve Point. Daily use limitations can’t be cheesed and the ability notes the conditions to replace a seal. Minor complaint: The example illustrating the limitation uses a fusion that becomes available at 6th level, instead of one of the base ones; as a purely cosmetic observation “(such as blasting, gained at 6th level)” would be slightly easier to grasp than “(such as blasting).” No, I won’t penalize the pdf for that.

At 6th level, this seal is improved, adding blasting, ghost killer, hybridized, spellthrower, torrent or trailblazer to the list. Additionally, the weapon with the affixed seal gets the durable fusion for free, as if it were a 0-level fusion. Finally, you can place up to two weapon fusions into the seal, but their combined level may not exceed half your level. Minor nitpick: I assume, since fusions in the corebook don’t sport 0-level fusions, that the durable fusion is not part of the two weapon fusions that you can combine.

Now, the eagle-eyed reader may have noted that the torrent fusion is new. It is, indeed, one of 3 different new fusions. Torrent clocks in at level 2. This nets a 1/day automatic attack as a full action, with a range of half the weapon’s range increment. Thankfully, automatic, explode, line or thrown weapons are excluded, as are weapons that don’t require an attack roll. The other two new weapon fusions clock both in at level 9, when their corresponding ability unlocks them for the archetype’s seal. The first would be phasing, which translates to a single attack ignoring nonmagical physical barriers, excluding armor, 1/day as a full action. You may choose whether to resolve it versus KAC or EAC and it ignores concealment and cover, but magical barriers (spell references not italicized) automatically stop it. Automatic, explode or line weapons can’t be enhanced with this fusion, and neither can those that don’t require attack rolls. Imbued also clocks in at 9th level, and 1/day lets a spellcaster place an area of effect spell as a full action. When a single attack is made as a full action, the spell’s area is centered where the attack strikes, ignoring e.g. restrictions that would require it to be centered on the caster. Only spells with a casting time of a standard action or less can be imbued thus, and the projectile is fired as part of the action and suffers from -4 to atk. A miss wastes spell and ammo Explode or line weapons may not carry spells, and neither may those that don’t require attack rolls.

You see, the classic shots, re-imagined as weapon fusions. Interesting. As hinted at before, 9th level further expands the list of available fusions for the seal, including the energy and alignment-based ones as well as the new ones mentioned before. For 2 Resolve points and a move action, you can change the seal’s fusions. Additionally, fusions with daily uses may be recharged for 1 Resolve Point – note: The latter ability does not state an activation action; to me, it’d have made sense to make that a move action.

Finally, 18th level delimits the seal: You can place any number of fusions in the seal, up to a maximum of your character level. The pdf closes with a nice piece of flavor text regarding these fellows in the Xa-Osoro system.

Conclusion:

Editing and formatting as a whole are very good on a formal and rules-language level. Layout adheres to the colorful 2-column standard of the series and the artwork featured is nice. The pdf has no bookmarks, but needs none at this length.

Alexander Augunas’ take on the arcane sniper is indeed one of the better ones out there. Building on fusions is a smart choice, and the fact that most potent ones will burn through Resolve like a child’s birthday through candy means that you won’t be spamming the deadly ones. Similarly, the restrictions imposed on these ones keep the cheesing potential at bay. Now, personally, I’d strongly suggest keeping the new fusions archetype exclusive, but that may be me being paranoid. This is a good take on the concept, and hence, my final verdict will clock in at 4 stars. Worth getting!

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Star Log.EM-011: Arcane Artillerist
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Star Log.EM-010: Operative Specializations
by Thilo G. [Featured Reviewer] Date Added: 05/15/2018 05:37:29

An Endzeitgeist.com review

This installment of the Star Log.EM-series clocks in at 6 pages, 1 page front cover, 1 page editorial, 1.5 pages of SRD, leaving us with 2.5 pages of content, so let’s take a look!

After a brief introduction, including the by now standard and enjoyable “Query”-dialogue that simulates logging onto a database, we begin with 4 new operative specializations.

Since the operative specializations make use of new exploits, we should talk about those first. 4 are provided, and they all are unlocked for the general operative public that doesn’t have the proper specializations, at 10th level. Fast poisoner lets you once per round poison a slashing/piercing melee weapon or load a poison into an injection weapon as part of the attack. Frightful trick can render the target of debilitating trick shaken instead of flat-footed or off-target. Foes immune to fear can’t be affected. Spell Steal allows you to attempt to steal a benevolent magical effect from a target via debilitating trick, using the targeted version of dispel magic (not italicized), using operative level as class level. On a success, the target gets a Will save – on a failure, you hijack the remaining duration. Cool! The exploit is btw. balanced by requiring 10 minutes of rest a Resolve Point to use it again. Finally, unconventional skill lets you choose one class skill, adding that skill to the specialization’s associated skills. Previously invested ranks in a skill chosen are refunded, and e.g. Skill Synergy et al may also be reassigned.

The first of the operative specializations is Crackerjacks may choose two skills from the operative’s class skills or have been added via racial traits of theme powers. These skills may be used to make a trick attack, and if the chosen skill is not Dexterity-based, you get +4 on the skill check to do so. The exploit would be unconventional skill and the specialization’s 11th level ability lets you choose a skill for which you have less than half total character level ranks at the start of the day. When you make a skill check with that skill, you are treated as though you had +1/2 character level ranks invested, up to the usual maximum. This does allow you explicitly to use previously untrained skills with the +3 for being trained, and the skill thus chosen may be reassigned “rest, by taking a 10-minute rest to regain Stamina Points and spending 1 Resolve Points instead of the usual 1 Resolve Point “ – while it’s pretty clear what’s meant here, this is a bit confusing. This should probably read “and spending an additional Resolve Point…” Alternatively, you may reassign the skill as a move action by spending 5 Resolve. I really like this, as it rewards NOT specializing and min-maxing core competence skills.

The second specialization is poisoner, which has Medicine and Sleight of Hand as associated skills. When making a trick attack with Medicine with a weapon with an injection weapon that deals slashing or piercing damage, loaded with poison, you get +4 to the check, unless the target is immune to poison. The exploit is fast poisoner. At 11th level, we get the trick poisoner ability, which lets you increase the save DC of poisons used with debilitating trick, and additionally, you can make lethal poisons stop one step before death. The scaremonger would be the fear specialist, with Bluff and Intimidate as associated skills, and +4 to Bluff and Intimidate checks to make trick attacks if the target isn’t immune versus mind-affecting effects. 11th level basically combines frightful trick’s benefits with the standard benefits of trick attacks, allowing you to add shaken to one of the standard conditions, rather than to replace it.

Finally, spellstealer gets Mysticism and Sleight of Hand as associated skills. When using Mysticism for trick attacks, you get +4 and treat it as magic for purpose of overcoming DR and affecting incorporeal critters. The exploit gained would be Spell steal, obviously. 11th level is cool_ If you hit with debilitating trick, you cause the target to lose a spell slot of 3rd level or lower, higher level slots first, with every three levels thereafter increasing the maximum spell slot level affected.

The pdf concludes with a brief series of notes on operatives in the Xa-Osoro system. Nice.

Conclusion:

Editing and formatting as a whole are very good on a formal and rules-language level. Layout adheres to the colorful 2-column standard of the series and the artwork featured is nice. The pdf has no bookmarks, but needs none at this length.

Alexander Augunas’ operative specializations present classics regarding the themes they cover, but this does not mean that the design-work here was simple. Spell theft is a notorious tough one, and the crackerjack’s take on a rewarding dilettante with eclectic interests also managed to walk that precise line, that makes it worthwhile, without being OP. In short, this is, in spite of the hiccup noted, represents a very much worthwhile supplement. My final verdict will hence clock in at 4.5 stars, and considering the degree of complexity and difficulty of the material presented, I will round up.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Star Log.EM-010: Operative Specializations
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Star Log.EM-008: Mystic Theurge
by Thilo G. [Featured Reviewer] Date Added: 05/11/2018 04:06:08

An Endzeitgeist.com review

This installment of the Star Log.EM-series clocks in at 6 pages, 1 page front cover, 1 page editorial, 1.5 pages of SRD, leaving us with 2.5 pages of content, so let’s take a look!

The flavor-centric introduction of the class acknowledges the transition magic undergone, eliminating the erstwhile arcane/divine divide in favor of the new magic traditions of Starfinder; as such, the mystic theurge tradition is seen as a form of pioneer in the context of Xa-Osoro.

The mystic theurge archetype behaves, to an extent, behaves as a kind of magical archaeologist and, as written, the archetype is written to be compatible with the Starfarer’s Companion’s classes. The archetype gains alternate class features at 2nd, 4th, 6th, 9th, 12th and 18th level. It should be noted that the archetype focuses on spells and as such requires pretty much spellcasting: All alternate class features, except the one gained at 9th level, would be esoteric spell lore.

At each of these levels, you choose a spell list other than your own and a chosen spell from that list that is not on your class list. You add the chosen spell to the spell’s known, and if you employ another external way to prepare your spells, you add the spell to that receptacle instead. Once you have chosen this spell, you may not change it later, though e.g. if you’ve chosen a spell with a variable spell level, you may replace the lower level version with a higher level version. It should be noted that this does not allow you to choose race-exclusive spells, nor spells taken from a bonus spell-list à la mystic connections. When you choose this spell, it must be one level lower than the highest spell-level you can cast. EDIT: I believe in owning up to my mistakes. I have erroneously stated that this would be useless; however, Starfinder's 0-level spells are no longer divorced, nomenclature-wise, from the "proper" spells, making this aspect work as presented. Mea Culpa! On the plus-side, the 9th level casters (of which I’m not biggest fan) in Starfarer’s Companion do get alternate rules pertaining that - ½ the highest spell level you can cast +1.

The other alternate class feature, gained at 9th level, would be spell synthesis, which allows you to cast two spells at once as a full action: One from your class spell list and one chosen via esoteric lore. The spells must have a standard action casting time or less and the ability requires 1 Resolve to activate. If you spend 2 Resolve instead, you gain +2 to overcome SR with both spells. Okay, so one question here: How does that interact with concentration?? Does spell synthesis allow you to maintain concentration on both spells cast as one or not? One could argue for either way, depending on whether you assume the spells to be independent entities or a fused conglomerate. I assume no, but clarifying that aspect would be very much appreciated.

The pdf foes come with a new feat, the Combine Spells feat that requires levels in more than one spellcasting class, which allows you to cast 1st level or lower spells using spell slots from either spellcasting class, but at +1 spell level slot required. The feat may be chosen multiple times and each time, it applies its benefits to one spell slot higher.

The pdf closes with a flavorful half page text on how mystic theurges behave in the Xa-Osoro system.

Conclusion:

Editing and formatting, on a formal level, are very good. On a rules-language level, some hiccups and ambiguities have crept into the file. Layout adheres to the two-column full-color standard of the series and the piece of full-color artwork is solid. The pdf has no bookmarks, but needs none at this length.

EDIT: Alexander Augunas’ mystic theurges are a per se nifty take on the concept, though one that is bogged down a bit by the rough edges re spell synthesis. My final verdict will clock in at 3.5 stars, rounded down, due to the ambiguities in spell synthesis.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
Star Log.EM-008: Mystic Theurge
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Everyman Minis: Festive Armory
by Thilo G. [Featured Reviewer] Date Added: 05/10/2018 09:39:32

An Endzeitgeist.com review

This Everyman Minis-installment clocks in at 7 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, leaving us with 3 pages of content, so let’s take a look!

We begin this little supplement with a brief introduction as well as a helpful note on how to present holidays in your game: Festival of Lights, Kami’s Eve and Yuletide are presented, all featuring obvious real-world iconography without requiring the integration of, say, a Judeo-Christian faith in your fantasy RPG. This may be a small sidebar, but it is one I thoroughly appreciated.

Now, as you could glean from the title, this pdf focuses on magical items with a festival theme. The first of these, the neverlost compass, should bring a smile to quite a few gamers of a younger age: 1/day, you can name a specific location, whereafter, a light is emitted from the compass, duplicating find the path. (The spell reference is not italicized properly, but apart from that, I enjoyed the visuals here.) The oil lamp of illumination is associated with the aforementioned festival of lights. The lamp is placed inside a paper lantern, illuminating a 60-ft.-radius. However, when oils or potions with the light descriptor are used instead, the lantern will emit light at that spell level, countering darkness. If good potions or oils are used, the glow will also dazzle evil creatures for a short while and light-sensitive creatures are affected to a higher degree. And yes, daylight etc. interaction is properly covered. The lamp extends the duration of such light-.effects to 10 minutes times the CL of the oil or potion. I adore the visuals of this item, the narrative options here, and the tight execution.

The rod of decorative cheer is a low-cost item that I’d love: You use it to create festival-themed decorations. It’s a “magical world” type of item, but one that makes sense and one that can’t be abused. The yuletide rod of gift-giving duplicates major creation (not italicized), with a cap per week and an inability to duplicate too costly materials. This is a pretty potent universal-tool style option, but one I can get behind due to its sensible limitations.

One whole page of the pdf is devoted to an artifact that I haven’t seen executed this way before, namely the mighty lucky dreidel. Spinning the dreidel is a move action; hereafter, the artifact spins for 1d6 rounds. When it stops spinning, you roll 1d4 to determine which of the 4 glyphs is facing upwards, and then 1d6 to determine the effects of the respective glyph. The themes of the glyphs would be as follows: Change can temporarily switch ability scores or affect the target with forced reincarnation. Reduction of age, sex change or an ability score bonus can also be found here – all properly codified. The Fate glyph has 3 entries for bad and 3 for good fortune. These include, for example, basically disadvantage or having a lucky number: When that number is rolled, you get a surge-like bonus of +1d6. The Happiness glyph can provide more refreshing rest, calmness, an item or living through a perfect day. Finally, the Wealth glyph offers 3 detrimental and 3 positive effects focusing on material gains. The artifact comes with a means to destroy it and, as a whole, manages to hit that sweet spot between being random and being still, as a whole, interesting and sufficiently benevolent to make the spinning worthwhile. If a certain deck always felt like it was to cataclysmic for your tastes, then this will be a godsend.

Conclusion:

Editing and formatting are per se top-notch on a rules-language level. On a formal level, a missing separating line between two table entries and the two missed italicizations can be considered to be minor detriments, but not to the point where I’d consider them to be problematic. Layout adheres to the printer-friendly b/w 2-column standard of the series and the artwork featured is nice. The pdf has no bookmarks, but needs none at this length.

Scott Beeh’s festive armory surprised me in a positive manner. I expected the usual suspects regarding Christmas items, judging from the cover, and got something much more compelling, cool and flavorful. All items herein are winners that have a distinct place in fantasy gaming. The execution of the rules is precise and compelling as well. This is literally an all killer, no filler product, well worth 5 stars + seal of approval, in spite of the minor snafus in formatting.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Everyman Minis: Festive Armory
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Everyman Minis: Festive Options
by Thilo G. [Featured Reviewer] Date Added: 05/10/2018 09:37:29

An Endzeitgeist.com review

This installment of the Everyman Minis-series clocks in at 7 pages,1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 3 pages of content, so let’s take a look!

We begin with two animal companion feats: The first of these, Reindeer Flight, may only be taken by elk or reindeer with 5+ HD, granting them supernatural flight at average maneuverability and a speed of 30 ft., retaining the integrity of PFRPG’s low-level flight prohibitions.. The feat may be taken a second time for +30 ft. and an increase of maneuverability to good. The second feat is also elk/reindeer exclusive and is Reindeer Glow. This allows you to go Rudolph, emitting light as a torch. Additionally, the companion can 1/day for Con-mod rounds duplicate daylight. Cool!

The pdf proceeds to present a new Bardic masterpiece for Percussion and Singing, which requires 7 ranks in the respective Perform skill and has a cost of a feat or 3rd-level spell known. The Echoing Ostinato of Silver Bells allows for rerolls of emotion-based effect saves and allows the affected allies to regain damage to mental attributes. The masterpiece is tight, balanced for its cost and viable – like it!

Cavaliers may join the order of charity, sworn to help others. The challenge nets a scaling morale bonus to atk versus targets threatening allies and Skill-wise, Heal and Knowledge (local) are added to the class skills. Furthermore, Diplomacy can’t decrease attitude unless the check is failed in an epic manner, representing the goodwill towards these individuals. As far as order-abilities are concerned, 2nd level improves aid another, with 9th and 16th level providing the option to aid allies as a move or swift action, respectively. At 8th level, the cavalier can spend a standard action to allow an ally within 60 ft. safe passage towards a square adjacent to the cavalier, sans AoOs. This can be used 3 + Cha-mod times per day. 15th level nets the option to execute standard action strikes at +4 to atk and damage versus a foe threatened by him and the ally, prompting an AoO by the ally on a successful hit. I like this, as it promotes teamwork and more dynamic combat.

The pdf includes a total of 4 magic items, the first of which would be the bells of winter, which can 1/day, provide an uplifting buff to allies within 120 ft., as well as temporary fear immunity. The bells of this wooden baton may also be gifted to allies, transforming into low-cost items, but each such gift reduces the duration of the buff the item conveys. The cowl of guidance is cool: It generates light, but also pushes obscuring fog and similar effects away from the wearer. I liked this, though I think it should probably have a hard daily cap, considering its low price point. Rooftop threads are basically Santa-boots: +5 Acrobatics and Stealth, and by command word, up to 10 minutes a day, to be spent in 1-minute increments, the wearer may benefit from compression. The very inexpensive warmbelly tonic combines endure elements with improved passage through ice and snow.

The final section of the pdf presents two new sacred implements, the first of which would be the Cleansing Diya of the abjuration school, opposed to conjuration. This lamp, when filled with oil, cleans and mends soiled and broken objects. Interesting: Via mental focus expenditure, you can get a variant of protection from evil, regardless of alignment, with 7th level upgrading that, optionally, to 4 points for a magic circle. At 10th level, the repair option can be enhanced to duplicate make whole, also at 4 points. Cool here: The repairing options can’t be cheesed with e.g. construct PCs, since they require some time. Minor complaint: Make whole hasn’t been italicized properly. The second sacred implement would be the Menorah of Manifold Lights (Dedication), which is a candelabrum with the evocation implement school, opposed to necromancy. The menorah sheds light as a torch, and as a standard action, you can spend 1 point of mental focus to increase the radius of the light shed. While thus empowered, it also interacts with magical darkness, as though it were a light spell. You may spend more mental focus to further increase this range, and starting at 5th level, when you’ve spent at least 5 points, you duplicate daylight. I like the engine here. As another nitpick, we have another missed italicization here.

Conclusion:

Editing and formatting, apart from the missed italicizations, are very good here. The content is presented in a clean and concise manner. Layout adheres to the 2-column b/w-standard of the series. The pdf has no bookmarks, but needs none at this length.

Luis Loza’s holiday-themed options herein are nice. While the magic items don’t reach the level of coolness of e.g. the Festive Armory file, they’re neat. I really enjoyed the respective character options, though, more than I figured I would. The masterpiece, order, animal companion feats etc. all have some nice visuals and precise executions. As such, this pdf can be considered to be a worthwhile, well-crafted offering. My final verdict will clock in at 5 stars.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Everyman Minis: Festive Options
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Everyman Minis: Shapeshifter Options
by Thilo G. [Featured Reviewer] Date Added: 05/02/2018 04:09:36

An Endzeitgeist.com review

This installment of the Everyman Minis-series clocks in at 11 pages, 1 page front cover, 1 page editorial, 5 pages of SRD, 1 page blank, leaving us with 3 pages of content, so let’s take a look!

Now, to make that clear: The options herein are intended for Everyman Gaming’s fun and flavorful Shapeshifter class, introduced in the Paranormal Adventures-book.

We begin with a new feat, which represents a base engine tweak: Corrupt Adaptation allows the shapeshifter, whenever he would gain a shapeshifter adaptation, to instead gain a shapeshifter corruption. What’s that? Well, 5 are provided, and they are basically “creepy” and slightly more potent options: Abnormal reach increases the reach of a chosen adaptation by 5 ft. Abnormal senses nets darkvision 30 ft. in animal shape (or +30 ft., if the shape already has darkvision); subsequent taking of this corruption further increase darkvision and then blindsense. Alien mind nets +2 to saves vs. mind-affecting effects in animal shape. Alien physiology nets +2 to saves vs. disease, exhaustion, fatigue and poison in animal shape. Finally, 25% chance to ignore critical hits and sneak attacks that stack with light/moderate fortification, but not other abilities. The minimum level-prerequisites are solid for all of them.

We get two new shapeshifter kingdoms: The first is the Crocodilian kingdom (Strength, Constitution), with the base shape providing quadruped (hold breath, limbs (legs 2), low-light vision, natural attack[bite],scent, skilled [Stealth], terrestrial. Shape sizes range from Large to Gargantuan. Crocodilian shapes have a base speed of 20 ft., swim speed 30 ft. 2nd level yields grab with the bite attack and 1/minute sprint, at 40 ft. land speed for 1 round. 8th level nets death roll versus your size or Smaller, grappled targets. 15th level nets swallow whole.

The second kingdom would be the Plant kingdom (Dexterity, Constitution), which nets the following base shape properties: Undulatory (blindsense 30 feet, low-light vision, natural attack [slam], terrestrial), biped (limbs [arms 1; legs 1], low-light vision, natural attack [slam], terrestrial), or centiped (limbs [legs 50+], low-light vision, natural attack [slam], terrestrial). This wealth of options also is represented in the shape, which can range from Tiny to Gargantuan. Speed of plants is 30 ft. for bipeds, 10 ft. for others. 2nd level nets the skilled ability for Stealth, but only in the plant’s native environments. Additionally, you get the varied abilities base ability. This base ability grants you any of the following abilities that the creature you plant shape is tied to possesses: darkvision 30 feet, energy immunity or energy resistance (grants energy resistance 1 per shapeshifter level), vulnerability. Finally, you gain a +2 bonus on saving throws made against mind-affecting effects, paralysis, sleep, and stun while assuming a plant shape. 8th level adds savage spirit bonus to AC twice when in plant shape, once as dodge and once as natural armor. Additionally, the varied ability is expanded to encompass constrict, grab, poison and darkvision. At 15th level, DR, farther darkvision, greensight, pull, push, etc. are also provided – the higher level options, in essence.

Now, the pdf provides no less than 3 subkingdoms as well, one of which is based on the plant kingdom – that would be the Mi-Go subkingdom (Dexterity, Intelligence), which nets a Medium shape size, hexapod shape, blindsense, claws, etc. as well as 30 ft. speed and 20 ft. clumsy flight (which may be an issue for some GMs at low levels, though the same holds true for the original kingdoms; mentioning it for completion’s sake). 2nd level nets the skilled ability in Bluff and Disguise as well as sneak attack, which improves by +1d6 at 8th and 15th level, respectively. You also get no breath and +2 to saves vs. mind-affecting effects, paralysis, sleep and stun while in plant shape. 8th level yields DR/slashing equal to the savage spirit bonus and improves fly speed and maneuverability. It also yields class level resistance to cold, fire and electricity. 15th level upgrades cold resistance to cold immunity and further improves flight. It also nets you + sneak attack damage with grapples and targets thus damaged take 1d4 ability damage to an ability score of your choice. It also nets grab for the claws and provides quicker flight beyond the confines of the planet and solar system.

Now, the eagle-eyed reader may have noted that the bracketed ability score deviate from the base kingdom – that is intentional here. Only one subkingdom follows the noted key ability scores of the parent kingdom.

The second new subkingdom would be the beetle subkingdom (Strength, Constitution), which is obviously based on the insect kingdom. This one ranged in shapes from Small to Huge and yields a 30 ft. movement as well as 20 ft. fly speed with clumsy maneuverability. 2nd level nets +2 to natural AC, which improves by +1 at 8th and 15th level and explicitly stacks with shapeshifter class features. Additionally, we get the ability to execute an overrun sans AoO. 8th level yields trample and an improved fly speed and maneuverability. 15th level nets acid resistance 5 as well as a 8d6 30 ft.-cone of acid with a 1d4 cooldown and save governed by Con. Personally, I’d have preferred daily uses, but considering the level, it’s okay.

The third subkingdom presented would be the eel subkingdom (which is employing the ability paradigm of the parent fish kingdom). 8th level yields an extraordinary variant of shocking grasp with fixed damage and a chance to stun targets that fail their save for 1d4 rounds. 15th level nets the grab special attack as well as automatic bite damage when starting a round with a grappled foe. Additionally, you get a second set of jaws, allowing you to perform a secondary natural bite attack versus such a grappled foe, though at one size category smaller than usually.

Conclusion:

Editing and formatting are very good on both a formal and rules-language level. Layout adheres to Everyman Gaming’s printer-friendly two-column standard. The piece of artwork in full color is neat. The pdf has no bookmarks, but needs none at this length.

Luis Loza’s new shapeshifter options are rather potent and make for strong choices as well as unique modifications for the shapeshifter fans out there. The concept of corruptions in this context could have carried a bit more, and I’m not 100% sold on the options alone being worth the price of the feat for admission. That being said, as a whole, I found myself liking this pdf. My final verdict will hence clock in at 4.5 stars, rounded up due to in dubio pro reo.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Everyman Minis: Shapeshifter Options
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Star Log.EM-009: Mechanic Tricks
by Thilo G. [Featured Reviewer] Date Added: 04/26/2018 06:55:46

An Endzeitgeist.com review

This installment of the Star Log.EM-series clocks in at 6 pages, 1 page front cover, 1 page editorial, 1.5 pages of SRD, leaving us with 2.5 pages of content, so let’s take a look!

We begin this pdf with a brief introduction to the mechanic and the roles of the class, before diving straight into what we expected – new mechanic tricks! The pdf includes 3 different 2nd level mechanic tricks, the first of which would be Genius Mechanic. While spending at least 24 hours in a settlement, the mechanic may spend 8 hours as well as 50 times mechanic level squared in credits to create a genius mechanic fund. While carrying this fund, you are treated as having +2 bulk. You may, once per day, enact a brilliant plan. This allows you to withdraw from the fund in a 10 minute preparation, withdrawing any technological item or weapon that would have been available in the settlement used to shop for the brilliant plan, detracting its value from the pool. Item you could have crafted in the settlement’s resources may similarly be taken from the fund. The respective item’s bulk may not exceed 2 and the GM is the final arbiter of what works and what doesn’t. In essence, this is a crazy prepared ability, but one that sports a bit of an issue: So, if you use it to produce an item you ostensibly crafted yourself, does it count as custom-built for the purposes of repairing it, hardness, hit points, etc.? Do you roll e.g. an Engineering check? If so, does great success translate to a halved or quartered brilliant plan preparation? Do you use the full item price, or do you take scavenged UPBs into account? The crafting angle opens a series of GM-call decisions here.

Precision Demolitionist is amazing: When you attack with weapons with the explode weapon special ability, you may exclude up to 1 + Intelligence modifier (min 0) 5-ft.squares from the explosion – for 1 Resolve, you may double Intelligence modifier for the purpose of how many squares you can exclude. When missing, the ability does not work for the attack. NICE! Ranged Maneuvers lets you choose two combat maneuvers from dirty trick, disarm, reposition, sunder and trip. You may execute the chosen two maneuvers with melee or ranged attack rolls with a small arms weapon, provided the target is within your first range-increment. A further limitation to keep this in line is that the target’s environment needs mechanical devices or computers. The trick also has different synergy effects for drone and exocortex. Like it!

The pdf includes 4 8th-level mechanic tricks: Augment Explosive slightly increases the damage output of explosive weapons or armed explosives. Expanded Ranger Maneuvers builds on the previous trick and requires it, unlocking all maneuvers from the list. Explosive Trick is slightly problematic: “Whenever you use the dirty trick or sunder combat maneuver against an opponent…”, you cause an explosion as if you attacked the target with a grenade with an item level equal to your mechanic level and grenade type being chosen by the GM, depending on circumstances. When using dirty trick, you also knock the target prone on a failed save, while sunder adds damage to the targeted object. While the ability needs a 10 minute rest and1 Resolve point to regain a use, I do think that the trick should specify that the dirty trick/sunder attempt actually must hit – RAW, the trick does not require that you actually hit the target. The last 8th level trick is Improved Genius Mechanic, which lets you spend 1 Resolve to enact another genius plan within 24 hours after you have executed the first. I assume that this still requires that you have sufficient funds to do so.

The pdf also has a single 14th level mechanic trick, Penetrating Demolitionist. When you arm an explosive, you can attempt an Engineering check to assess the structural integrity of every vehicle and object in the explosion radius. The Engineering roll’s result is then compared to the Engineering DC of those. Items and structures are assumed to have a DC of 20, vehicles 15 + 1.5 times the vehicle level. On a success, you detract your mechanic level from the item’s hardness. Thankfully, it does not stack with other DR/hardness/etc.-reducing options and the DC-fixing helps to maintain rules-integrity.

The pdf also provides quite a few nice angles regarding the roles of mechanics in the Xa-Osoro system shared by Rogue Genius Games and Everyman Gaming.

Conclusion:

Editing and formatting are very good on a formal level. On a rules-language level, a few components could be slightly tighter, but as a whole, my complaints boil down to nitpicks. Layout adheres to the ncie two-column full-color standard of the series and the pdf sports a nice artwork. The pdf has no bookmarks, but needs none at this length.

Alexander Augunas provides some really cool mechanic tricks, with the explosive-tricks in particularly being rather neat. While the genius plan-sequence of tricks could be a bit tighter, I consider this one to be worth owning. My final verdict will hence clock in at 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Star Log.EM-009: Mechanic Tricks
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Everyman Minis: Cult Classic Heroes
by Thilo G. [Featured Reviewer] Date Added: 04/25/2018 05:35:52

An Endzeitgeist.com review

This installment of the Everyman Minis-series clocks in at 7 pages, 1 page editorial, 1 page front cover, 1 page advertisement, 1.5 pages of SRD, leaving us with 2.5 pages of content, so let’s take a look!

The pdf contains two new archetypes, the first of which would be the chosen guardian brawler, who replaces martial training, awesome blow and 2nd + 8th level’s bonus feats with ordered training. The chosen guardian treats brawler levels as fighter levels for the purpose of prerequisites and magic items. The character gains a cavalier order, but is locked into the order of the North…her…sorry “Eastern” Star, treating class levels as cavalier levels. And yes, multiclass order interaction is covered. The archetype is proficient with simple weapons, hand crossbow, whip, close weapon group weapons as well as light armor. Additionally, all light weapons they’re proficient with are treated as close weapon group weapons for the purpose of brawler’s flurry and close weapon mastery. If the character has Catch Off-Guard or Improvised Weapon Mastery, then improvised weapons similarly are treated as belonging to the close weapon group. If the character has Throw Anything or Improvised Weapon mastery, then improvised ranged weapons are treated as such as well – this is a pretty hefty delimiter, but to kind of make up for it, the archetype may not use monk weapons in conjunction with brawler’s flurry, unless they also belong to the close weapon group.

Instead of the AC bonus, 4th level yields a +1 bonus to saves vs. mind-influencing effects, which improves at 9th, 13th and 18th level by a further +1. Also at 4th level, the chosen guardian may 1/day execute a devastating blow that must be announced beforehand. An undead creature, or one with one or more supernatural attacks hit by the strike mus succeed a Will-save versus DC 10 + ½ class level + Str or Dex mod, whichever is higher) or be dated for 1d6 rounds, with the chance to shake off the effect with another save as a full-round action. Incorporeal creatures only have a 50% chance to be affected, unless delivered via ghost touch. At 10th and 16th level, we get another daily use. This replaces knockout. Nice take on the Fist of the North…her…East Star, I guess.

The second archetype herein would be the doomsday survivalist ranger, who loses wild empathy. He does get ½ class level to Survival and +1 to saves vs. disease and poison, increasing the bonus by +1 at 6th level and every 4 levels thereafter, modifying the track class feature’s usual effects. At 7th level, instead of woodland stride, we get doomsday bunker. This is a safe house that blocks effects less powerful than discern location (not italicized properly) and its walls block blindsense and blindsight and derivative senses à la lifesight, Starting at 13th level, the structure is affected by private sanctum. It may only be established in favored terrain and requires 1 week to establish. If neglected for a week, you can create a new one.

There are 4 new feats included: Enchantment Alertness nets you a Sense Motive check when within 10 ft. of an enchantment effect on a creature. This may btw. be taken as a 3rd level investigator talent. Medical Expert increases the amount of healing provided by Heal checks to treat deadly wounds by the amount the DC was exceeded. Sound Sleeper is cool: It allows you to sleep lightly, you have an easier time noticing stuff; if you sleep normally, you heal more. Nice! Stoic Perseverance nets +2 to Fort-saves vs. disease and poison and increases the DC to intimidate you by +2. You also ignore bonuses to Intimidate based on opponent size.

Conclusion:

Editing and formatting are precise and well-crafted on both a formal and rules-language level. Layout adheres to the printer-friendly two-column standard of the series and the artwork provided is nice. The pdf has no bookmarks, but needs none at this length.

Matt Morris delivers some nice class options here – I enjoyed the content within, and it particularly makes sense for wasteland/post-apocalyptic scenarios, though definitely not exclusively so. All in all, I enjoyed this pdf – it’s well worth a final verdict of 4.5 stars, and while I liked the brawler-tweak very much, I was slightly less blown away by the survivalist components, which feel a bit more generic to me. Hence, my official verdict will round down.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Everyman Minis: Cult Classic Heroes
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Everyman Minis: Bountiful Harvest Ritual
by Thilo G. [Featured Reviewer] Date Added: 04/19/2018 04:07:13

An Endzeitgeist.com review

This installment of the Everyman Minis-series clocks in at 6 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 2 pages of content, so let’s take a look!

In case that wasn’t super-obvious, let me spell it out: This occult ritual is basically one that is a representation of the Thanksgiving feast, minus the cultural baggage. It clocks in at 7th level and requires foodstuff and silverware galore and may only be cast during a harvest festival that must contain no less than 80 individuals. All foodstuff used must be locally-sourced within 12 miles of the ritual’s place of casting. The folks that partake in the massive feast get a supreme combination of powerful healing magics, ridding them of diseases and poisons and healing them. Cool: Higehr quality (read: More expensive) components can be used to add further, powerful curative effects to the ritual.

Beyond that, creatures partaking in the ritual get a 1-year lasting +4 morale bonus to saves versus disease, poison, emotion effects dealing with negative emotions (codified properly!). Upon completing the feast, any who partook become briefly and temporarily immune to a whole slew of negative effects. Additionally, the crops are blessed, granting better harvests…but there is a catch to these benefits: Once you have performed the ritual, you are expected to continue to do so! Failure to reproduce it in subsequent years will reverse the bountiful harvest, causing lean times to come, and kami or fey, for example, are liable to be antagonistic towards any participant who failed to attend a subsequent festival, creating a dependency of sorts and putting some serious potential stress on communities. This is clever, as it acts as a means to offset the significant benefits the ritual provides. That being said, I found myself wishing that it came with some variants for more sinister celebrations (wicker man, anyone?) or with a variant for e.g. coastal communities, focusing on fish, perhaps with a deep one-angle. That may just be me, though.

Conclusion:

Editing and formatting are very good, I noticed no significant issues. Layout adheres to Everyman Gaming’s two-column b/W-standard and the pdf sports, as always, a nice artwork by Jacob Blackmon. The pdf has no bookmarks, but needs none at this length.

Scott Beeh’s Bountiful Harvest Ritual is a fun mini-supplement that is worth checking out. The requirement for repetition once established makes for a potent drawback, particularly for adventuring folks, which helps to keep the powerful benefits in check. While it is a tad bit more focused than the concept necessarily warrants, I consider this ritual to be a nice addition to the game. As such, my final verdict will clock in at 4.5 stars, rounded up for the purpose of this platform.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Everyman Minis: Bountiful Harvest Ritual
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Everyman Minis: The Tall One
by Thilo G. [Featured Reviewer] Date Added: 04/16/2018 04:42:15

An Endzeitgeist.com review

This installment of the Everyman Minis-series clocks in at 9 pages, 1 page front cover, 1 page editorial, 1 page advertisement, 2 .5 pages of SRD, leaving us with 3.5 pages of content, so let’s take a look!

On the introductory page, we get the Fear cleric subdomain in two different versions – one associated with void, one associated with evil. Both btw. have different replacement spells. The void version focuses on what you’d expect in that regard – we get crushing despair, wall of force and prismatic wall. The one based on evil focuses on low-level fear-related spells. The void variant replaces the base power with aura of isolation, which can be activated as a standard action for 3 + Wis rounds per day. Enemies in the aura become sluggish, treating it as difficult terrain. They also can’t provide flanking bonuses. Or benefit from aid another. The subdomain based on the evil domain instead replaces the 8th level power, which allows you to, as an immediate action, increase your damage output versus targets suffering from a fear effect. The damage is untyped and nets you temporary hit points. Limited daily uses and restriction on melee weapons make me okay with it.

Okay, that out of the way…The Tall One. We’re looking at a fully statted Great Old One-level of being here – CR 28, pure glory. The fellow can grapple sans being grappled and has all the cool tricks you’d associate with Slenderman: Memory alteration, shapechanging, dimensional abduction, immunity to gaze attacks, etc. The guy can mark victims and it can wreck even high level PCs: Massive immunities and resistances, 8 attacks, all of which can rend the minds of victims. Full synergy with the sanity rules from Horror Adventures. Breaking dimensional locks. Undetectable. AMAZING. The build is a gloriously wicked killing machine.

The pdf also includes notes on the Tall One per se, its cult…and something amazing: A half a page long ballad of the Tall One! Yes, its text is reproduced and we even get notes on its genesis!

Conclusion:

Editing and formatting are top-notch, I noticed no hiccups on a formal or rules-language level. Layout adheres to Everyman Gaming’s two-column b/w-standard with full-color artwork for the Tall One provided as a sprinkle of color. The pdf has no bookmarks, but needs none at this length.

Alexander Augunas knows how to craft critters that are worth their CRs. The Tall One is a gloriously-deadly super-villain/force of nature that perfectly encapsulates the Slenderman-myth. Beyond the mechanics, we get glorious fluff and the ballad adds icing on an awesome cake. I adore this humble supplement. 5 stars + seal of approval. Now, should I rewatch Marble Hornets?

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Everyman Minis: The Tall One
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Starfarer's Companion
by Dillard R. [Verified Purchaser] Date Added: 04/11/2018 17:16:55

Last updated September 2017. No responses in discussion since October. Many of the questions in Discussion have to do with missing information, or incorrectly placed information etc. I kind of expect that if I am paying for a PDF that there would be some work done to fix errata. I don't know if life has caught up with the authors or what? However, it would be nice for someone to acknowldege questions and explain why there is so much errata still not fixed.

Overall this is a great starter book for Starfinder if you are willing to buy 3PP material. If you want to know what a Mage, Paladin, Cleric class looks like in Starfinder this is an excellant starting place. If you want to see some the other legacy races get some love (and become potential PC races) then this is the book for you.

Just be warned there seems to be a haitus in responses and changes needed to make this book complete.



Rating:
[3 of 5 Stars!]
Starfarer's Companion
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Everyman Minis: Occultic Singularity Ritual
by Thilo G. [Featured Reviewer] Date Added: 04/09/2018 01:12:58

An Endzeitgeist.com review

This Everyman Mini clocks in at 9 pages, 1 page front cover, 1 page editorial, 1 page advertisement, 3.5 pages of SRD, leaving us with 2.5 pages of content, so let’s take a look!

So, this pdf depicts a new occult ritual, if the title and cover were not enough indication. I know, captain Obvious-Endzy is obvious. The ritual presented here is the Macabre Pledge of Occultic Singularity, which clocks in at 5th level and has the compulsion and evil descriptors. The ritual has a 5 hour casting time and its components are amazing and manage to generate the appropriate flair: 18 black candles, infused with the ash of those sacrificed to the cult’s object of veneration; identical regalia for primary caster, secondary caster and target; a feast worth of food etc. – and an “alter” (should be “altar”) adorned with ebony, onyx and obsidian. Come on, you can picture that ceremony, right?

The ritual must be performed outdoors when the sun doesn’t shine. Each member of the secondary casters is designated a role in a hierarchy for the ritual, recognizing 4 different ranks. Unlike most rituals, this one acts as a party of sorts, requiring 10 secondary casters per skill bonus. It should also be noted that the hierarchy is not cosmetic – it determines who can contribute. The ritual includes an eerily wordless bacchanal of debauchery as candles are lit and the targets are painted with cultic symbols and signs. Those affected by the ritual, secondary casters and targets,a re bound to the primary caster, which makes scrying attempts reveal all members, but also a nasty backfire. Secondly, all non-primary or secondary casters are rendered helpful to the cult’s cause and ideology in a super-potent form of brainwashing that is really hard to cancel. The primary caster may use witness as a SP, with a massive range of 1 mile per caster level, targeting members of the ritual at will. This allows the primary caster to transfer bardic performance effects, spells of 4th level of lower with a range of touch, short, medium or long to the target as if adjacent to it. Worse, members that vanquish others in combat can dominate their victims. The ritual also has no less than 4 different means to enhance the ritual beyond the basics. Utterly, utterly creepy.

Conclusion: Editing and formatting are very good; apart from the one type, I noticed no issues. Layout adheres to Everyman Gaming’s two-column b/w-standard and the pdf sports a nice full-color artwork. The pdf has no bookmarks, but needs none at this length.

Clinton Boomer delivers a super-creepy, amazing ritual here: the ritual itself has a strong Eyes Wide Shut-ish vibe and can be considered to be almost Lynchian in its visuals. The consequences of it are potent as well, adding a gloriously paranoia-inducing sense of omniscience to the proceedings. The conversion of targets just adds to the glorious conspiracy vibe this evokes. In short: The supplement can really make a cult that is “just another cult” stand out and become a force to be reckoned with – potentially changing the dynamics of whole cities and environments. In short: This is a glorious narrative tool and well worth 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Everyman Minis: Occultic Singularity Ritual
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Monster Menagerie: Horrors of the Aboleth
by David D. [Verified Purchaser] Date Added: 04/03/2018 14:52:40

I have bought a printed copy of ‘Monster Menagerie: Horrors of the Aboleth’. You get a very nice full colored product with interesting and terrifying aboleths that are very Lovecraftian inspired. Each creature is accompanied with a breathtaking illustration (the artwork is of high level) and you get aboleths going from CR 3 up to CR 17. I always say: ‘One cannot get enough water monsters. The more, the better’. Further, you get as a bonus also a few new items, feats and spells.

The only minor point I could provide is the lack of a table of contents, liking an immediate overview when opening a book. Nevertheless, I’m of opinion that this product is worth 5 stars. It has everything what I expect from a menagerie of monsters, beside the missing table of contents.



Rating:
[5 of 5 Stars!]
Monster Menagerie: Horrors of the Aboleth
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Everyman Minis: Ghost Hunting Options
by Thilo G. [Featured Reviewer] Date Added: 04/02/2018 06:11:53

An Endzeitgeist.com review

This Everyman Mini clocks in at 8 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, 1 page of advertisement, leaving us with 3 pages of content, so let’s take a look!

Okay, we begin with two concisely-codified skill-uses to identify rules components of haunts via Knowledge (religion) and also, more relevant, unearth hints on how to end them. For settings like Kaidan or similar horror-themed games, this can be really neat! The latter is btw. reliant on a wide variety of skills, allowing all PCs to contribute to such attempts to identify.

The pdf then provides a new bard archetype, the spirit singer, who replaces soothing performance, adding call spirit (not properly italicized) to spells known and may cast it by performing 10 minutes. The bard must spend 5 rounds of bardic performance, +1 round per round he concentrates on it. Ähhh…I think something went wrong here. 10 minutes with that cost…I think this ability was supposed to offer bardic performance-based call spirit as an additional option, but RAW, this is just confusing. 18th level’s versatile performance lets you call a spectre, at high-performance-per-round cost, but here, the rules are tighter. You also take temporary negative levels while maintaining this. Instead of distraction (which may be learned instead of versatile performance, starting at 10th level), the ghost singer may bypass mind-affecting effect immunity of incorporeal undead with performances and bard spells. The archetype also begins play with speak with dead/haunts, which upgrades at 6th level, replacing versatile performance gained there.

We also get a new thematically-fitting bardic masterpiece, the Lullaby of Calming Spirits, which allows the bard to lull haunts into an inactive state – cool! We also get 3 new investigator talents. Phantom inkling enhances initiative versus haunts and allows the investigator to notice haunts. Using inspiration dice to make attacks as though ghost touch is nice. Spirit Sleuth’s header is not properly bolded and makes use of the new skill uses noted. The pdf also offers a level 2 burn 1 substance infusion for earth, the ghost-blight infusion, which makes the kinetic blast target incorporeal undead for full damage, courtesy of salts. Spectral barrier is a level 6 aether utility wild talent that duplicates anti-incorporeal shell, with 2 burn as an option to make it last for class level rounds.

The pdf also includes 4 magic items: Corpse glass can be directed at a place where an incorporeal undead was defeated, showing the remains and distance etc. – neat. Ghost-snarl bags are incorporeal-only tanglefoot bags. PEACHWOOD SWORD (oddly, allcaps) are problematic: These wooden swords cause Cha-damage on crits versus undead, and when destroyed from such a sword, rejuvenation etc. are ignored – the undead is destroyed. This wrecks many a great narrative and rewards critical-fishing builds. It can also target possessed creatures with cast out. Not a fan. Phantom snare, finally, is basically a ghost trap.

Conclusion:

Editing and formatting are still good, but not as precise as usual for Everyman gaming, with the archetype sporting a rules-hiccup, for example. Layout adheres to a two-column b/w-standard and the pdf has no bookmarks, but needs none. The full-color artwork is nice.

I really like the new skill uses in Matt Morris’ ghost hunting mini, and some of the items are pretty neat. At the same time, the archetype takes up a lot of real estate and its concept has been done before in better, more interesting ways. The items, with the exception of the sword, are pretty nice. Still, as a whole, I was less blown away by this one than usual for both the author and the Everyman Mini-series. This is a solid, nice pdf and the skill-uses warrant getting this for horror-themed campaigns. My final verdict will clock in at 3.5 stars, rounded up for the purpose of this platform.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Everyman Minis: Ghost Hunting Options
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