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Everyman Minis: Spells of Comedy
por Thilo G. [Cr�tico destacado] Fecha en que fue añadido: 09/20/17 03:51:02

An Endzeitgeist.com review

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

As always, we begin with a bit of supplemental material after the introduction, which, this time around, would be the Tricky Spell metamagic feat, which increases the spell level in question by two: In short, the feat lets you make a dirty trick attempt against ALL targets of the spell in question, substituting caster level for BAB and governing spellcasting attribute for Strength. Feats that enhance dirty tricks apply here as well, but only creatures you either hit or that have failed their saving throw are affected. All creatures targeted by one spell share the same dirty trick effect. I like this feat, though personally, I’d value the flexibility Dirty trick offers higher, at +3 spell levels, considering the less flexible metamagic feats that occupy a precious feat slot and add similar debuffs.

All righty, so what do the spells do? At 1st level, banana slippers enchants fruit peels to wrap around the target’s feet, making the area more slippery. Movement may render the target prone, though slowed movement and Acrobatics d help a bit. There is a 2nd/3rd-level mass-version included. The second level spell (3rd for the psychic/witch) gibber imposes a penalty to Charisma-based skill checks and Charisma checks as well as a 20% spellcasting failure chance for spells or abilities with verbal components. This “wastes the target’s action and any uses of the ability” – I assume this means that the action used for the ability/spell and that the spell in question is expended when failing thus. The wording here, while solid, made me twitch a bit. There is a mass-version at one spell-level higher. Dutiful doorkeeper is a level 1 spell that enchants a door, box, etc. – any attempt t open it is thwarted, with the hand attacking (using CL + governing spellcasting attribute) and inflicting CL times 1d6 force damage (max 5d6). Weird: The hand can attack at range, but has no maximum range. At 1 hour per level, it is a VERY potent option for low level casters: Enchant a box/door and wait – lots of force damage there. While the spell has a passphrase, I think it should have a range for its attacks and since its strikes creatures adjacent to the opener, it can be weaponized weirdly and also imho should have a means to Disable Device it. Not the biggest fan here.

Illusory trio generates basically a figment of three stooges-like comedians that hamper Perception of those nearby and opposed skill checks as well as concentration of nearby casters. Pie projectile is a level 1 ranged dirty trick, again, using the CL and governing spellcasting attribute substitution, but may only generate the blinded condition. Odd: The rules-language, while not that different from other dirty trick-based options, reads a bit wonky in one sentence: “Attempt a combat maneuver check to make a dirty trick attempt against the target…” – cosmetic, sure, but it sticks out when compared to the other spells. Finally, the third level spell (4th for sorc/wiz) production of endless pies generates up to CL pies, which are held as a charge and may be thrown as an attack or full-attack action, with new pie-creation being a free action. The reference to the previous spell is not italicized properly, but the interaction with haste works. Fyi: No flurrying etc. with the spell.

Conclusion:

Editing and formatting are very good, I noticed nothing too jarring. Layout adheres to Everyman Gaming’s nice two-column standard with a white background. The full-color artwork included is neat. The pdf has no bookmarks, but needs none at this length.

Luis Loza’s spells of comedy are pretty complex for the concepts they attempt and manage to get the required rules-language mostly right. That being said, the focus lies clearly on dirty trick-spells – the pdf focuses pretty strongly on this one rules-concept and does so pretty well, but this also makes the pdf a bit more limited than I’d have liked it to be. The production of endless pies engine of rules-language is pretty impressive, though, and can easily be scavenged and adapted, making that one of my favorites herein. This pdf is not necessarily a must-have, but it is a fun, humble and nice little offering – hence, my final verdict will clock in at 4 stars.

Endzeitgeist out.



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The Genius Guide to Homophone Spells
por Thilo G. [Cr�tico destacado] Fecha en que fue añadido: 09/20/17 03:49:37

An Endzeitgeist.com review

This Genius Guide clocks in at 10 pages, 1 page front cover, 1 page editorial, 3 pages of SRD, leaving us with 5 pages of content, so let’s take a look!

Okay, after a brief and humorous introduction, we move right on to the spells in question – which btw. do take the occult classes, ACG classes etc. into account regarding their availability. The first of these would be Ade, which generates a refreshing beverage that quenches thirst for a day and prevents needing to succeed Constitution checks to avoid nonlethal damage from thirst. At 1st level, that trivializes travel hazards a bit early…and as an aside, personally, I become more thirsty when drinking ade – whether it’s Power- or Gator-ade…perhaps I’m just not used to the chemicals and the sugar/sugar-substitutes… Brake enchantment refers to itself, erroneously, as “break enchantment” in its text and makes stopping vehicles easier. Fey’s door opens a gateway to the First World. Flair makes the clothes of the target look more fancy, potentially allowing a Charisma-based ability- or skill-reroll. Gait is pretty potent for 3rd level, allowing each affected target to either increase its speed (I assume just one…or all?), ignore all types of difficult terrain (OUCH), +4 untyped bonus to Acrobatics or standing up from prone sans AoO. Not a fan.

Heel forces an affected animal to follow you and comes with a mass version. Make hole generates a hole under the target’s feet and allows you to make a dirty trick with CL and spellcasting attribute. Meatier swarm is a slightly improved summon swarm. Miner creation creates a digging automaton – oddly, the automaton has no stats, can’t be destroyed and can’t affect structures. No direction scrambles the sense of direction of the target. Plain shift is a cantrip that nets +1 untyped bonus on Fortitude saves versus cold or warm weather. Reed magic is cool: Quickly and magically woven, it makes the terrain over which the reed mat is put less slippery and also use it to trip targets. Sole bind renders immune to caltrops for its duration. Thyme stop eliminates all taste and seasoning from nearby food, making those that eat the fare more prone to being affected by some negative effects.

Conclusion:

Editing and formatting are good. I noticed no undue accumulation of bad glitches. Layout adheres to Rogue Genius Games’ two-column full-color standard. The sketches by industry-legend Stan! Are neat and actually my favorite part of the supplement. The pdf comes fully bookmarked for your convenience.

Jason Keeley’s homophone spells are pretty funny, or at least quite a few are. While I’m not a big fan of all the untyped bonuses and while I don’t consider all balancing decisions to be that great, this does represent a nice little supplement. System-immanently, the pdf has less use for you if you don’t play the game in English – homophone jokes usually don’t translate that well (see, most famously, Rammstein’s “Du hast”). When you take the joke component away, you’re left with a decent, if not mind-boggling collection of spells that sports some neat ideas. As a whole, this struck me as a solid, if somewhat unremarkable offering, mainly interesting if you enjoy the novelty-aspect of this supplement. My final verdict will clock in at 3.5 stars – and honestly, to me, they’re closer to 3, which is why I’ll round down.

Endzeitgeist out.



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Everyman Minis: Deific Passengers
por Thilo G. [Cr�tico destacado] Fecha en que fue añadido: 09/15/17 03:55:37

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!

All righty, first things first: You need Paranormal Adventures to use this pdf. The content herein represents an expansion for the Vessel class – think of these guys basically as the equivalent of the Demons and Angels from the Supernatural TV Series, with more control for the person hosting them. The class basically represents beings that are possessed by so-called passengers.

A big and intentional hole in the portfolio of the class, at least as far as I’m concerned, is addressed herein. The original vessel class does not have an option to be possessed by a deity as a passenger spirit – considering the diverging levels of omniscience/omnipotence of deities throughout different campaign settings, this makes sense: Direct involvement in the realms of mortals may break a core tenet of your campaign…or, if you’re favoring less powerful divinities that take direct action, it may just be what you wanted.

The alignment of a deity passenger (passenger “statblocks”, i.e. their presentation, is btw. explained) must match that of the vessel (deities are picky) and they are associated with all of the domains of the deity in question. That can be problematic in very low-powered games– deities provide more associated domains than the default 3 that regular passengers offer, representing an upgrade regarding flexibility when choosing the Omen that grants access to one; since omens may not be taken multiple times unless otherwise noted, you can’t just gain domain upon domain, though – you just have a broader selection available, so yeah, this gets a pass in most contexts. The DR is bypassed by the opposed alignment – as a minor complaint, the rules do not specify whether only one alignment axis is relevant here or both: There do exist a couple of DRs that require two axes to bypass. I assume that’s not the case here, but yeah.

Grace boon-wise, the deity passenger gets divine resilience at 3rd level, gaining resistances depending on the deity’s alignment (one is chosen; two more are gained at 6th level and 12th increases one to 10, with level 15 increasing the others to 10 as well); we also gain a +1 bonus to saving throws versus specific effects based on the chosen domain, which increases by +1 at 6th level and every 3 levels thereafter, capping at +5 at 15th level. Almost a whole page is devoted to listing these by domain and the benefits cover a wide breadth of options: Luck, for example, grants the bonus to saves versus curses and hexes; magic fortifies versus spells, SPs and effects generated by dragons and magical beasts, travel helps versus teleportation and effects that cause Strength damage and also applies to CMD versus being involuntarily moved…honestly, this is impressive. Considering that the bonus is pretty much a vanilla, passive ability, it is rather impressive to note the creative applications here. Kudos!

6th level nets domain as a bonus omen – and no, if you have it already, you don’t get two. 12th level, however, does indeed grant a second domain, including that domain’s divine resilience bonus.

Also at 6th level, when using grace to cast domain spells, CL and DC are increased by +1, which upgrades to +2 at 15th level. 9th level yields Believer’s Boon as a bonus feat, using grace to activate it. 15th level provides reliable passenger’s jaunt to plane shift to the deity’s plane and may carry additional targets with him sans additional grace expenditure. 18th level provides outsider apotheosis as well as the option to cast 6th level or lower cleric spells by spending half the spell’s level in grace and expending a vessel spell slot of the spell’s level.

Conclusion:

Editing and formatting are top-notch, I noticed no hiccups. Layout adheres to Everyman gaming’s nice two-column standard with a white background – it is, thus, printer-friendly. The artwork in full-color is neat and the pdf has no bookmarks, but needs none at this length.

I was very happy that the deity option was not included in Paranormal Adventures. It has serious ramifications on the way in which a game world’s cosmology and logic works. That being said, I am just as happy that Matt Morris provided this wide-open, yet surprisingly well-balanced optional expansion in this Everyman Mini. This little pdf actually inspired me far more than I expected when I double-clicked on it to open it. After I had read the brief write-up, a whole campaign had taken shape in my mind: Picture a world, where the divine war threatened to tear asunder the fabric of creation. Faced with mutually assured annihilation and very much limited in potency and knowledge, the deities agreed on having their pawns, mortal godkings and leaders fight on their behalf, channeling them, seeking to establish dominance sans destroying all of reality. Thus rose nations, empires, under the guidance of divine lords, with dynasties of vessels groomed for rulership…but what when one empire’s the deity chooses another? What when ALL deities forsaken their dynasties in favor of new blood? How will the established rulers react when upstarts with a divine mandate arise and armies clash?? When the war of propaganda and intrigue boils, fighting for the souls of nations?

I’m sorry. I was somewhat spirited away there, but more so than the vessel class previously managed to do, this passenger and its interaction with the base-class actually inspired me! This is a prime example of the amazing things that can be done with small minis, a prime example of a great idea, contained in a deceptively brief, incredibly concise little file. This is glorious – not for all campaigns due to the effects on cosmology…but I can count the times I was this inspired by such a small pdf on one hand. This is excellence. 5 stars + seal of approval.

Endzeitgeist out.



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Everyman Minis: Mysteries of Passion
por Thilo G. [Cr�tico destacado] Fecha en que fue añadido: 09/13/17 06:15:16

An Endzeitgeist.com review

This Everyman Mini clocks in at 7 pages, 1 page front cover, 1 page editorial, 1 page advertisement, 2 pages of SRD, leaving us with 2 pages of content, so let’s take a look!

All righty, we begin this Everyman Mini with a brief introduction and a new 8th level spell, which would be symbol of debauchery: This duplicates symbol of death, but instead affects the targets with reckless infatuation, treating creatures that they have healthy relationships as objects of desire, attempting to stay as close to as many of them as possible, using their actions to engage in consenting and relaxing activities. These are so taxing that they potentially prevent the regaining of spells. Tastefully handled! Big kudos!

Now the main body of the pdf, obviously, is taken up by the new oracle mystery passion, which nets Bluff, handle Animals and Sense Motive as class skills. The bonus spells gained range from charm person to mantle of calm, matchmaker and later nets the new spell as well as waves of ecstasy and overwhelming presence.

Now, revelation-wise, we have life link from the life mystery, as well as punitive transformation – the latter, however, is incorrectly credited to the nature mystery, when it is a revelation of the waves mystery instead. Beyond these previously used revelations, we also have a couple of new options: Awesome Beauty acts as a fascination-inducing aura that prevents targets, sanctuary-style from potentially attacking you if they could be attracted to you. Cool: Via an exchanging of gifts, you can bond souls together, allowing them to sense the direction of their partner and giving you an idea of the subject’s emotional and health auras. You can also send telepathic messages to the subject, duplicating sending (which is not properly italicized). One question: Does the message reach both participants or just one? Desire sight instantly nets you the 3rd round knowledge of detect desires of all targets within 100 ft., making the oracle a fearsome foe in social contexts! With another revelation, you get Conceal Spell and add Disguise and Sleight of Hand to your class skills, with later levels providing Improved Conceal Spell and forcing witnesses of Conceal Spell that could be attracted to you to roll twice.

Another revelation nets you the option to add mercy effects to cure spells or cruelties to inflict spells, with higher levels yielding more cruelties/mercies. You can also add bard spells to your array and another revelation lets you add Charisma modifier instead of Dex to AC and CMD. Finally, we have scaling save bonuses versus charms and compulsions that increase to encompass immunity. The final revelation is an augmented outsider apotheosis that lets you still be returned to life as normal. You also gain immunity to age effects and a constant greater age resistance as well as at-will threefold aspect, with bonus types changed depending on whether you cast cure or inflict spells and sans penalties. Additionally, you may designate Charisma modifier targets that are in a romantic or platonic relationship, granting them the benefits of the final revelation, minus the DR. Cool!

Conclusion:

Editing and formatting are very good on a formal and rules-language level, though I did notice minor glitches. Layout adheres to Everyman Gaming’s two-column standard with a white background, making this relatively printer-friendly. The pdf sports a nice full-color artwork and has no bookmarks, but needs none at this length.

Margherita Tramontano’s mystery is pretty much amazing – I really, really enjoyed this one and I love how it represents in a tasteful manner one of the most amazing forces that exist – love, passion and what they entail, concisely represented with viable and even culturally sensible options. I can see a community really benefitting from the gift-exchange tradition supervised by the oracle, for example. It’s a beautiful tradition that imho can serve as a great narrative tool to explain a healthy community. That being said, the minor hiccups do drag this down a bit, if not by much – hence, my final verdict will clock in at 4.5 stars, rounded down for the purpose of this platform. If you don’t mind these minor hiccups, consider this a must-own recommendation instead – as a person, I really…loved this! …sorry, couldn’t help myself. ;)

Endzeitgeist out.



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Everyman Minis: Gnoll Options
por Thilo G. [Cr�tico destacado] Fecha en que fue añadido: 09/12/17 06:48:56

An Endzeitgeist.com review

This Everyman Mini clocks in at 9 pages, 1 page front cover, 1 page editorial, 1 page advertisement, 4 pages of SRD, leaving us with 2 pages of content, so let’s take a look!

We begin this pdf with a brief introduction that also recaps the racial traits of the gnolls, before we are introduced to a total of 5 alternate racial traits. The first of these would be the feral gnoll, who gains Snapping Jaws as a bonus feats, but takes a -2 penalty to Intelligence. Feycursed gnolls replace their ability-score modifiers, instead gaining their choice of +2 to Intelligence or Charisma and -2 to Strength. They also receive Eldritch heritage with the fey bloodline as a bonus feat and ignore the Charisma prerequisites of feats that build on it. This one replaces natural armor.

Speaking of which: Instead of the natural armor bonus, gnolls may choose Slaver Magic, which nets a +1 bonus to the DC of enchantment (compulsion) spells cast and they treat their CL for such spells as one higher. Gnolls with a Charisma score of 11 or higher may also use command as a SP 1/day, with character level equal to caster level. Instead of the standard ability score modifiers, gnolls can choose to be terrifyingly ugly, gaining a +2 racial bonus to Intimidate and treat the skill as a class skill. They can also alter a creature’s attitude by 3 steps instead of 2 via Intimidate, but take a -2 penalty to Charisma. It’s a bit odd, considering that Intimidate is based on Charisma, but also makes sense. Still, this does feel a bit more wobbly. Some gnolls gain proficiency with scimitars and falchions and treat spiked chains, scorpion whips and whips as martial weapons – which makes sense. This one also replaces natural armor.

The pdf also contains 3 racial feats: Canine Gait, which is pretty amazing: It lets you sprint on all fours, with codified standing up and charge synergy that makes for an interesting choice and building block for some cool gambits. Command Obedience requires the use of Ultimate Occult and nets you all obedience spells of 6th level or lower as spells added to your list of spells at their noted telepath levels. Interesting: This does get the undercasting options right and rewards spontaneous casters. Mechanically solid, though I’m not a big fan of Ultimate Occult. Thirdly, Heckling laughter is a teamwork combat feat: As a move action, you may laugh and reduce morale bonuses gained by your foes within 30 ft., with multiple heckles stacking. Additionally, the heckling does hamper spellcasting, which is pretty damn cool – finally, the fearsome laughter of the gnolls has a proper rules-representation.

Conclusion:

Editing and formatting are top-notch. (Ironically, with the editing credited to “@@@” being the only bad glitch I noted.) Layout adheres to Everyman gaming’s relatively printer-friendly two-column standard with a white background. The pdf sports a nice full-color artwork and the pdf has no bookmarks, but needs none at this length.

Alexander Augunas’s gnoll options are interesting, fun, and particularly the Laughter-based feat is worth the low price of admission; similarly, Canine Gait is really cool. This is not revolutionary, mind you, but it does constitute a solid, fun little racial pdf that expands the themes of gnolls in a concise, interesting manner, well worth a final verdict of 4 stars.

Endzeitgeist out.



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Four Horsemen Present: Hybrid Class: The Psychemist
por Thilo G. [Cr�tico destacado] Fecha en que fue añadido: 09/12/17 06:46:45

An Endzeitgeist.com review

This hybrid class clocks in at 16 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 13 pages of content, so let’s take a look!

So, the psychemist would be a hybrid of alchemist and medium and chassis-wise, gets d8 HD, 4 + Int skills per level, proficiency with simple weapons and light and medium armor, but not shields. The class gets a ¾ BAB-progression as well as good Will-saves.

The psychemist is defined by using occult alchemy, which theme-wise, is based on the harnessing of spirits and their energy. Psychemists may use spell-trigger items if they are included on the class’s list, but not spell-completion items The extract-equivalent of the class would be pnumea, beginning play with two + Charisma modifier 1st level pnumea, and each new level provides +1 pnumea of his choice of any level he can distill. As with extracts, the psychemist learns to distill up to 6th level pnumea. As a minor complaint – the vials containing them are called canopic vials most of the time, but also canopic jars once, which can be a tad bit confusing. On a plus-side, their costs (as arrows) are concisely defined.

2nd level yields a bonus equal to +1/2 class level to avoid being surprised and to detect invisible or incorporeal creatures as well as detect psychic significance at will as an SP. 3rd level yields throw anything and changes significantly how the class operates – you see, the psychemist can throw canopic vials (which deal very minor damage, sans Strength modifier) and unleash the spell stored within. Starting at 7th level, the vials may be used in conjunction with slings, at a penalty and decreased range, with 12th and 17th level improving this ability.

Starting at 3rd level, he may also prepare a pnumea as a so-called pseudo-haunt, which uses a spell level of 1 level higher than usual, generating a psychic haunt that only lasts for 24 hours, triggering whenever a living target enters the square. Thankfully, only one such psychic haunt may be maintained at once – still, a very, very potent ability. Problematic: The Pnumea per day table lacks the level-column…and if it had been included, one may have noticed that 2nd level pnumea are gained at 4th level, which means that, at 3rd level, this does pretty much…nothing. It’s just one level, but still.

The perhaps most defining and important class feature of the class would be spectral mutagen, available from the get-go. This behaves mostly like a regular mutagen, but is also defined by spirit archetypes – the class begins play with the knowledge to capture the essences of two spirits and one mutagen per day, adding another daily use and spirit known at 5th level and every 5 levels thereafter. At the same time, upon gaining an upgrade thus, existing spirit bonuses increase in potency by +2.

Imbibing a spirit mutagen yields a +4 bonus to saves vs. possession, +2 versus mind-affecting effects, but also imposes a -2 penalty to initiative (minor complaint: Reference to Cha instead of Charisma in the duration formula.) The spirits provided are based on the traditional 6 mythic paths, parallel to the spirits of the medium, with each sporting a spirit bonus: The archmage, for example, yields a +2 bonus on concentration checks, Intelligence checks and Intelligence-based skill-checks, while the champion yields a morale bonus to atk, non-spell damage rolls, Strength checks, Strength-based skill checks and Fortitude saves. Weird: Channeling the Marshall nets you and your allies a base movement speed increase of +10 ft. – I don’t have a beef with this, I do like it…but at the same time, the lack of cap or range means that, with enough psychemist followers (or in a military environment), you can generate ridiculous amounts of affected allies – this should have a cap of affected beings and a range.

In addition to the spirit bonus, each spirit provides access to a total of 3 special spectral powers – as part of the action attempted to use the powers, the psychemist performs a Diplomacy check, with the DCs being 20, 25 and 30, respectively. These may be used any number of times, provided you meet the skill check, though the DC increases by 5 every time beyond the first use.

On a failure of one such check, the psychemist takes the influence penalty associated with the spirit and doubles the initiative penalty of the spectral mutagen. Problem here: I have no idea whether the spectral power still takes place on such a failed check – I assume no, but the ability lacks the failure clause. Failing more than two Diplomacy checks thus, causes the spirit to abandon the psychemist, incurring a -4 penalty to influence other spirit archetypes for 24 hours. Slightly odd – this would RAW allow you to choose to fail such a check to deliberately prematurely end a spirit mutagen to get rid of influence penalties. Not sure if that was intended. Anyways, non-psychemists cannot benefit from these and in fact are shaken on a failed save when consuming them. Additionally, I am not 100% clear whether you can consume another spectral mutagen associated with the spirit that abandoned the psychemist after the spirit abandoning him, or whether that aspect is tied to a rest-cool-down: “He cannot access that archetype’s powers and suffers a -4 penalty to Diplomacy checks to influence other archetypes for 24 hours.” Could be read as the 24 hours applying to only the penalty or both the lock-out and the penalty; the latter would make more sense for me, but yeah.

Anyways, why would you want to prematurely end the mutagen’s effects? Well, from -2 to Strength and Constitution checks, Strength-based skill checks and damage/atk-rolls to being forced to fight and cast defensively (as well as -2 damage), the influence penalties are fitting, but yeah….hence the observations above that you may want to fail such a check in certain circumstances. Problematic RAW: The defensive casting mentioned does not really come into play unless multiclassing – after all, the psychemist does not have spells. Not sure if that is intended or not.

Now, regarding the respective powers mentioned before: Guardians can yield, for the duration of the spectral mutagen, DR/- and resistance to the classic energy types + sonic equal to the maximum pnumea you can cast, minimum +1. The more potent options include immediate action concealment – and if a foe misses you, you’ll get an AoO against the target; considering that some abilities allow for non-melee AoOs, a caveat to make that melee-only would have made sense, but that is me being very nitpicky. The highest-powered ability of the guardian allows you to remove a negative condition from a nearby ally. The hierophant provides channel energy (and spontaneous pnumea-conversion into cure/inflict for highest level pnumea rounds – this is pretty potent, considering the potency of ranged healing, but I’m good with this doe to the quickly-escalating DCs.

As a minor complaint: The reference to haste in the additional attack section of the champion has not been properly italicized and while it stacks with that spell’s effects, it thankfully doesn’t stack with other attack-granting options. Where I get a bit cranky would be the champion’s DC 30 attack – for a full-round action AND a swift action, you get to move up to full speed and make a full attack – while it doesn’t combine with sudden attack, it still is an unreliable form of pounce sans a proper minimum level – for the base class, that’s perhaps not too bad, but I still think that simply adding level requirements to spectral powers would have probably made the balancing of the class much smoother; you know, just putting the 2nd and 3rd ability behind a minimum level? RAW, the champion thus would make for a very dippable and potent option…

At 12th level, the psychemist may 1/day when he fails a Diplomacy check versus a spirit “choose to make a second save” to rid himself of the spirit penalty, ending the spectral mutagen on a success. Wait. What? Save? RAW, the psychemist doesn’t get a save against the penalty of a failed Diplomacy check! I don’t get it. 14th level extends the duration of the spectral mutagen to 1 hour per level, or until a new mutagen is imbibed.

But what about bombs? Well, considering that the pnumea behave somewhat akin to them, you won’t be surprised to hear that they are gained a bit later: 4th level yields access to so-called spectral grenades. These are governed by Charisma and…I have no idea how much damage they inflict, what damage type they have…the pdf simply doesn’t tell. Due to the delayed gaining of the ability, there also is no easy means to default to the alchemist: -4 levels? Full levels? No idea. You see, I rattled my brain over this for quite a while, and I came to the conclusion that, perhaps, these bombs are supposed to behave like canopic vials when thrown, with the respective grenade effects added…but that is guessing on my part, since the ability states “Similar to an alchemist’s bomb” and nowhere states that this is the case.

A psychemist can have one spectral grenade in effect at any given time, with 1 minute of preparation required to make a new one. A psychemist may create one spectral grenade per day, +1 for every 4 levels beyond 4th. Two feats enhance these– one for +2 spectral grenades per day, but still with only one prepared at any given time The second feat nets bonus negative energy damage for them…which doesn’t help, since I have no idea on how much damage they inflict. (There is, btw., also a feat for +4 Diplomacy versus a spirit, starting at 10th level +1spirit bonus, just for completion’s sake.) Spectral grenades are tied to the spirits – each spirit has an associated spectral grenade and the psychemist knows the spectral grenades from the two spirits granted by spectral mutagen.

It should be noted that spirits unlocked later do not automatically net you their spectral grenades, btw.! In addition to the two known for the 1st level spirits, there also are spectral grenade effects regardless of spirits – these are potent: Like cold damage plus paralysis, reduced to staggered on a successful save and negative conditions. There also are some cool tricks to make incorporeal creatures visible and known (type + alignment) or rendering targets corporeal. The more potent effects are hidden behind a level-requirement. Hierophant grenades hamper healing, Trickster grenades impose the influence penalty on the target. Okay…what happens if you target another psychemist who is currently suffering from the trickster’s influence penalty? 8th level and every 2 levels thereafter yield another spectral grenade effect.

6th level provides the haunt siphon ability to always act in a surprise round against haunts before they manifest and may use an available pnumea-slot or a prepared pnumea of the highest pnumea level available, the latter of which may be spontaneously expended to attempt to siphon a haunt, with, once again, a Diplomacy check, trapping it for 24 hours. This allows the psychemist to use the haunt as a pseudo haunt…which is very, very potent if not handled with care by the GM. That being said, you won’t want to risk using this ability to stock up on high-powered haunts – on a failure, you get no save versus its effects!! Yeah, OUCH!

7th level provides location siphon, which allows for the expenditure of a 3rd level pnumea slot to siphon a spirit at a location to duplicate a variant of call spirit – at 11th level, an ally’s familiarity may be substituted for that of the psychemist. 17th level yields the ability to craft a special vial for a target – a willing individual that then perishes has the soul stored inside, facilitating return from the dead. Only one such vessel may be held and the character’s soul may be used to make intelligent magical items. (Wanna try out the horsemen’s amazing Living Objects? There ya go.) 19th level yields spirit blend: “When distilling a spirit blend spectral mutagen, the psychemist gains the spirit bonus and spectral grenade effect from his most powerful spirit archetype, but can choose 2 specific powers from any of the other spirit archetypes he can siphon…” – in addition to those the spirit has anyway. Sounds simple, righty? It’s not. It has a big issue. What is “the most powerful spirit archetype”?? One of the starting ones? Should we judge their power? What if you took the Spirit Focus feat on a spirit gained later?

The capstone is pretty cool, allowing for a variant of capture the soul and even steal abilities! Yeah, pretty cool. The pdf also introduces etched vials as a magic item class, basically the enchantable weaponry of the psychemist.

Conclusion:

Editing and formatting on a formal level are very good, with only a few minor hiccups. On a rules-language level, though, the pdf sports very unpleasant instances of imprecision that are both uncharacteristic for the author and rogue Genius Games. Layout adheres to a nice two-column full-color standard and the pdf sports solid stock art and comes fully bookmarked for your convenience.

I don’t get it. Tim Hitchcock’s psychemist is per se a class I enjoy. It is innovative in its tweaks; it feels different from both medium and alchemist; it has great ideas and attempts high-difficulty rules-operations. It is also a deeply flawed class, unfortunately. It is pretty evident that the class has gone through at least one major revision, which may account for several of the puzzling inconsistencies within. At one point, saves, the proper damage notes for spectral grenades, etc. may have made sense – but there are a lot of components that got confused/lost in translation. This is basically a highly complex, well-crafted class…that is one consistency check away from being a very good example of a hybrid class.

Now here’s the thing – I want to like this class. It is much more creative than the pretty vanilla blending of themes would make you believe; it attempts fun things…but it also sports serious quirks and glitches in crucial parts of its abilities. And try as I might, I can’t let that pass. My final verdict will hence clock in at 2.5 stars – though, considering the difficulty and how, upon fixing, we have an interesting hybrid on our hands, I will round up for the purpose of this platform; you can fix this and it’d be cool then…but fixing this WILL require work.

Endzeitgeist out.



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Everyman Iconics: Taka'shi
por Thilo G. [Cr�tico destacado] Fecha en que fue añadido: 09/08/17 13:30:10

An Endzeitgeist.com review of the revised edition

This installment of the Everyman Iconics series clocks in at a MASSIVE 41 pages, 1 page front cover, 1 page editorial, 5 pages of SRD. Anyways, we are left with 34 pages of content, which is still rather massive, so let’s take a look!

This review was moved up in my reviewing-queue as a prioritized review at the request of my patreons.

Making a viable, well-crafted PC or NPC takes a lot of time in PFRPG, even if you’re good with math and as savvy in the rules as many designers or guys like me are. That’s not supposed to be arrogance, it’s just a fact – I’ve been doing these reviews for a long, long time. Still, that may be, as a whole, the biggest drawback of mechanically more complex systems like PFRPG. While there is fun and plenty of joy o be found in making characters like this, the time-factor should not be underestimated…and where OSR systems just let you roll 6 times and you’re pretty much done, spontaneous PC-death can take a player out of the proceedings for quite some time.

This is, ultimately, where this series comes in – we get various iterations of one character, concisely broken down by level, with the whole progression at one glance and all required material – a kind of all in one package if you will, one sporting PC-quality builds. Taka’shi, in case you didn’t know, was originally designed and submitted as a concept by a backer of the Dynastic Races Compendium kickstarter, used and expanded with the blessing of the backer – and why not: Having one’s character immortalized as the iconic for the kyubi, the multi-tailed kitsune racial paragon, is pretty amazing!

Taka’shi’s childhood was not pleasant, for his eight birthday saw the demise of his parents at the hands of a legendary oni…and as a street-kid, he was taken in by a daimyo…blacking out, only to awake in true form, with tattered clothes and a daimyo at his feet, blood staining his teeth…and the daimyo a broken puppet, subject to his every whim. Thus, his ruse continued for years – until he was unmasked when the daimyo was slain. In a panic, he acquired as much gold as he could, venturing forth into the world beyond, with wild-eyed dreams of the wonders of adventuring life. His personality is similarly depicted in a detailed manner and completes the picture of a well-rounded, multi-facetted character.

His base stats, as always, are provided for your convenience, and so are the archetypes he employs as well as traits etc. Taka’shi employs both the nine-tailed heir and wildblooded bloodlines and the kitsune bloodline modified as the kyubi bloodline – those are, of course, reproduced here in full for your convenience. No book-skipping required. The first 5 and final 5 levels of his progression are devoted to sorcerer levels, with the 10 kyubi paragon PrC levels of the immensely flexible kyubi paragon PrC situated between, spanning levels 6 to 15. As always, a handy table makes it exceedingly easy to follow the progression of the feats-chosen, ability-score improvements taken, etc.

Taka’shi, unsurprisingly, uses the spellcasting-centric embodiment of magic of the kyubi paragon class – as always, this is represented within these pages as well (though, seriously, check out the kyubi – it’s an amazingly flexible PrC!). The build itself makes impressive use of this flexibility beyond the basics, sporting a shaman hex and a vigilante talent (also included).

Now, as a spellcaster, Taka’shi obviously has spells – and we get a full table depicting when he chooses which spells from level 1 to 20…and all the spells. Yep, no annoying searching for spells there either! This is one of the reasons this installment is longer than previous ones, but more importantly, the spells make sense from both an efficiency- and a theme-focused point of view.

As always, we get PC-quality NPC-builds, all ready and set to go, for a wide variety of levels: 1, 4, 7, 10, 14, 17 and 20, to be precise. The builds are btw. pretty brutal: When played right, Tak’shi can make for a truly fearsome foe…or ally! The pdf has cleaned up previous hiccups with the stats – kudos for caring about product support!!

Speaking of which, in the fine tradition of the series, the pdf switches to a three-column standard in the back, providing a go-play PC-build of the character for levels 1, 4 and 7…which represents a minor complaint herein – only one of these levels actually has access to the unique kyubi PrC’s tricks – choosing higher levels for the latter two iterations would have made sense to me, but then again, this is me nitpicking in the absence of serious gripes and should be understood as such. The previously existing minor hiccups in the stats have been diligently taken care of – kudos!

Conclusion: Editing and formatting are very good. Layout adheres to Everyman gaming’s two-column full-color standard (excluding the 3-column hand-out-style PC-builds) and comes sans background in a generally printer-friendly version. The artworks by Brandon Chang and Jacob Blackmon are really neat. The pdf comes fully bookmarked for your convenience.

Taka’shi is an amazing character – I’m a huge fanboy of the racial PrC and the character depicted herein is similarly a neat one. I really like the character, I enjoy his story and personality and all the builds are helpful. Alexander Augunas has not just accepted delivering something pretty good, polishing the pdf further, to the point where this character works perfectly now…and the character is pretty much amazing. Hence, the revised version is upgraded to 5 stars + seal of approval.

Endzeitgeist out.



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Veranthea Codex: The 5th World
por Thilo G. [Cr�tico destacado] Fecha en que fue añadido: 09/08/17 09:44:13

An Endzeitgeist.com review

This high-level adventure for the unique Veranthea Codex-setting clocks in at 62 pages, 1 page front cover, 1 page editorial, 1 page SRD, 3 pages of advertisement, 1 page back cover, leaving us with 55 pages of content, so let’s take a look!

Okay, this module is intended for HIGH level characters; as in level 16 – 18. Don’t have some on your hands, much less with the global rules modifications of Veranthea? Well, fret not, for the pdf does contain a significant array of high-level pregens for your convenience. Furthermore, the pdf does contain a massive selection of high-level stats for adversaries/NPCs that can be found in the world of Veranthea, acting as a kind of NPC Codex-like book, but including brief notes on the fluff of the respective NPCs as well. And yes, we also receive stats for Yawvil, the CR 37/MR 10 master wizard of Veranthea…after all, the module begins with meeting him.

Now, if all of that does sound familiar, there’s a reason for that: The module reproduces a lot of content that could be found in other Veranthea Codex books. This means that, yes, you can run this module sans needing to get the whole product line. Here’s the good news for those of us who enjoyed the setting so far and DO own the books: With a proof of purchase sent to the Veranthea e-mail address (which can be found in the product description of the module), you actually get a discount on the book! That is really customer-friendly and gets two big thumbs up from yours truly!

But you’re here for the adventure, right? Well, as always, the following discussion of the module at hand will contain SPOILERS. Potential players should jump to the conclusion.

..

.

All right, still here? Great! The PCs are teleported to none other than Veranthea’s master wizard, for his long-time ally Tyrigilyam the jabberwocky (do you get the easter-egg?) has gone missing in the Forever Dark below the surface; it’s up to the PCs to find out what…and here, the massive array of super-powerful adversaries I mentioned before comes into play: mentally compelled by a strange pulse, these legends stand in the way of the PCs as they make their way to a skein of energy that holds back to the Manhoff trench in the Doryhanna Ocean and best the horribly potent things lurking there. Sooner or later, the PCs witness basically a strange machinery that can be traced along the ocean floor, a massive outcropping of metal, itself shielded from the hostile environment – Ðëñùšä, an underwater city.

Infiltrating the massive place at the bottom of the seas, the PCs encounter powerful crustacean-constructs…and fans of Veranthea will guess that the gig is up: They have stumbled over relics of the dreaded Trekth. Within this strange city, the PCs may find Yawvil’s old friend, bound by the strange things – and freeing the jabberwocky may also free the mind-controlled legends from their strange compulsions…just as Yawvil and the jabberwocky reconcile, the whole power of the tick-like city (oh yeah, didn’t mention that, did I?) resurges as the massive trekth forces seek to overrun everyone – with the help of the legends freed, the PCs may have a chance to escape – but they need to carve a path through the horrid creatures here, as the city itself seems to be capable of even blocking Yawvil’s potent tokens, which were supposed to get the PCs out of exactly this predicament…And yes, the PCs can leave behind the controlled legends, potentially changing the power-dynamics of Veranthea forever…talking about high stakes!

Conclusion:

Editing and formatting are very good, I noticed no undue accumulation of hiccups. Layout adheres to Veranthea’s 2-column full-color standard and manages to get A LOT of information on a given page. The pdf comes with solid full-color artworks, most of which will be familiar for fans of Veranthea. The cartography deserves special mention – two maps are provided, one that is somewhat battle mat style and solid, and a full-color map of the fantastic city/being Ðëñùšä. The latter is particularly nice.

Mike Myler’s high-level adventure does everything right. It does not get bogged down in trying to micro-manage the vast capabilities of PCs of this level, instead presenting environments that require high-level arsenals of options to survive. The unique backdrop of the proceeding is compelling, in spite of its brevity, and the way in which the module employs the legends of Veranthea is really smart, potentially allowing for vast global changes in the aftermath of this module. There is but one serious complaint I have regarding the module – its brevity. While the high-level legends allow a GM to stretch this module SIGNIFICANTLY if desired, the module can similarly be rushed for convention-slot length. And honestly, in my book, the module deserves better than that. This features some of the best properties of Mike’s writing style and is, idea-wise, incredibly strong – so strong, in fact, that I wished that this had been upgraded to full-blown mega-adventure status…you know, with NPCs across Veranthea vanishing suddenly, the aftermath of these disappearances, the climactic involvement of Yawvil, a longer trip through the incredibly hostile terrains passed…you get the idea. This almost feels like a whole campaign arc.

That being said: A) Nothing keeps you from expanding the module thus. B) I get why the module is as it is – it is deliberately designed to work for one-shots etc. Consider, thus, my complaints to be a testament to how cool this module is. Hence, my final verdict will clock in at 5 stars, just short of my seal of approval – highly recommended if you’re looking for a unique, far-out high-level challenge!

Endzeitgeist out.



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Blood Space and Moon Dust
por Luke H. [Comprador verificado] Fecha en que fue añadido: 09/01/17 10:13:27

Solid writing, solid art. My group is having fun so far!



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Writing With Style: An Editor's Advice for RPG Writers
por Arto S. [Comprador verificado] Fecha en que fue añadido: 08/28/17 11:52:53

This book is excellent- it helped my own writing and I was able to re-edit my earlier works at ThinkDifferent to better communicate my ideas in a medium of text. Thank you so much.

http://www.drivethrurpg.com/browse/pub/11855/ThinkDifferent



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Everyman Iconics: Kyr'shin Unchained
por Thilo G. [Cr�tico destacado] Fecha en que fue añadido: 08/28/17 05:52:46

An Endzeitgeist.com review

This installment of the Everyman Iconics-series clocks in at 24 pages, 1 page front cover, 1 page editorial, 4 pages SRD/advertisement, leaving us with 18 pages of content, so let’s take a look!

This review was moved up in my reviewing-queue as a prioritized review at the request of my patreons.

Making a viable, well-crafted PC or NPC takes a lot of time in PFRPG, even if you’re good with math and as savvy in the rules as many designers or guys like me are. That’s not supposed to be arrogance, it’s just a fact – I’ve been doing these reviews for a long, long time. Still, that may be, as a whole, the biggest drawback of mechanically more complex systems like PFRPG. While there is fun and plenty of joy o be found in making characters like this, the time-factor should not be underestimated…and where OSR systems just let you roll 6 times and you’re pretty much done, spontaneous PC-death can take a player out of the proceedings for quite some time.

This is, ultimately, where this series comes in – we get various iterations of one character, concisely broken down by level, with the whole progression at one glance and all required material – a all in one package if you will. Now Kyr’shin is no new character for fans of Everyman Gaming – the first installment in this series depicted the dinosaur-riding Kitsune, in his non-unchained version and, or so I have heard whispered on facebook etc., the character has since spread to other publications and may have been one of the reasons for the brilliant Unchained Fighter designed by Alexander Augunas..and yes, he is utilizing the really cool psychological combat maneuvers introduced in Ultimate Charisma for a smart and versatile playing experience. Said unchained fighter chassis remains one my favorite fighter-rebuild and this pdf makes full use of the chassis thus presented, but that just as an aside.

Obviously, the excessively and lavishly detailed biography of Kyr’shin has not changed in the meantime, and both extensive notes on his personality and code of conduct are provided, making him feel like a well-rounded personality, rather than just a collection of stats. His base stats are included for your convenience and no, you do not technically need any of the other books, to reiterate that – the pdf contains the class features, traits, feats – basically everything Kyr’shin uses in his build can be found within these pages, making it simple and easy to grasp how the character works, all without flipping through dozens of books. Beyond the abilities, feats, etc., his mount tsume, the allosaurus gains a similar step by step break-down for all levels. To make that clear once more: You have a handy table that lists all relevant information for levels 1 – 20.

However, we all know that sometimes you just want an immediate statblock – this would be where the sample NPC-statblocks come into play: Levels 1, 4, 7, 10, 14, 17 and 20 are included for your convenience…and oh boy, kyr’shin’s level 20 iteration if a force to be reckoned with, even without his deadly companion…By the way, if you’ve been wondering why I haven’t mentioned the oomphteen archetypes used in the original build…well, there is a reason for that: The unchained kyr’shin doesn’t need them!

Then, the pdf suddenly switches layout from 2-column portrait to 3-column landscape - for a reason: The level 1, level 3 and level 7 iterations of the kitsune are provided in this format - easily printable on one page - and yep, these guys are basically the pregen-versions of Kyr'shin, made as instant-use PCs. As a minor hiccup: The level 7 PC-version reads “Male kitsune fighter 4” – that should be 7. The stats, however, are correct. The level 7 version also comes with the associated Tsume statblock, just fyi.

Conclusion:

Editing and formatting re very good, I noticed no glaring hiccups. Layout adheres to Everyman gaming’s nice full-color two-column/three-column standard; it should be noted that the layout is background-less, making printing the file pretty painless for the printer. The pdf comes fully bookmarked for your convenience. Artworks are in full color and actually all new: None are reused from the non-unchained Kyr’shin – Brandon Chang delivers some nice pieces here!

I really like Alexander Augunas’ Kyr’shin – the kitsune is an evocative, unique character; sympathetic, mischievous and badass. Come on: Katana-wielding, dino-riding kitsune? That’s a sight you are not likely to forget! Personally, I do actually prefer the unchained version of Kyr’shin over his original iteration – the unchained fighter chassis allows for an easy and well-made synergy with Ultimate Charisma and the resulting version feels very much organic and fun and plays in a fluid, interesting manner. My final verdict will clock in at 5 stars + seal of approval.

Endzeitgeist out.



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Four Horsemen Present: Hybrid Class - Possessed
por Thilo G. [Cr�tico destacado] Fecha en que fue añadido: 08/23/17 04:11:24

An Endzeitgeist.com review

This hybrid class clocks in at 14 pages, 1 page front cover, 1 page editorial, 1 page RSD, leaving us with 11 pages of content, so let’s take a look!

The possessed is a hybrid of medium and witch and gains. Chassis-wise, d8 HD, 4 + Int skills per level, proficiency with simple weapons, light armor and light shields (interesting differentiation that we don’t see often). Armor heavier than light imposes spell failure chance. The possessed casts arcane spells drawn from the custom spell-list of the class. The class is a full caster, gaining access to all 9 spell levels and casts spells spontaneously, with Charisma as governing spellcasting attribute. The class gets knacks at 1st level and receives ¾ BAB-progression as well as good Will-saves. In a minor complaint, the 20th level entry has a superfluous “+6” in the 20th level entry’s BAB-column. It should be noted that 4th level yields the protected vessel ability, which nets a +2 bonus to Fortitude saves and saving throw against possession effects and mind-affecting effects not related to possession, which increases by +1 at 8th level and every 4 levels thereafter.

3rd level provides a witch or shaman hex, but not those granted by shaman spirits. Shaman hexes with the same name as a witch hex similarly can’t be chosen – nice catches there. Hex saves are governed by Intelligence.

The possessed is very much defined by her patron spirit, which is chosen at first level. Patrons get a patron bonus that starts off at +1 and increases by +1 at 5th level and every 4 levels thereafter. The bonus also affects her favored spells and her favored hex. Which brings me to the whole possession angle: You see, the favored spells act very much like patron spells –one for every odd spell level. The patron’s favored hex is gained at 1st level and may only be used when the patron is in control, but the patron bonus is added to the level of the possessed to determine the effects and DC of the hex. Beneficial hexes instead extend their duration by patron bonus rounds.

What is that about this whole control angle? Well, a possessed may surrender her control of her body to the patron as a free action during her turn (nice catch!) to let the patron assume control – the patron has full access to the possessed’s spells and abilities and acts in the interests of its theme and host. The patron may seize control when threatened – upon failing a save, being critically hit or reduced to ½ maximum hit points or below, the character must succeed a Will save versus 10 + ½ class level + Charisma modifier to remain in control. Patrons cannot be good, but detect the possessed’s alignment and not that of the patron, which can provide some seriously cool roleplaying opportunities, baked right into the framework of the class. Whenever targeted by an anti-possession or dispel/suppression effect targets the possessed, as a full-round action or when becoming unconscious, the possessed regains control. While in control, the patron adds patron bonus to saves versus exorcism-like effects and the like.

Patrons also all provide a class skill for the possessed, with some offering choice between options. However, the mortal frame is not made to house potent patrons – after all, otherwise there’d be no mechanical incentive to not be under the patron’s sway. Thus, patrons assuming control comes with a detrimental factor – namely the so-called control curse: While under the control of the patron, the possessed suffers from a detrimental effect, which is governed by the patron in question…and these tend to be serious.

A total of 20 patrons are included in the deal, and the respective control curses tend to be serious: When you e.g. take a look at the Strength patron, you have a penalty of -2 to all mental ability-based checks and Will-saves. Death even prevents the replenishment of hit points via positive or negative energy (but explicitly NOT forms of hastened natural healing, just restorative energies!). Darkness partially blinds the possessed and makes her lose Dex-bonus to AC as well as a 20% miss chance for attacks with spells and weapons. So yes, patron-choice REALLY matters, much more than for the regular witch, and should be taken into consideration for the build from the get-go. HOWEVER, there is also an associated benefit while the patron is in control, beyond those mentioned before: You see, to take the example of darkness as a patron – it nets darkvision 60 ft. (+30 ft. if you already have darkvision), the patron bonus is applied to Perception and darkness spells and it also increases their DC to dispel. For the potent drawback of death, you get the patron bonus to Fortitude saves as well as CL checks made when casting necromancy spells.

Being possessed by the ethereal patron makes the possessed susceptible to attacks from material and ethereal plane, bit halves her damage output with weapons and spells that require an attack roll. On the plus-side for this serious drawback, we have patron bonus added to touch AC as a deflection bonus. Famine nets nonlethal damage each round, but also provides some serious skill bonuses – as a whole, the total packages of the respective patrons, i.e. favored hex, boosts via patron bonus, drawbacks and favored spell selection provide meaningful alternate play modes – and some of them are really interesting: Space, for example, makes diagonal movement count as 10 ft. as a the control curse. So yeah, I like these!

As a capstone, the class increases this bonus to +6 and chooses one spell and one hex as additional favored hex and spell, respectively – she does add the patron bonus to these even when not surrendering control.

9 new hexes are included in the pdf – and they include a befuddling hex (which should probably be mind-affecting)…and some cool tricks. Take body portal, for example, which allows for the movement through a creature’s body on a failed save – only space, mind you, not reach, but particularly when dealing with big critters, this can be a nice, tactical advantage. As a minor complaint: Condemnation has a typo – it should be “affected”, not effected – oh, and the effect? Fewer than 0 hit points means you instantly DIE. No save. Ouch. Dimming lights, seeing the ethereal (reducing concealment), stealing darkvision or low-light vision…some intriguing options here.

Conclusion: Editing and formatting are very good, I only noticed a few typo-level hiccups. Layout adheres to Rogue Genius Games’ two-column full-color standard and the pdf sports solid stock art. The pdf comes fully bookmarked for your convenience.

Steven T. Helt provides the most occult non-occult class I’ve seen so far. What do I mean by this? While billed as a medium/witch hybrid, its take on patrons changes them more into something akin to oracle-y options than medium spirits, at least in how the rules feel. That is not a bad thing, however, for the pdf does understand the design-tenets of occult classes – you see, we have baked in, meaningful play-modes and player agenda; we have roleplaying opportunities hardcoded into the class abilities and the actual playing experience is radically different from both medium and witch, providing a distinct, unique identity. It also plays and feels radically different from Purple Duck Games’ excellent Vessel hybrid, going a completely different way. Now I wished it came with FCOs or some more of these creative benefits and drawbacks, but oh well.

So yes, I do consider this to be a well-made, neat hybrid class well worth checking out. My final verdict will clock in at 4.5 stars, rounded up to 5.

Endzeitgeist out.



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Starfarer's Companion
por Jen D. [Comprador verificado] Fecha en que fue añadido: 08/20/17 04:35:14

This is the best Starfinder Supplement released so far (a few days after Starfinder Core Rules release). Well written, Races are given a place in RGG's Starfinder Universe. Artwork is decent and enough is there for this to feel like a finished product. Well worth the cost.



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Writing With Style: An Editor's Advice for RPG Writers
por Stephane G. [Comprador verificado] Fecha en que fue añadido: 08/15/17 19:17:52

I find this book a more complete guide to writing for those of you who wish to submit your work to a publisher or even if you want to self-publish. At 44 pages, it cover many of the elements needed for the RPG style. He gives us examples and suggestions on phrase stuctures, run-on sentences, word use, participles, player-text versus GM-text, etc.

If you're submitting your work, he even recommends asking the publisher if they have a ''Style Guide''. Something I didn't even know existed, but then, I'm not a professional writer nor did I study journalism.

Ray does a very good job of showing us the little thing need to write with style. Venger's book mentions this only briefly, were as Ray goes in depth.

I believe that both of these books would well together, but that if you can only chose one, then go with ''Writing with Style''. For only 2$ more you get more bang for your buck.



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Writing With Style: An Editor's Advice for RPG Writers
por Eric L. [Comprador verificado] Fecha en que fue añadido: 08/10/17 11:07:04

If you're a freelance RPG writer, aspiring writer or just want your fan material to read better, do yourself a favor and get this. It's easy to read, there are many good tips and the examples are clear. It makes so much sense.



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