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Class Expansions - Onmyoji Archetypes
Editorial: Interjection Games
por Thilo G. [Cr�tico destacado]
Fecha en que fue añadido: 04/29/16 05:49:30

An Endzeitgeist.com review


This inexpensive expansion for the superb Onmyōji-class clocks in at 4 pages, 1 page front cover, 1 page SRD, leaving us with two pages for the archetypes, so let's take a look!


The first of the archetypes (both of which sport a brief paragraph of well-written fluff, just fyi) would be the Grinning Fox. Instead of aid of the minor kami ability, these fellows may choose an at-will cantrip and an at-will orison each day. Additionally, at 1st level, these guys get the Cha-based SP to cast lesser confusion twice a day...and grow their first fox tail, from now on counting as kitsune for purposes of e.g. the Magical Tail feat. The grinning fox receives spirit points equal to his class level plus Charisma modifier and replenishes these after 8 hours rest/meditation. At 2nd level, instead of gaining a shikigami, these folks gain Magical Tail as a bonus feat for the first time, gaining the feat an additional time every 2 levels thereafter. If the grinning fox already has the feat 8 times, he may instead choose one SP granted by it and increase daily uses for said SP by +1. I really like this archetype - in less "magical" worlds, this allows a player to undergo basically a kitsune-like apotheosis without introducing the race, while in high fantasy campaigns, it adds an interesting dimension to the interaction with kitsune: Do they frown upon Grinning Foxes? Encourage them? Perhaps even create them? Nice one!


The second archetype would be more complex - the Herald of the Lucky God. These guys exclusively specialize on one of the lucky gods - the lucky gods are listed including their dominions, but here's the catch - you get the petition of the lucky god you have chosen as a bonus petition as soon as you meet the prerequisites...however, you may never learn the petitions of the other lucky gods. Similarly, whenever the herald gains a class level and meets the prerequisites for the friendship feat associated with the chosen lucky god, he automatically receives it - once again, gods and associated friendship feats are listed for your convenience. This ability replaces aid of the minor kami. The archetype also learns an unique trick: At 3rd level, the herald learns the so-called Lucky God's Cantrip of the associated deity - and no, this is no 0-level spell. Instead, the abilities are either extraordinary or supernatural abilities, The abilities generally fit rather well with the respective theme of the lucky god chosen: Benzaiten, for example, grants all Knowledge skills as class skills and allows for untrained use of them. Daikokuten gets a pocket dimension that can hold one object of up to 5 lbs. (Hammerspace!), while e.g. Bishamonten grants an insight bonus to atk and AC when readying an action that is then wasted. While I'd champion a scaling bonus for the latter, you see that the abilities are pretty creative! Have I mentioned "Frequent Dier" that pays for a part of the costs of the spells that returned the character to life? If you're a DM like me, this will be used OFTEN. And yes, this got a chuckle out of me.


Conclusion:


Editing and formatting are top-notch - I noticed no glitches. Layout adheres to Interjection Games' two-column b/w-standard and the pdf provides stock photography of a rendition of the lucky gods, fitting exceedingly well. The pdf has no bookmarks, but frankly, needs none at this length.


So Alexander Augunas obviously had to sneak a kitsune-themed...wait. Wrong company and author, so sorry! ;P


Kidding aside, Bradley Crouch's expansion of the absolutely SUPERB, brilliant, genius, awesome, buy it now-level of greatness onmyōji-class is short, sweet and to the point. For a single buck, you get two well-made archetypes that certainly enrich the game and add new dimensions to the glorious base class. While I'm not completely blown out of the water by this expansion, it is still an excellent addition, which, at the ridiculously low $1-pricetag, is a no-brainer. MY final verdict will clock in at 5 stars.


P.s.: Get that base class!


Endzeitgeist out.



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[5 de 5 estrellas!]
Class Expansions - Onmyoji Archetypes
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Four Horsemen Present: Alien Races - Sokura
Editorial: Rogue Genius Games
por Thilo G. [Cr�tico destacado]
Fecha en que fue añadido: 04/29/16 05:48:26

An Endzeitgeist.com review


This installment of the Four Horsemen Present-series clocks in at 10 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 7 pages of content, so let's take a look!


The sokura's depiction as a race is more intriguing that one would assume - featuring post-existential philosophy as well as perfect pitch, these somewhat feline, quadruped creatures are akin to centaurs with rhinoceros-like skin. Their tribal culture is intriguing in its blend of science and a scoietal structure generally codified as primitive, creating a distinct area of tension between the two poles and generating thus interest and narrative potential in a surprisingly concise depiction that left me curious for more details regarding the culture of the sokura, which is further enhanced by a kind of infatuation with weaponry and a polygamous and polyamorous structure to their relationships. Similarly, the blend of avian, feline and centaur-like traits is intriguing.


Racial trait-wise, Sokura may choose one ability score to which +2 is added, are four-legged with a base speed of 40 ft. and +4 to CMD, always treat Perform as a class skill (and gain +2 to said checks) and are treated as though subject to know direction while on a planet. This one imho should have been codified as SP or Ex and I assume from the text that this does not work while in space, but I'm not sure. Sokura can go up to 3 days sans water, 10 sans food without having to make starvation checks. They may also, as a standard action and a Perform-check versus DC 15 share a teamwork feat with 1 ally for 1 round per HD they have...which is pretty powerful for a racial ability. They are proficient with sokura blaster rifles. As far as alternate race traits are concerned, two are provided: Offworlder sokura replace the food/water-related hardiness with +2 to Diplomacy and +1 known language. Prodigy sokura replace the teamwork feat sharing with the Technologist feat.


Thankfully, the race comes with random starting ages, height and weight (with entries for both regular and offworlder sokura) and the race is smart in that it codifies sokura as medium, thus avoiding the large-creature-issues and undersized weapon-requirements of the centaurs. The pdf sports 3 racial feats: Survivor provides temperature adaption as well as a further increase of the time during which they do not need to eat/drink/etc. The other two feats are Sixth Sense, which nets blindsense 10 ft. (with a prereq of Blind-Fight) and its bigger cousin, which grants blindsense 30 ft. and blindsight 5 ft. The race also provides FCOs for bard, cavalier, fighter, gunslinger, ranger and skald - no complaints there.


The pdf also provides racial archetypes, the first of which would be the Honored Nomad cavalier, which modifies proficiencies to cover simple and martial weapons, firearms, bucklers and light armor and are locked into the order of the nomad at 1st level. Instead of a mount, these sokura get +10 ft. movement as well as Endurance. Speaking of the order of the nomad - the order provides +2 to AC versus AoOs from the challenge, increasing +2 for every four levels the cavalier has. Class skills are Perception and Survival. At 2nd level, the order increases starting attitude by +1 and penalizes the Bluffing against him from friendly or helpful creatures. At 8th level can, as an extraordinary ability, calm emotions of a creature as a full-round action, with a duration that is only maintained while the sokura maintains the expenditure of the required action. Making the save versus the ability offers a means of increasing attitude of the creature affected, though the spamming of the ability is impossible due to a hex-like once per 24 hours per creature caveat. At 15th level, Diplomacy can even be used sans shared language and foes are penalized depending on their attitude towards the cavalier. Over all, a cool idea - tying attitudes with combat-relevant abilities is a pretty rare approach.


The Mind Singer skald replaces Scribe Scroll with 10 ft. per class level via telepathy - but only one creature at a given time. Similarly, the raging songs granted by the archetype are hive-mind themed, enhancing the Will of the listeners and providing a telepathic song that grants telepathy to allies as well as sharing teamwork feats at higher levels. 10th level allows for the touching of foes to detect thoughts (immediately 3 rounds of concentration) - nice. 14th level does overshoot the target a bit for less powerful campaigns, allowing for the sharing of a single skill or feat, though at least targets still must meet the prerequisites, which prevents this from being OP. Odd: The honored nomad and mindsinger's headers sport different formatting choices.


The pdf provides two new weapons, the clay shard blades and the sokura blaster rifle (with a nice b/w-artwork). The pdf concludes with advice on how to use the sokura and a sample CR 1/2 vanilla skald (sans archetype), including the neat cover artwork.


Conclusion:


Editing and formatting are good, though not perfect - beyond the inconsistency regarding header formatting, this pdf has an odd layout-glitch: The first page sports the standard color background...and about half of the page instead has a white background. This is a cosmetic glitch, though. Layout, apart from aforementioned glitch, adheres to a 2-column full-color standard and sports solid artwork. The pdf comes fully bookmarked for your convenience.


Tim Hitchcock's Sokura are an interesting race - though one that does deviate in very minor instances from some established formatting choices. When I looked at the cover, I expected a mess - quite frankly, I have not seen a single quadruped race that truly works...or manages to address the ladder/large-creature-issues properly. The sokura, by virtue of ignoring their extra limbs for all but their base speed, manage to avoid the obvious multiple-arms- and size-issues, which is smart. More importantly, the tidbits we get on their culture actually are intriguing and exciting - they feel ALIEN and still sensible.


The tactician-lite racial ability may upset games that are predicated on more conservative racial stats, but at the same time, the race, as a whole, can be considered on par with the more powerful races like tiefling, aasimar, etc. Personally, I would have codified the ability-types of some abilities a bit differently, but that can be chalked up to mostly personal preference. So is the race good? Well, it's better than the brevity would suggest - it manages to depict a race that feels unique and more than a collection of stats an crunch - which is ultimately the most important component of a race and more than I can say about many racial supplements. Still, personally, I had a strange feeling that the sokura were intended as a psionic race - the mind-song and concepts feel like they could have easily tied in with Ultimate Psionics, considering how the rules in said book have established, precise rules for psionic collectives. A psionic variant at least would have been great to see, though I will not penalize the pdf for the omission of the like.


In the end, this is a nice, if brief, racial supplement that manages to rise above the average racial supplement, but also falls short of the potential of the race, mostly due to the brevity of the book. My final verdict will clock in at 4 stars.


Endzeitgeist out.



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Four Horsemen Present: Alien Races - Sokura
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Deadly Gardens: Phoenix Lily 5E
Editorial: Rusted Iron Games
por Thilo G. [Cr�tico destacado]
Fecha en que fue añadido: 04/29/16 05:42:44

An Endzeitgeist.com review


The 5e-conversion of the Phoenix Lily clocks in at 5 pages, 1 page front cover, 1/2 page SRD/editorial, leaving us with 3.5 pages of content, so let's take a look!


After a brief introduction to the subject matter at hand, we are introduced to two magic items: The uncommon specimen jar, which conserves 1/2 cubic foot of material, preserving it. (Yes, including information on putting things inside or drawing forth items.) and the second being the very rare fecund totem: Vegetation within 600 feet of the totem becomes overgrown as if affected by plant growth, which is btw. not italicized in the pdf. The totem also grants all plant creatures +2 hit points per HD, +2 to all rolls and +2 to AC. Creatures marked by the sign on the totem are not attacked by plants unless provoked.


The eponymous sample creature herein, the Phoenix Lily, is a CR 4 adversary that sports a limited number of fiery blossoms that wilt upon being used, which they can use to emit fiery rays with a recharge of 3-6 (I assume, the recharge here represents a wilted blossom regaining its prowess). These lilies are vulnerable to cold and resistant to fire and may either attack twice via vines or fiery one of aforementioned rays. Interesting: Upon taking fire damage, a phoenix lily must succeed a Constitution save, with a DC equal to damage taken. On a failure, it erupts in an explosion akin to a fireball, with a damage equal to number of blossoms remaining times d6, Dexterity save vs. DC 15 halves. The plant is included in the targets and all blossoms wilt if this explosion is triggered. On a cosmetic side - the rules pertaining recharge and the wilting of blossoms are a bit opaque: Now I think wilting blossoms represent the total maximum of times the phoenix lily can fire its ray, while recharge is determined to denote the downtime required between shots - but one may just as well read this as recharge "unwilting" blossoms - hey, it's a phoenix lily, after all! A bit more precision in the interaction of these two would be nice.


The pdf also provides concise rules for harvesting phoenix blossoms that adhere to the default established in the accompanying FREE pdf and the rules for preserving them are provided as well - though the ever increasing DC means you won't be carrying a lot of these around for long. Intelligence (nature) can be used to fire them similarly to a one-use circlet of blasting. The pdf also contains rules for glow-emitting fire beetle glands and basilisk blood, which may revert creatures affected by a basilisk's petrification to their less statuesque forms and, when imbibed, can act similarly to cockatrice tongues as a means to temporarily gain advantage versus paralysis and petrification. Shambler Wafers are pretty powerful: Eating one grants you lightning immunity for one hour and converts the first time lightning damage is taken up to 20 hit points of damage prevented by the immunity into temporary hit points. At 200 gp, this item may be a bit on the inexpensive side, but its harvesting is dangerous enough...so yeah.


The pdf also provides means for using basilisk blood and phoenix blossoms as optional additional material components - and the modifications are interesting: E.g. gaining advantage to remove the petrified condition via dispel magic - or rather, that would be interesting...but, alas, pretrification requires greater restoration to remedy and can't be affected by dispel magic in the first place. Editing has some glitches here - when scorching ray notes "You get one extra ray than normal." and a multiplying "X" is missing in a spell's area increase, the bonus damage granted to phoenix lily-powered fireballs is not properly codified as fire damage, lack of italicization of a spell...I can't help but find myself thinking that editing should have caught this.


Conclusion:


Editing and formatting are the downsides of this pdf - while formally not bad, they could have used a cleaning up pertaining some components of the rules-language. Layout adheres to an easy-to-read, nice 2-column standard that is easy on the printer. Oddly, one underline of the natural items is purple, not black like the others. The original b/w-artwork provided is awesome for the low price point. The pdf comes fully bookmarked for your convenience.


Russ Brown and Ismael Alvarez' conversion of the Phoenix Lily to 5e is solid regarding the creature - while the recharge/wilting-component imho needs clarification, the creature as such is well-crafted and fun. The supplemental material, alas, ranges in quality, with editing feeling rushed on a formal and rules level - basically, this is a nice, inexpensive pdf hampered by the glitches in the details. If you just want to get this for the creature, go ahead; similarly, I enjoyed the notion of basilisk's blood being used to reverse petrification caused by them, as this taps into mythology. Still, the power component-section in particular needs some work. Still, for the plant, this is worth the asking price.


As a reviewer, though, I can't close my eyes to the hiccups herein. My final verdict, hence, will clock in at 3.5 stars, though I can't round up with the accumulated glitches in this brief pdf.


Endzeitgeist out.



Puntuación:
[3 de 5 estrellas!]
Deadly Gardens: Phoenix Lily 5E
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Deadly Gardens Extra: Natural Items 5E
Editorial: Rusted Iron Games
por Thilo G. [Cr�tico destacado]
Fecha en que fue añadido: 04/29/16 05:40:34

An Endzeitgeist.com review


This FREE pdf (included in regular Deadly Gardens, just fyi!) clocks in at 3 pages, 1 page front cover, 1/2 page SRD, leaving us with 1.5 pages of content, so let's take a look!


So, what are natural items? They are basically parts of creatures vanquished, in some cases specifically treated. The harvesting of these items is pretty simple - all are based on Intelligence, though the precise skill used diverges from creature to creature. Beasts can be harvested via Intelligence (Nature), while most creatures can be harvested via Intelligence (Religion) and Intelligence (Arcana). Slightly odd to my eyes: Oozes are harvested via Intelligence (Investigation) - though that makes sense, if you stop to think about it. Scraping an ooze's remains from the floor? Yeah, sounds investigation-y.


The DC to harvest the respective natural items may be a bit high - per default, it is 10 + the creature's CR, with CR 1/2 et al being rounded up to 1, though, to be a nitpicky prick, the pdf does not explicitly state that one should round up. Conversely, the DC gets high pretty fast at higher levels. This does get a pass, though, since the two sample items provided make that apparent. Format-wise, natural items sport a Source that denotes the target creature from which an item is harvested, the Harvest line that states the skill used and DC and the yield. Yield denotes the number of such items you can harvest from a given carcass. Of course, price and weight also are included.


The sample items herein would be the cockatrice tongue, which, when consumed raw, grants advantage on saving throws versus petrification and paralysis. Mimic adhesive is interesting in that you can gain more of it when you succeed by +5 or more when harvesting. Mimic adhesive can be used as a glue, obviously, and is generally a nice item; I won't complain about no AC given for the glue, since the GM should be able to assign one - however, here a bit of Pathfinderism has crept into the pdf: The glue has 5 hit points...and hardness 3. After extensive perusal of my books and the SRD, I couldn't find any mention of hardness - was this supposed to be a damage threshold?


Conclusion:


Editing and formatting are good, though I noticed a minor glitch here and there. Layout adheres to Rusted Iron Games' two-column color-standard and the pdf is relatively printer-friendly. In spite of its brevity, the pdf is fully bookmarked - kudos!


Ismael Alvarez has done a good job converting Russ Brown's pdf; while not an expansive pdf, this is FREE and I love the general notion of natural items. While not perfect, this is a nice bonus and certainly worth the download. Hence, my final verdict will clock in at 4 stars.


Endzeitgeist out.



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Deadly Gardens Extra: Natural Items 5E
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Into the Breach: The Magus 2nd Wave
Editorial: Flying Pincushion Games
por Thilo G. [Cr�tico destacado]
Fecha en que fue añadido: 04/28/16 03:44:00

An Endzeitgeist.com review


This installment of the Into the Breach-series clocks in at 29 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial, 1 page ToC,1 page SRD, leaving us with 24 pages of content, so let's take a look!


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


It's been quite a ride since Flying Pincushion Games, then still partnered with D20pfsrd.com Publishing, released their second book (and the first one I reviewed), namely the first Into the Breach: Magus. Well...let's just say that it didn't do so well. That being said, the crew has learned quite a bit since then, but does this second trip to the magus fare better than the first one?


We begin this book, as always, with an assortment of different archetypes, the first of which would be the Arcane Engineer. These guys get a modified skill-list (with all rogue-y related skills like Stealth or Disable Device), 6+Int skills per level and a similarly modified weapon and armor proficiency list. Arcane engineers do not learn to cast in medium and heavy armor at 7th and 15th level; rules-language-wise, stating that in the proficiency section is an unnecessary deviation from standard rules formatting. They also modify their spell-list, but, more importantly, may apply the bonuses granted by their arcane pool to objects and armor, but only to one object at a given time. Starting at 5th level, these guys may spontaneously add a limited list of metamagic feats' effects to spells by using arcane pool points equal to the spell level adjustment. While this sounds feasible, the rules-language is pretty wonky and deviates in many regards from how such mechanics usually are phrased.


Starting at 2nd level, these guys may channel spells through equipment - they may, e.g. get an Acrobatics bonus equal to his class level when casting "movement enhancement spell on an item worn on his feet item slot." SIGH For how long? Does non-magical equipment qualify? What constitutes a "movement enhancement spell"? Define. What if he has no item on the feet-slot? Doesn't work as written. To make up for that, targets of their spellstrike may save, even if there is usually no save. OUCH. Wait...what's the save? Fort? Ref? Will? No idea. The archetype also has a significantly expanded arcana section, allowing them to convert spells into arcane pool points - and no, they can't be retrieved via spell recall or improved spell recall. This severely de-limits the arcane pool - and fails to specify whether multiple instances of the same spell prepared also mean that the respective spell can't be recalled. Cosmetic, sure, but still. On the cool side, counting as having the quick trapsmith rogue talent while under the effect of haste can be considered to be an interesting synergy. Regarding almost humorously bad editing glitches: "When channeling the monkey fish spell through a wrist or belt slot item, the arcane engineer may ignore the armor check of light armor when climbing or swimming and add +5 ft to his Swim or Climb speed" Spot the glitches, ladies and gentlemen. Yes, beyond there being a "penalty" missing. Btw.: The maximum ACP for light armors...is -2. Another also nets the following gem: "[the shirt through which a spell is channeled] automatically gains a Heal skill check using the arcane engineer’s Heal skill modifier +10 to attempt to stop bleed damage." So, does the item gain an action? Does this happen immediately? As an action? Things get more wonky - "+8 to the Fly skill as though the arcane engineer were a flying creature." URGH. Does this stack with Fly speed's bonus? The bonus granted by the required spell, overland flight? No idea. This whole archetype is a neat idea, but not functional - it takes a complex concept and tries to beat it into a class chassis not intended for its use...and its wording is sloppy.


The second archetype, the Ebonheart Magus, adds several death-related spells to his spell list, namely death knell, death knell aura and bleed. Starting at 4th level, these guys may expend 1 arcane pool point as a swift action to, for one minute have all touch-range spells dealing hit point damage deal 1/2 their damage as negative energy damage, granting the magus "temporary hit points per level of the spell cast while this ability is in effect." These stack to a maximum of twice (thrice at 11th level) the magus' level and last 10 minutes. The plus-side here, is that death knell and this ability's temporary hit points are properly working in conjunction. The downside being that the magus gains these temporary hit points only once per spell cast. At 11th level, this ability extends its benefits to ranged spells - and here, things become very wonky: What about AoE-spells? Do they grant multiple temporary hitpoints? Technically, they're one "cast," as the ability calls it.


At 7th level, these guys may spend one point from the arcane pool to cast death knell upon reducing a foe to -1 hit points via a melee attack or touch-range spell as an immediate action. This ability gets an upgrade at 16th level. The archetype pays for these benefits with (improved) spell recall, the knowledge pool and counterstrike. The archetype gets 3 arcana for leeching blades. At 9th level, these guys can expend temporary hit points to properly heal or even regain prepared magus spells.


I like what this archetype tries to do: using temporary hit points as an alternate resource and tying it to the limited resources spells, hit points and arcane pool. Unfortunately, there is a reason for why this is usually not done - there are more ways to gain temporary hit points that can be exploited rather hard. Beyond the rules-language hiccups, this means this archetype will not get near my game.


The next archetype is the elemental champion - these guys lose (improved) spell recall and knowledge pool. To make up for this, these guy increase energy damage output and may expend arcane pool points up to Int-mod to change the energy types of spells prepared, with 11th level providing only the fly energy type change. Pretty much the epitome of boring elementalist.


The Fate's Edge can't spend arcane pool points to enhance his weapon, but may spend 1 point from the renamed Prescience Pool as a swift action to gain a +1 insight bonus that can either be applied to atk and damage or to AC and saves, increasing by +1 at 4th level and every 4 levels thereafter. The total bonus can freely be divided up between offense and defense. 5th level provides uncanny dodge, 10th level its improved sister ability. At 7th level, while already in prescient combat, the fate's edge may, as an immediate action, spend 1 point to reroll an attack or save and at 16th level, the archetype may force a creature targeting the fate's edge or saving versus a spell or effect generated by the fate's edge to roll twice and take the lower result. Arcana-wise, rerolling damage dice , rolling twice for initiative and spellbooks expanded with some divinations are pretty much what I expected. Mechanically, this one is pretty sound, but it won't win any innovation prizes - these are literally the default tricks in that category.


The Force Bulwark is, mechanically, perhaps one of the more intriguing archetypes herein - instead of spell combat, these guys gain the ability to create barriers of solid, visible magical force. This barrier, 5' square, has hardness equal to Int mod and hit points equal to 5 + cless level x 2. Versus energy damage, hardness is instead treated as energy resistance, retaining vulnerability versus these. The barrier provides cover and may, providing circumstances are right, even grant total cover. The barrier must be anchored but doesn't have to be vertically anchored. It can hold 100 pounds per caster level and has a range of "close" - I think that should be "short (25 ft + 5 ft./2 levels). At 4th level and every 3 levels thereafter, the character can create + 1 5' square barrier, which must forma single continuous plane, though the barrier shares hit points.


The barrier is activated as a standard action, costs 1 arcane pool point and remains for 1 minute or until destroyed. A force bulwark may only have one such barrier in place at a given time. This replaces spell combat. At 8th level, the barrier can be formed into rough geometric forms (more precise wording would have been nice here) and the barrier may halve its hit points to extend to twice the area. At 14th level barriers need no anchor and 20th level eliminates the one-barrier at a time restriction. There are 4 exclusive types of arcana, which include AoE bull rushes versus attackers that destroy the barrier, minor retributive damage, fast healing barriers and more hardness that scales with levels. I really like the idea of this archetype, but its execution leaves a bit to be desired - the barriers generally are pretty weak and easily broken. While the complex concept generally is cool, it suffers from the limited space it has to shine - this should imho be a more detailed base class. Still my favorite so far.


The Mistblade may, as a standard action, spend 1 arcane pool point to create an illusory duplicate of himself that can move anywhere within close range of the creator. The duplicate is correctly coded as a figment and has an AC equal to your touch AC. The double is destroyed when it takes any damage. Unfortunately, the ability fails to specify the save DC to disbelief the double, which is important since non-disbelieved doubles can act as flanking partners. Duplicates can speak and changes to your appearance etc. affect the double as well. At 3rd level and every 3 levels thereafter, the class feature grants +1 double, all of which must be destroyed or disbelieved separately. Odd: 5th level specifies that the doubles can now be directed as a free action, when prior to that, no action is given regarding directing the doubles. This replaces the magus' ability to enhance weapons with arcane pool. 2nd level and every 3 levels thereafter provide sneak attack progression instead of spellstrike.


The higher levels allow for the disbelieved duplicates to be reset as a standard action and 10th level allows them to affect the physical world as though they had a Str-score of 10, with the mist-blade's BAB + size modifiers as atk, with damage equal to the weapon's base damage sans enchantments, feats, abilities, etc. at 13th level, the mistblade can swap positions with a duplicate as a swift action. The ability lacks the note that it is a conjuration [teleportation] effect for purposes of ability interactions. They do lose medium and heavy armor and fighter training for these tricks. The arcana allow the mistblade to see through duplicates and poach among rogue talents and ninja tricks. All in all a thematically awesome, complex archetype that almost gets its difficult subject matter right.


Primalists get diminished spellcasting and may only use spell combat in conjunction with natural attacks or unarmed strikes. He may not enhance his weapon via arcane pool and instead gains primal shift that costs 1 point from the modified pool and can be activated as a standard action (swift action at 4th level). The shift lasts for one minute; it is properly codified as a polymorph effect: Every level, the character gains a number of evolution points that can be used to gain a limited array of evolutions; the evolutions are fixed each level, but can be reassigned on a level-up. The abilities of the archetype focus on modifying spell combat et al. for natural attacks/unarmed strikes, limited natural armor and modifying expanded spell list-abilities to refer to the druid spell-list instead of the wizard's. The arcana allows for reactive shifts, for example. A slight problem here lies in the utterly deadly combo of feral combat, spells and evolutions - the combo makes you a brutal shredder and the archetype, generally, is very, very strong. It still is okay in high-powered campaigns, but any halfway decent minmaxer will make a devastating beast out of these guys. GMs concerned with balance may want to be careful regarding this one.


The Pyroclastic Mystic has a cool name...and gets more fire spells, fire resistance, uses fire-forged steel, a cloak of ash, may sculpt fire damage spells...and takes until 11th level until it finally gets a means to reduce resistance...which may be a bit later. 5th level or even as soon as 3rd would have probably been a good idea. Overall one of the more visually interesting elementalists...but still, not really that cool.


The Spell-torch Savant looks, at first glance, like yet another one of these...but is interesting: These guys can spontaneously convert spells into a fixed list of divinations while wielding a torch and they attack with torches - when delivering touch spells with their torches, they add fire damage contingent on spell level and make the targets burn, scaling DC to resist and put out - which is pretty brutal. Thankfully, the fire at least can't spread. At 4th level extend this to ranged touch attack spells. Higher levels provides options regarding wind-resilient torches and instead of bonus feats, they can pose yes/no questions to their torch, brandishing it; if the answer is yes, the flame flares. I...actually love this one. The mechanics are unique and powerful, but the archetype is balanced pretty well...and makes torch-combat actually feasible and evocative - certainly an interesting class I'll use in my darker games.


The towering champion gets a reduced arcane pool...and is interesting as well: These guys may enter massive form, increasing their sizes and gaining attribute bonuses, natural armor and later even DR. The abilities are codified properly and size benefits are listed for your convenience. Giant-themed abilities like rock catching are provided and these guys get a choice - either be a protector or marauder. This choice determines whether the form features a buff for allies or debuff for foes (it can be changed each level) and the archetype can grapple foes with one hand. I like the visuals here; I also like the execution - a 11-grade distinction between massive forms means that they generally are level-appropriate regarding their balance. All in all, a good archetype, though a bit light on the player agenda - still, one of my favorites herein. I'll probably use this one sooner rather than later.


The next one would be the waystrider - no arcane pool weapon enhancement, but instead close range, arcane pool-based teleportation (properly codified - YAY!), with higher levels increasing range. The archetype also gets evasion, tagging along on teleportation and a somewhat erratic last second save teleport that staggers him for one round, but may save his life (or teleport him in a solid object, but oh well...). The arcana allows for the ignoring of line of sight, an afterimage and improved evasion. Know what? I like this. It's a solid teleporter-skirmisher archetype that does everything right. I have recently built a similar teleport-themed archetype...and have to say, I couldn't have done this one better. Credit where credit is due - this is awesome.


The whip weird gets a modified spell list and is the unpretentious whip-expert, with arcane pool powering temporary deafening strikes (later entangle and constricted), appropriate feats and proficiencies. This does not reinvent the wheel, but certainly is one of the better takes on the whip specialist I have seen, with sufficient precision in the rules language - again, kudos.


The pdf provides PrCs as well, the first of which would be the Anthropoarion, which requires the hummunculist archetype and gets d8 HD, 2+Int skills per level, 3/4 BAB-progression, 1/2 Fort- and Will-save progression as well as 9/10th spellcasting progression, with each level choosing arcane casting or extract progression. Every level nets an arcana or an alchemist discovery. The PrC's levels stack with hummunculist for purposes of experimentation and he may use bombs in conjunction with spellstrike "as a full-round action". Does that mean full attack with bombs only? Or one bomb + spell? This needs a bit of clarification. AT higher levels, these guys can dimension door their homunculus, later switch locations with it. 9th level lets "the homunculus cast spells on behalf of his master as though he were his master" using the master's slots, but not actions...okay...so does it have to be commanded to do so? I assume no, but I'm not sure. As a capstone, the homunculus replaces BAB and HP with that of an animal companion and gets a huge boost to mental attributes, spellstrike and 1/2 the master's arcane pool. if the master dies, he "awakens the next day as the homunculus until returned to life" - which is cool...but what are the mechanics for this transition? Switched mental attributes? Total transposition? No idea.


The second PrC would be the erudite blade bravo, who gains d8, 2+Int skills per level, some exotic proficiencies, full spellcasting-progression, 1/2 BAB-progression, 1/2 Ref- and Fort-save progression. The PrC provides full synergy with magus levels for purposes of arcana prereqs and may power mage hand with arcane pool points to wield weapons, though that requires swift action concentration. The one thing unclear here is whether the mage hand then threatens squares - I assume so, but I'm not perfectly sure. The PrC provides scaling AC-bonuses when wielding daggers, dagger-themed spells added to the spell-list and use Int instead of Str for damage, but thankfully with anti-cheese caveat. Better thrown range for daggers and a non-stacking, arcane pool-powered flurry complement this one. Overall, a rather interesting, overall mostly well-crafted PrC.


At this point, layout changes from the 2-column standard to the 1-column standard and the pdf sports a new Metamagic feat, adding smoke to spells. The feat has a cosmetic italicization glitch. Finally, the pdf offers 5 new spells - blazing shiv conjures basically a lightsaber and erroneously refers to "casting statistic," a term that does not exist in PFRPG rules language. Burrowing Blade lets you enchant light piercing or slashing weapons to embed them in foes and have them continue to burro into said foes - NICE! Cinder Fall is textbook power creep - it ignites flammable material and clearly outlines invisible creatures - sans penalty like glitterdust, making the spell better in that regard, though it is a level below that. Storm Spike is an electricity-based light saber and suffers from the same glitch as the former one. Wall of Smoke nauseates, obfuscates and can even deal nonlethal damage - overall, a cool spell.


Conclusion:


Editing and formatting are still okay on a formal level; I noticed a couple of italicization glitches and the like. Rules-language is a different topic: It frankly oscillates between "This doesn't work -at all!", "this works but deviates from how it's usually worded" and "this is remarkably precise for the complex concept used." All in all, though, this pdf could have definitely used a tighter hand in development and the book shows the hands of 4 developers, some of which, reluctant though I am to state this, botched the job. Layout adheres, for the most book, to a 2-column standard, switching to a 1-column standard for the spells and feat. Artworks are gorgeous and full-color; while some stock pieces are there, I have never seen most of them and they tend to be very beautiful. The pdf comes fully bookmarked for your convenience.


Frank Gori, Jacob W. Michaels and Taylor Hubler can do better. I've seen all of you do better and this pdf does sport some of the components I really wanted to see; there are a few gems herein, but the often problematic rules-language tarnishes some of the admittedly challenging concepts herein. That being said, while not the best work of Flying Pincushion Games or the authors, this indeed is better than the first magus-book. Still, over all, this is a frustratingly mixed bag of a book; if the rules language had received the required polish, this would have been an impressive book; as written, it is a rollercoaster ride between elation and frustration due to the grit in the gears of the finer rules. My final verdict for this one will clock in at 2.5 stars, rounded up to 3 due to in dubio pro reo and the fact that the gems herein do not deserve being bashed - it's a mixed bag, but it has its gems.


Endzeitgeist out.



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Lucien's Guide: Legends & Lies (Diceless)
Editorial: Rite Publishing
por Thilo G. [Cr�tico destacado]
Fecha en que fue añadido: 04/28/16 03:42:42

An Endzeitgeist.com review


This installment of the Lucien's Guide-series for Rite Publishing's critically acclaimed Diceless system clocks in at 18 pages, 1 page front cover, 1 page editorial, leaving us with 16 pages of content!


This pdf, presented as an account of famous Lucien, depicts various legends and ominous tales that make their rounds among the blessed beings capable of navigating the Grand Stair - generally, the respective entries begin with a brief legend that can be encountered, to then go on and discuss the truth...or one of it, behind the respective legend. The first of these we encounter would deal with Doorghuls - the legend of mimic-like creatures, masquerading as doors, waiting to swallow hapless travelers...


The second legend herein is a more complex one and one that will bring smiles to fans of the Dark Tower - it pertains the Fall of Gilead, reimagined as an inconceivably powerful world, one possibly shut down or destroyed by the Dwimmerlaik...or...well...perhaps they have chosen isolation? Instead of King's gunslingers, the fabled champions of this iteration of Gilead were the paladins and we do get concise rules for the 57 point paladin armor as a sample relic of fabled Gilead. By the way, have you heard about the darkened doors, that seemingly can't be opened, sealed from one side or another? For what reason, none can fathom...


Know how the Grand Stair is reasonably free of detritus? Well, in the drowned expanse, this is not the case, with partially and fully submerged doors leading...somewhere. To be more precise, the realms of a once unified lizard-like people called the Notar -and these fellows, as a whole race...can NATURALLY navigate the stairs. It's not rocket science to grasp the implications of such a race existing...and lets you gulp when thinking about the progenitors that engineered them. Lucien, btw., does not believe in the Old Ones that presumably exist beyond Eidolon and Umbra.


If you've read my review of the Gossamer World detailing the ramifications of colonization by the Incursion, you'll already be familiar with some of the problematic implications of this empire - which consider the Stair foremost a logistic problem - one they are methodically solving, step by step...and sure, their empire may have collapsed...but perhaps, they are just preparing themselves to rise...this time, with magic as well.


The legend of the infinite door is dismissed pretty quickly, but the nature of dragons and their interaction with the Stair...well, let's just say it's hard to find reliable sources. Oh, btw. - there is a section of the Grand Stair called God's Passage - where doors range from 60 ft - 200 ft....and if that doesn't unnerve you, you probably are a fool...particularly since they all lead to dead worlds, burning under a red sun. The pdf also talks about the forest of doors and Old Man Cavendish, who has lived through all tragedies of the Stair. Really cool: The cupboards - think of the Grand Stair, but only for interconnected cupboards...as though for mice or similar beings...


Finally, the pdf talks about broken stairs - the hypothesis being that the Grand Stair may shed sections of it, which then tumble as separate entities through time and space, but continue operating on a smaller scale...which is narrative gold.


Conclusion:


Editing and formatting are top-notch, I noticed no glitches. Layout adheres to Rite Publishing's two-column full-color standard with ample of high quality, glorious full-color art and the pdf comes fully bookmarked for your convenience.


Rob Donoghue's Lucien's Guide to Legends and Lies is a truly inspiring read that provides not only ample intriguing ideas and narrative potential, it also lets you ask some important questions pertaining the nature of the Grand Stair, while providing an indirect glimpse at the psychology of those that travel its expanses as a social entity. This is an inspired pdf and well worth a final verdict of 5 stars + seal of approval.


Endzeitgeist out.



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The Rangers of Uteria
Editorial: Lone Wanderer Entertainment
por Thilo G. [Cr�tico destacado]
Fecha en que fue añadido: 04/28/16 03:39:02

An Endzeitgeist.com review


This FREE little supplement clocks in at 8 pages, 1 page (gorgeous) front cover, 1 page editorial, 1 page SRD, 2 pages of advertisement, leaving us with 3 pages of content, so let's take a look!


Okay, so the first thing you'll notice is...well, as Uteria is an E8-setting, the ranger class depicted herein sports 8 levels. The second thing you'll notice is a modified list of ranger favored enemies...and one crucial change: Spellcasting works differently in Uteria and hence, the class gains no spellcasting progression - instead, it gains mana - based on Dexterity. Ranger with Dex<=14 get the first mana point at 5th level and can reach up to 4, while those with more than Dexterity 14 get the first mana point at 4th level, +1 every level thereafter, with 8th level providing a bump, increasing mana by +2 instead.


The spellcasting of these rangers is explained as natural talents. These require a Dex-score of 10 + talent tier to perform and save DC, if applicable, is 10 + tier level + Dex-mod. They are treated as spell-like and are used spontaneously. To regain mana, a ranger has to meditate for 1 hour and Cl is equal to ranger level -3.


Next up would be the lists of 1st tier (mana cost 1) and 2nd tier (mana cost 3) natural talents, both of which sport a new talent: the tier one ability Dazing Strike can daze foes of 4 HD or less. The talent also, oddly enough, explains the difference between being dazed and stunned, which could be considered to be somewhat confusing. The tier 2 talent, Stag's Reflexes increases AC and Perception by +2. Here, the explanation is downright incorrect, stating "...+2 Armor bonus (as a Dexterity bonus, though it does not raise the ranger's actual Dexterity)." You see, there is no "Dexterity bonus" unless you're talking about a bonus to Dexterity - there is a Dexterity modifier, which is applied to AC...and a metric ton of bonus types that could have been used here instead of this wonky wording.


Conclusion:


Editing and formatting are very good on a formal level, though the rules-language sports some hiccups. Layout adheres to a solid full-color two-column standard and the artwork, both the cover and the interior art, are phenomenal. The pdf has no bookmarks, but needs none at this length.


Michael Bielaczyc's take on the E8-ranger is per se interesting, if not too remarkable. I consider the Dex-based casting interesting, but rules language is ultimately not as tight as it ought to be - still, this is a FREE book and as such, it gets a bit of a leeway...and the nice artworks may make this worth for you. Hence, my final verdict will clock in at 3.5 stars, rounded up to 4 due to being FREE.


Endzeitgeist out.



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Astonishing Races: Grippli
Editorial: Fat Goblin Games
por Thilo G. [Cr�tico destacado]
Fecha en que fue añadido: 04/27/16 02:32:37

An Endzeitgeist.com review


This installment of Fat Goblin games' Astonishing Races-series clocks in at 32 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page advertisement and 1 page back cover, leaving us with 26 pages of content, so let's take a look!


This review was moved up in my review-queue due to me receiving a print copy.


Ah, Grippli...I have a soft spot for the race. If you never got how awesome they can be - take a look at user NobodysHome's Serpent Skull-campaign journal on the Paizo boards. But beyond the hilarity and genius of said campaign, grippli as a race are interesting: Kinda cute, a bit naive and good frog-people? I don't have to look into the cute froggy eyes to get a kind of warm-hearted Kermit flash-back...but Gripplis are no joke and under-developed. The race has a LOT going for it, but so far, there is not extensive or particularly interesting supplement detailing them out there.


Well, this book seeks to remedy just that. Why is this important? Well, you know that I can be pretty harsh on races - for a reason. Just tacking together a couple of stats is not enough in my book; I want to see information about a given culture, the psychology of the people, the customs - otherwise you're just playing an oddly disfigured human, not a unique race. Suffice to say, the book delivers in that regard. Grippli culture(s) and village types, including desert grippli (yep, these exist - the book notes several subtypes with recommended racial traits) and their lifestyles are depicted. Tribal and somewhat matriarchal grippli definitely make sense to me, as do superstitions pertaining certain creatures and enmities. Rules-wise, age, height and weight tables and the racial stats for the grippli are provided - the latter with an RP-breakdown as per the ARG.


Usually, the presence of the like does not bode well, but here, it is justified: Grippli as a race are not particularly strong and function in every type of campaign, even the lowest, grittiest ones. However, and the book is aware of that, they actually are arguably slightly below standard races in potency. Hence, a suggestion is presented: Among the various alternate racial traits provided for the grippli, one can optionally choose to bring them up to core-race level. Granted, their climb speed is powerful, but overall, I'd suggest you heed this recommendation unless you plan to run a rather low-powered campaign. The process, obviously, is only possible due to each alternate racial trait sporting an RP-value alongside the traditional "replaces x"-line - and as much as the RP-values usually suck at determining a balanced race, the alternate racial traits here, from poison skin to gliding membranes to reduce falling damage and obvious one like deep breath, overall manage to provide a great customization frame-work for the race. And yes, Diplomacy bonuses via the "Princely" trait got a chuckle out of me.


The book manages to score on par with the most detailed of racial supplements in one regard as well: Favored Class Options. Beyond the races we all expect, Advanced Class Guide and Occult Adventures are covered - sometimes interacting with e.g. certain deeds or blessings. They are overall well-crafted...and do something I very much welcome: They comment on how the average grippli psychology and social norms interact with them - a lingering sense of guilt for intrusions in one's mind for mesmerists, psychics in tune with the very swamps they inhabit - this brief pieces of fluff made the usually rather tedious process of reading FCOs rather enjoyable and can provide roleplaying pointers I very much welcome.


Archetype-wise, we get three new options: Bogborn alchemists replace throw anything with mutagens that grant 15 ft. swim speed and may take toxic skin as a discovery. Three new grippli discoveries complement it: Chameleon grippli can enhance their skin to grant +4 to Stealth ( +8 at 10th level), while those with deadly excretions change their toxic skin's poison's effects from Dex to Con. Okay, if not too exciting. The third discovery has a different formatting, with name in italics as opposed to the two bolded discoveries before that - consistency would have been nice here...however, the discovery itself is pretty awesome, allowing you to throw bombs underwater and providing brief, concise rules for throwing bombs at targets below the surface.


Atop buzzing wings, the dragonfly champion does not gain proficiency with heavy armor and gainsan improved tactician that grants teamwork feats for 4 + 1/2 character level rounds. They also get a dragonfly mount and replaces the cavalier's charge ability-tree for scaling, devastating charges when jumping from the saddle of his dragonfly mount, emphasizing a more fluid and agile attack style. And yes, the vermin becomes intelligent - rudimentarily so, but nice catch. The order of the dragonfly receives bonuses when defending at least one member of his tribe when in challenge and adds Acrobatics and Fly to his class skills and adds Cha to the DC to intimidate him. The order abilities per se look interesting: At 2nd level, he can "rally a single member of the tribe with great confidence and ability. The tribe member gains +4 to attack, damage and save rolls and temporary hit points equal to half the cavaliers total as the cavalier rushes to their aid. this lasts for one round." sigh I kid you not, that's the text. Okay, it's supposed to say "The tribe member gains a +4 BONUS (also add bonus type)..:" and the rushed to their aid is confusing. Is there a limit? Considering the power-level of the ability, I'd assume so, but I have ultimately no idea. Oh, and yes, the activation action is missing. I assume aid another, but that would require serious fixing as well - as provided, the ability is simply non-functional. The higher level abilities work, though flawed punctuation makes them a bit harder to grasp than they should be.


The final archetype would be the exterminator ranger, who gets a sewer-modified skill list and may prepare poisons in specific ways to affect aberrations, vermin and oozes if they're part of his favored enemy array. Overall, while not perfect, this guy is okay.


The new equipment options provided herein are more solid - beyond a variant tanglefoot bomb, we can find ceremonial drums, grippli war paint and a grease-duplicating powder and glowmold lanterns - the items generally are well-crafted, though e.g. lower-case references to attributes made me cringe in the formal department. Bone as material is discussed here as well, considering how many of the grippli's items use it.


Monster-wise, stats for giant dragonflies (CR 4) and their nymphs (Cr 3) are provided...but annoyingly, the dragonfly mounts lack proper mount stats - yep, no starting statistics, no advancement. That's pretty much as glaring of an oversight as any, unfortunately...and it means that the mount assumed by the cavalier archetype...doesn't work as intended.


The feats contained herein are okay, though ultimately nothing to write home about.


The 4 traits depicted do work, though they do sport minor, aesthetic hiccups - penalties, for example, have usually no type. Thankfully, the pdf returns to form with the magic items provided: E.g. bubbles that can hold equipment and be commanded to sink to the bottom of the marsh and dig themselves in? AWESOME idea. The new spells are interesting as well and provide an example where I consider energy-substitution-type spells actually cool: Swamp Fire basically works like call lightning with fire may not win any prizes regarding innovation, but the flavor and visuals make this variant work.


The pdf does end on a high-note, though: A massive table of 50 entries provides random grippli features - from humming tunes to being okay with burping and farting (sounds a bit like your native tongue), these quirks are endearing and fun, providing some nice roleplaying ideas for players and GMs alike.


Conclusion:


Editing and formatting...are still okay, but in some parts seriously flawed; the weird thing about this pdf being ultimately that it oscillates between very clear passages...and some that sport formal editing glitches and significant problems in the rules-language. Layout adheres to a beautiful 2-column full-color standard and the pdf sports numerous gorgeous full-color artworks. The dragonfly-riding grippli in particular is neat indeed. The pdf comes fully bookmarked for your convenience and the print edition has a nice cover and quality paper. The colors are vibrant and the book itself does look really nice.


Rick Hershey, Lucus Palosaari, Troy E. Daniels have crafted a book that leaves me ambiguous - I actually REALLY want to like the grippli presented herein - and I do. The fluff is impressive, particularly considering the need to be campaign-setting-agnostic and the pdf does excel here. However, the different authors do show - from solid rules-language and well-written prose, we go to sections that suddenly read a bit less compelling and sport glaring oversights. The cavalier options are non-functional as presented and represent the most glaring rules-issue herein - generally, the rules-language, while deviating from the standard, at least remains clear enough to work sans ambiguity. There are whole sections that lack issues like this. Basically, the components pertaining the race and its options can be considered nice, while those beyond...are often problematic.


This is frustrating for me - I want to like and recommend this book and it does have a lot to offer; the sheer fact that it provides depth for the grippli-race and the nice logical tidbits regarding culture and racial peculiarities made this more fun to read than many similar race books I've reviewed. At the same time, though, the supplemental crunch and rules-language would have required a more thorough editing/development to be interesting - from the lackluster feats to aforementioned cavalier-option (which is cool, but doesn't work), I wished this material has seen a bit more polish to bring it up on par with the quality of racial tricks and FCOs. Whether you'll enjoy this book very much depends on what you're looking for - if you look for ROLEplaying-options and don't mind the rather less than stellar editing, this may score as high as 4 stars for you; if you look for crunch and precise language, though, then this will not exceed 2.5 stars for you. My final verdict will clock in between these, at 3 stars.


Endzeitgeist out.



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Letters from the Flaming Crab: Winged Cavalry
Editorial: Flaming Crab Games
por Thilo G. [Cr�tico destacado]
Fecha en que fue añadido: 04/27/16 02:30:07

An Endzeitgeist.com review


The first of the installments of Flaming Crab Games' series of experimental pdfs clocks in at 13 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 9 pages of content, so let's take a look!


We begin this pdf with a well-written letter sent by Molly Shell, captain of the UCs Flaming Crab, which, thanks to the cooperation of Einstein and Tesla, has obviously managed to transcend the borders of an alotopia of our world - and ended up in a storm, which brought it to J Gray's house...


Flavor-wise, we begin well here. The pdf begins with the Wind Warden, a class that gets full BAB-progression, good Fort-saves, d10, 4+Int skills per level, proficiency with simple and martial weapons and all armors and shields (excluding tower shields). At 1st level, they get Challenge (+1/day at 4th level and every 3 levels thereafter) and they gain a mount animal companion at full druid level., with light armor proficiency, but sans share spells. Similarly, at 1st level, the wind warden chooses an order. Now where things become interesting is with Winged cavalry - which explicitly states that a mount may now fly in medium armor and it may carry the warden, even if it usually wouldn't be able to, provided it has fly speed - so yes, the two most commonly stumbled over pits in the basic assisted flying rules are addressed - kudos. Instead of Ride-bonuses, we get Fly-bonuses and 1st, 9th and 17th level, the mount receives a bonus feat. Better charging, 1/2 class level to Ride and better attacks versus flying targets are solid. 6th level and every 6th level provide a teamwork feat to warden and mount. All in all, a solid cavalier variant for aerial combat!


The pdf goes on to present a total of 5 orders, all particularly suited for the wind warden - the first one would be the order of the feather, mostly known for the pegasus mounts. Their challenge allows the knight to still perceive the target in darkness, blur and similar trickery, negating concealment thus granted- unique! 2nd level provides an ability for heroes: Nonlethal damage sans penalty and targets of challenges thus damages must save or be shaken. Damn cool and distinct. 8th level provides constant at-will SP detect evil that also allows the warden to increase damage versus targets confirmed as evil a limited amount of times per day...cool, though I think the ability should be SP as the text says, not SU (as the ability header) for spell-level and magic interaction purposes. If the target is detected as evil, high level wardens may basically get a kind of pseudo-smiting benefit: + Cha-mod to atk, with increased potency versus evil outsiders and the other usual suspects.


The order of the hunt rides pteranodons into battle and gets scaling Perception and Sense Motive boosts versus the targets of their challenges. Order ability-wise, they get better tracking, nonlethal damage and +Wis-mod to CMB versus targets of their challenge as well as attack/grapple synergy with the mount.


The order of the spire grants allies scaling deflection bonuses to AC when issuing a challenge and gets less distance penalties to Perception as well as a 1/hour speed burst. 8th level provides bonus precision damage that scales when charging foes from above (or astride the mount) and finally, the order grants an increasing luck bonus to rider and mount. Speaking of which: Know what's awesome here? THE MOUNT. You see, these guys ride magic carpets. CR 3 construct stats provided,a s well as the mount-stats. Awesome.


The order of the sting can apply challenge bonus to melee and ranged attacks, gets poison use, at 8th level sneak attack at 1/2 level and at high levels, a victim to the warden's poison (or that of the mount) is considered flat-footed against the warden - ouch! These guys ride giant wasps, btw..


The order of talon and mane provides scaling bonuses to atk and saves versus fear to nearby allies and gains Bodyguard - however, here's the interesting thing: Using this feat extends the duration of the bonus granted to allies by 1 round. Cool idea! Similarly, In Harm's Way is granted and may double the bonus granted to allies and at high levels, the mount gets unlimited access to Mighty Charge and Wind Warden's Charge. These guys ride griffons.


This is not where the pdf ends, though: The final page of this book provides a VERY useful Fly/Ride-cheat-sheet, including sudden dies, barrel rolls, etc. and a variant suggestion to consolidate Fly and Ride.


Conclusion:


Editing and formatting are very good, I noticed no significant issues. Layout adheres to Flaming Crab Games' two-column full-column standard and the pdf sports a great full-color artwork and a no less awesome b/w-piece. The pdf comes fully bookmarked and sports a second, printer-friendly version.


J Gray's take on Winged Cavalry is concise and well-written - the variant aerial cavalier, while not too unique on its own, streamlines the crucial issues for first level assisted flight - kudos for being one of the few designers who get that right. The orders themselves all sport awesome mounts and these alone may be well worth the asking price. For the most part, the respective orders are also creative and feature some nice ideas, with pegasus and spire being the most interesting, at least to me.


So is this good? Well, if you're planning to run a campaign sporting a lot of assisted flight/aerial combat, there is still no way past the superb "Companions of the Firmament"-tome, which I suggest just about everyone to get. HOWEVER, if you want an inexpensive, fun take on the aerial knight...then this will certainly do it and it actually can be used to complement CotF! All in all, this is a very promising start for the series, with me arriving at a final verdict of 4 stars for a good little pdf.


Endzeitgeist out.



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Legendary Classes: Sacredote
Editorial: Purple Duck Games
por Thilo G. [Cr�tico destacado]
Fecha en que fue añadido: 04/26/16 03:40:09

An Endzeitgeist.com review


This installment of the Legendary Classes-series clocks in at 35 pages, 1 page front cover, 1 page editorial, 1 page blank, 1.5 pages of SRD, leaving us with 31.5 pages of content, so let's take a look!


The sacredote base class presented herein gets d6 HD, 2+Int skills, proficiency with dagger, club, hanbo, quarterstaff and no armors - sacerdotes in armor risk arcane spell failure for divine spells when wearing armor/using shields. The class gets 1/2 BAB-progression and good Will-saves. A sacerdote casts prepared divine spells governed by Wisdom as casting attribute from the cleric's spell-list. He may not cast spells from opposed alignments, as usual - however, here's the catch: They have a second spell-list, based on domains: Sacerdotes add 5 domains together from their patron deity/deities and generate a domain spell-list: They gain as many spells from these domains as from regular spellcasting. And no, thankfully, they don't get domain powers from all of the domains. PrC-wise, sacerdotes only benefit from spellcasting progression that extends to all spellcasting, not from those that exclusively apply to divine spellcasting. At 3rd level and every 4th level beyond, the sacerdote receives a bonus feat chosen from metamagic feats, item creation feats and wrath feats - more on those later.


As the more theoretical divine caster, a sacerdote receives Intelligence modifier in addition to the usual attribute used on attack rolls with spells or divine wrath rays, not extending this benefit to e.g. spell-supported attacks like attacking with a magic weapon. Additionally, they may treat spells with a range of touch as though they had a range of 5ft. times class level, using Dex-mod to calculate attack bonus in conjunction with Int for such touch attacks. On misses, the charge cannot be held, just fyi. And yes, the class is smart enough to restrict this ability exclusively to spells granted from the sacerdote class.


Now I mentioned divine wrath - this would be an SP-signature ability of the class: As a standard action that provokes AoOs, sacerdotes may sacrifice a spell f level one or higher and unleashes a burst of divine energy that deals untyped damage (and doesn't damage constructs and objects) equal to 1d6 per spell level sacrificed, +1d6 at 2nd level and every even level thereafter. (At 4th level, divine wrath would hence deal spell level times d6 + 2d6 damage.) This is treated as a spell equal to the level of the sacrificed spell for purposes of counterspelling. Divine wrath can be manifested as either a 20-ft.-cone burst with a Will save DC of 10 + spell level sacrificed + Int-mod for half damage. The ranged touch attack ray has a range of medium (100 ft + 10 ft. per level) and offers no save, but targets, obviously only one creature. This, like spellcasting, requires the divine focus and it counts as channel energy for purposes of haunts, contingencies etc. - nice catch there.


Starting at 5th level and every 4 levels thereafter, the sacerdote gets a manifestation, which allows the sacerdote to modify the divine wrath to generate lines, forked rays, cylinders, etc. and evena snake line. The class also sports a bunch of favored class options that cover not only base races, but also Porphyran races like the dragonblooded or exotic choices like the samsaran. We also get a CR 10 sample furnace elf sacerdote.


Archetype-wise, the class also receives some options, first of which would be the augur: These guys have a similar chassis as the sacerdote, but get a modified spell-list, the exclusive augury domain and no divine wrath - instead, they may at long range, as an immediate action, twist fate, allowing the augur to expend spells to add their level (capping at Int-bonus) to the result of a check, even after the results are made known. Starting at 8h level, augurs may instead also penalize creatures. They gain bonus feats at 2nd level and every 4 levels thereafter. They may also recast divinations yielding unfavorable results, even when that would usually be prohibited. At 12th level, he can 1/day use good omen sans it being an action (2/day at 20th level) and level 16, groups of people requiring concerted effort can benefit from good omens, for as long as the checks happen in the same round. The sample augur provided is an augur at CR 6.


The pdf also provides a druidic version of the sacerdote: These guys get light armor and a limited domain selection, but they do modify the spell list with a list of at least 2 spells per level that can be spontaneously cast. They add Int-mod to natural attacks and may also spontaneously convert spells into summon nature's ally. Wild empathy is of course also part of the deal. The passive abilities like resist nature's lure, venom immunity, timeless body etc. can be found as well. The sample character provided is an atheling at CR 4.


After this one, we also get an elemental-themed sacerdote - with elemental domains, obviously. Instead of the regular divine wrath, these guys can channel energies as blasts and the elemental wrath can be resisted via Ref-saves saves. These guys gain Placate Outsiders at 2nd level. Now the interesting thing from a design perspective: The fewer energy types you have access to, the more scaling resistance you gain to the energy associated with your domains - this value also determines the amount of energy resistance the elemental wrath can bypass. Interesting set-up. The sample character would be a CR 6 half-cyclops.


The invoker would be the summoning specialist herein - with quicker summons, and spontaneous conversion into summoning spells, with available creatures being determined by the domains chosen. Slightly problematic - for summons of usually a casting duration of 1 round, the class should specify the actions available for the summoned creature in the round they are conjured forth. Also interesting - the creature type determined by the domains can also be targeted with an AoE charm/dominate-like effect...but one tied to your HD. The sample character provided clocks in at CR 6.


The healing sacerdote receives a positive energy-based healing variant of divine wrath, aptly called divine weal: This can take two forms, a 40 ft.-cone or the medium range ray that only affects a single target, but always cures the maximum amount. The ability heals 1d6 per spell level converted, +1d6 at 4th level, with every 4 levels thereafter increasing that amount by +1d6. Non-damaging wrath feats may be used in conjunction with this ability. Unsurprisingly, this variant needs to take the Healing domain. They also get +Int-mod to CL-checks to remove a harmful effect or condition with magic such as break enchantment et al. and alsoincreases touch spell range to 5 ft. times Int-mod, using Dex-mod to calculate atk. At 2nd level, these guys may channel mercy and basically add mercy-like condition-removers, with up to 5 conditions removed in one go. 5th level allows for either the application of aforementioned mercies or to gain treat rolled 1s as 6s when using divine weal. Healing sacerdotes get a manifestation at 9th, 13th and 17th level, and it affects divine weal instead of divine wrath, obviously. The sample character clocks in at CR 10.


Proselytizers are basically a Cha-based variant of the standard sacerdote that is locked into the Community domain. At 3rd level, the class gets Selective Wrath as a bonus feat, but at 5th level and every 2 levels thereafter, he may exclude an additional creature from the effects of divine wrath. At 5th level and every 4 levels thereafter, proselytizers may choose bonus feats (metamagic, item creation, wrath) instead of manifestations. At 7th level, allies excluded from selective wrath gain a new Will-save versus ongoing effects that allow a saving throw, possibly shaking the effect off. Here, the ability is probably a bit wonky - I'm pretty sure this is supposed to only apply to Will-save based effects, but as written, it allows people to shake off ongoing Ref- and Fort-based effects, which would be odd indeed...and render the level 11 ability, which does that for Fort- and Ref-saves obsolete. At 15th level, excluded allies also gain 1 temporary hit point per die of damage of divine wrath. 19th level is brutal: Allies affected by the wrath may take a move or standard action as an immediate action. The sample character is a CR 4 geralite.


The spirit sacerdote is the first of these variants/archetypes that doesn't have its own class table (so yes, the above are pretty complex modifications of the class) and also is governed by Cha and pretty unique: They can change domains by negotiating with creatures, spirits, even the dead, a massive table providing monster types and correlating them to domains - a lot of roleplaying potential here! The sample character clocks in at CR 8.


The theurgist as no access to domains...but can learn ALL domain spells, even opposing alignment domains...but only the spells. Theurgists cast arcane spells. The arcane wrath of the theurgist requires no focus, which is a bit problematic - no disarm or similar tricks will help here. These guys have a cleric spellbook and a domain spellbook. Each level, the theurgist gets +2 cleric spells and 2 new domain spells for free and may learn spells like a wizard. The sample character clocks in at CR 8.


The pdf closes with over 20 feats, most of which belong to the [wrath]-category - these include DC-increases for divine wrath, multiple feats that allow you to placate other types of creatures (like animals, aberrations...you get the idea), gain an extra manifestation...etc. Heightening divine wrath's DC by using it as a full-round action instead is VERY powerful and something I'd nerf. Similarly, there's a save or suck (you won't save) feat that deals no damage to constructs...but dazes them for damage die rounds...considering the crappy Will-saves of constructs a powerful lock-down. Speaking of OP: There is a feat that lets you heal via divine wrath...which means you'll be better at healing raw HP than the Healing archetype (who gets half the bonus die scaling that the damaging version gets). Granted, you can't take away those negative conditions...but still.


Conclusion:


Editing and formatting are very good - while not always internally consistent (third vs. 3rd), the book, as a whole, is well-crafted, with precise rules-language and only a precious few hiccups. Layout adheres to Purple Duck Games' printer-friendly two-column standard with some niece pieces of full color artwork. The pdf comes fully bookmarked for your convenience.


Carl Cramér's Sacerdotes (with additional design by Julian Neale and Mark Gedak) are interesting in that they leave me pretty torn. On the one hand, I actually really enjoy this take on the armor-less divine caster/holy man. The complex domain-tricks and variants are pretty awesome, with divine wrath's power being dependant on spells making for an interesting resource-management game. The fragility of the class is pretty important, and, while it looks brutal on paper, in game, the sacerdote and its variants mean one thing: KILL THEM FIRST. More so than clerics and druids, games with sacerdotes should be aware of the fact that these guys can dish out tons of damage...and heal even more in the case of the healer. Similarly, the invoker can pretty much go all Master Summoner on the table and drown foes in summoned creatures. That is, foes should know in-game to attack these guys like crazy - the fact that they can extend touch spells to range, limited though that may be, also means that they can provide healing more reliably sans getting into danger. When they do end up adjacent to any halfway decent attacker, though, they fold like wet tissues.


In playtest, these characters did yield a surprising result: When they worked, they owned the table - a healing sacerdote, for example, can maintain a front-line of melee barbarians in a manner most fearsome and lets a group withstand tremendous amounts of punishment...but at the same time, they could be squashed very easily. I managed to one-hit the guy. MAD is also used in a rather smart manner to reign these guys in.


The base sacerdote's restrictions are interesting and while I still prefer Interjection Games' ethermagic for warlock-y gaming, for divine blasters, these guys are interesting - though I have to warn against one component, particularly in mid-to high level gaming: Divine wrath is UNTYPED and not subject to SR. There is literally no way to reliably guard against this - even negative energy has a few creatures that are immune/resist it...so I'd very much recommend making this a classic damage type. Similarly, if you had issues with summon-spams in the past, the invoker will exacerbate the issue of creature-spamming. Still, overall, that makes for options that may not be perfect...but neither are they automatically problematic. Being able to learn ALL DOMAINS and the theurgist's arcane wrath feel a bit ill-conceived - the more domains you allow, the worse it gets. The means to extend touch spells to range should imho be restricted to cure/inflict-spells - on its own, that would already be VERY strong; with all the others...well...ouch.


Still, as a whole, I like he frame, if not all the precise details.


Where things get rather wonky would be the feats: The increased DC is VERY strong; Being able to potentially outheal the healing variant of the class for one measly feat is similarly baffling. On the other hand, the placate feats sport some cool ideas (a turn-like one for undead, for example), but vary in efficiency. The fact that you can get significant control over divine wrath AND increase the DC significantly means that you'll consider the ability ultimately much more useful and versatile than channel energy. This pdf, in a nutshell, offers some generally well-crafted options in the upper power-echelons. It imho could have used a bit more streamlining and nerfing and has some bits that can become problematic.


In a nut-shell, the sacerdote has awesome blasting, many spells, (broken) powerful healing (broken if you take the feat...)...and still is about as durable as a wet paper towel. On one hand, this class is arguably OP and gets too much out of being a bad BAB-class - for the nerf, they get more spells, ranged healing (already insanely powerful on its own, even with short range) and then add the superb blasting to the fray. In my playtest, I could take sacerdotes down, sure - but I had to do so...fast.


On the other hand, the framework and system presented here is neat, fun and lends itself to easy modification. Still, I can't just rate this on potential and have to rate it for what it presents, no matter how easily one could fix the hiccups and retune the balancing issues. As much as I like this book, I think it does overshoot the target significantly. My final verdict will hence clock in at 2.5 stars - if you think you can fix the aforementioned balance-issues or have a high-powered game, round up; otherwise, round down. For the purpose of this platform, I will round up due to in dubio pro reo.


Endzeitgeist out.



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Ultimate Relationships
Editorial: Legendary Games
por Thilo G. [Cr�tico destacado]
Fecha en que fue añadido: 04/26/16 03:34:31

An Endzeitgeist.com review of the revised edition


This pdf clocks in at 14 pages, 1 page front cover, 1 page inside front cover, 1 page editorial, 1 page SRD, 1 page ToC, 2 pages of introduction, 1 page table-index, 1 page advertisement, 1 page back cover, leaving us with 4 pages of content, so let's take a look!


We've all been there - a key-NPC just is more interesting to the players than a given module anticipated - whether as for romantic interests or just for the purpose of being buddies, the social component of interaction between characters is pretty much a component often neglected in PFRPG. Now this pdf provides a concise, no-frills base system to track how players and NPCs interact with one another. Basically, relationships are codified in 10 ranks, with rank 4, 7 and 10 being milestones. the default rank is 0, with 1 representing a basic alliance. Much like what happens behind the scenes with videogames from Mass Effect to The Walking Dead, these relationships are codified via the tracking of camaraderie points.


When a PC acts in concordance with a specific NPC, the PC gets 1 - 2 camaraderie points, with contrary actions potentially decreasing relationships. Whenever a PC levels up, he can assign 2 camaraderie points to assign to an NPC to represent the PC spending extra time with that NPC. Camaraderie starts at 0 for each new rank, but ranks are NOT lost due to camaraderie-loss - instead, the PC suffers a penalty according to negative camaraderie points. The higher the rank, the more camaraderie points one requires to rank up. Once the PC has accumulated enough camaraderie points to rank up, a talk is required, potentially also requiring a skill check or more. Failing to rank up does provide bonuses to future checks, so, much like in the Persona games, your relationships will not stagnate. Finally, there would be the component of affinities - essentially a representation on how a character interacts with a PC depending on diverse circumstances: A xenophobic dwarf may, for example, be a tough nut to crack for your elven character, while other dwarves find establishing a connection easier.


There also are so-called milestones (on the nit-picky side - the first reference to them points towards page XX, instead of the correct page-number) - one can determine these via providing about 5 per AP-book, with each providing different qualities of the interactions and gifts via a solid table of DCs - craftsmanship and repetition of such acts determine the target DC of these interactions to get camaraderie points. Rivalries are also covered in these contexts. A PC with a campaign-specific trait begins with a chosen NPC at rank 2, with +2 points towards rank 3.


Ranks achieved also net the PC XP-rewards and additionally, NPCs and PCs may actually end up with tangible, rules-relevant benefits from better relationships. EDIT: The system, generally, remains untouched, though the revised edition does offer a couple of subtle changes - for one, the pdf now provides advice for using these rules beyond the frame of the 6-book-AP-structure, with the imho most important change now being that the pdf does provide an easy formula you can use with e.g. mega-adventures and similar, different set-ups - yes, including downtime. Additionally, advice on affinity, for example, has been provided. Finally, the pdf mentions the possibility of redemption paths of evil characters in the future...interesting!


Conclusion:


Editing and formatting are very good, though not perfect. Layout adheres to legendary Games' beautiful full-color two-column standard and the pdf comes fully bookmarked for your convenience. The pdf provides a solid array of nice full-color artworks.


Mark Seifter's relationship system per se is absolutely awesome and at 2 bucks, very affordable to boot. At this length, I did not expect fully fleshed out relationships herein, but I do believe that this pdf would have didactically benefited from one or two sample relationships to illustrate the system in game - if you want the examples, check out Imperial Relationships or the Ultimate Relationships-series. This is the nitpick-category of complaining, though.


Significantly more important, for my purposes at least, is the fact that this revised edition does offer rules for non-6-book-AP-relationships, which basically renders the revised edition universally useful as opposed to the self-imposed restrictions of the earlier formula. This instantly catapults this inexpensive, cool pdf to a new final verdict of 5 stars + seal of approval


Endzeitgeist out.



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Village Backdrop: Wellswood System Neutral Edition
Editorial: Raging Swan Press
por Thilo G. [Cr�tico destacado]
Fecha en que fue añadido: 04/26/16 03:31:34

An Endzeitgeist.com review


This installment of RSP's Village Backdrop-series is 11 pages long, 1 page front cover, 2 pages advertisement, 1 page editorial/ToC, 1 page SRD and 1 page back cover, leaving us with 5 pages of content, so let's take a look at the settlement


In this installment of Raging Swan Press' by now legendary series, we travel to the village of Wellswood - which is aptly-named: Situated in the midst of a gorgeous forest, the settlement sports numerous wells - both natural ones and those crafted by dwarven hands, for the settlement sports a significant dwarven population, who faithfully serves the local dour and somewhat greedy, but none too unpleasant lord Ilmari Issakainen.


The uncommon occurrence of a forest-bound dwarven clan also results in a surprising amount of fortified stone buildings jutting forth from the massive forest. While secure, the rather significant taxes imposed are not to be trifled with, though merchants and travelers won't have too much of a problem paying them. No less than three inns (all coming with information on accommodation-prices and food) are detailed within these pages, as befitting of a village under the auspice of a church of travelers - which btw. includes a brief deity-write-up. Industry-wise, the local lake with its fishing (requiring permission of the lord...which is, again, taxed) is based mostly on the massive influx of travelers passing through.


Oh, but I've failed to mention the interesting component here: You see, aforementioned lake, much like the hold of the dwarven clan, is subterranean and heavily regulated - though that does not mean that there are no means of getting down there sans the lord knowing...if you know whom to ask. Yes, the subterranean lake actually writes adventures of itself, considering the plethora of potential dangers there and the mere presence of it makes a potentially cataclysmic earthquake all the more dangerous - so yes, plenty of development options are provided here, from the local color (the village sports notes on nomenclature, clothing, magic items for sale etc.) to more massive storylines - after all, there is a reason the dwarves are here - but to know that, you'll have to travel to Wellswood yourself!


Conclusion:


Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to RSP's smooth, printer-friendly two-column standard and the pdf comes with full bookmarks as well as a gorgeous map, of which you can, as always, download high-res jpegs if you join RSP's patreon. The pdf comes in two versions, with one being optimized for screen-use and one to be printed out and sports a great artwork of a fishing trip on the subterranean lake.


Creighton Broadhurst's Wellswood is a compelling settlement that manages to strike a precarious balance: On the one hand, it is a pretty pleasant place that, in itself, is not yet an adventure and the lack of a central conflict means that you don't have a streamlined narrative cut out for you. However, unlike many a supplement with such a broad focus, Wellswood still manages to retain a sense of holistic integrity, a feeling of concise options, ready to be explored at any time. From politics to potential threats, whether as just a waystation or as a new home for the PCs, the village manages to support and accommodate threats both significant and trivial. While the supplement does not achieve the highest echelons of the series, it remains an excellent book that does offer a significant, tight array of interesting options for GMs and players to explore and, more important, a tight and unique place to visit. The system-neutral version loses nothing of the brilliance that made me love the original iteration - hence, my final verdict will clock in at 5 stars.


Endzeitgeist out.



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End of Autumn
Editorial: Murder of Crows Publishing
por Thilo G. [Cr�tico destacado]
Fecha en que fue añadido: 04/25/16 06:05:42

An Endzeitgeist.com review


This pdf is 35 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 2 pages SRD, 1 blank page, 1 page back cover, leaving us with 28 pages of content, so let’s take a look, shall we?


This being an adventure-review, the following contains SPOILERS, thus potential players are advised to jump to the conclusion.


All right, still here?
The Wandering River area into which the PCs stumble makes one thing relatively clear – they’re in for trouble, as ominous mists are rising and no matter how well they fare survival-wise, they always seem to end up in the same location again. Healing magic seems to be impeded in certain areas as well. Sounds familiar? Well get this – the area, suffused by dark magic and tragedy, is about to be drawn into becoming a full-blown domain of dread.


Yeah. DMs like yours truly started smiling exactly upon reading that, for this module is shamelessly and unabashedly a Ravenloft-module in everything but IP-protected name and as such comes with weird details as well as a creepy children’s rhyme make sure that the module manages to actually convey a slowly rising sense of terror and dread, something only scarcely seen in modules nowadays that all too often focus on blunt-force horror. All Hallow’s Eve draws near and with it, the decision whether the PCs and the whole region are sucked to the domains o dread.


I mentioned a tragedy and it is what lies in the past of the small town River’s Edge that is directly responsible for the terrible fate that is about to befall the region. Where once, druidic old sacred stones held the encroaching mists of the Demiplane of Dread at bay, a misguided cleric of a radical religion (the Lightbringer – easily inserted into just about any setting), one lord Theodon, toppled several of these stones with his fanatics.
While his life has ended many moons ago, his spirit yet wanders, impossible to vanquish, these lands, ready to become the Dark Lord of the area. In order to avert this dread fate, the PCs need to decipher the insane ramblings of the last senile member of the old faith as well as cryptic clues of the benevolent spirit only known as Autumn Lady, and determine the location of the right sacred stones and re-erect them – all while the clock is ticking and All Hallow’s Eve draws closer.
In order to succeed, the PCs have to properly research the location of the correct stones from the archives and aforementioned insane ramblings as well as manage to survive – for both the spirit of Theodon and ghostly hounds will start hunting the PCs, essentially immortal and rejuvenating as long as the dread grip of the mists has not been broken. As soon as they show up, the module switches mood from a rising suspension of subtle horror to one of desperation and a run against the clock – when the PCs finally encounter the spirit in the tunnels that contain the last of the stones, they will have been sorely tested.


The pdf provides a total of 9 pages of battle-mat-style, grid-studded maps in full color and 1 page b/w player map of the area.


Conclusion:
Editing and formatting are very good, I didn’t notice any significant glitches. Layout adheres to a 2-column standard and the pdf has a full color background, which renders the pdf slightly less user-friendly than necessary. Out of some weird reason, the statblocks adhere to a one-column standard and the statblocks, while adhering to standard formatting, lack bold print etc., making them harder to read than necessary. The maps are ok, but nothing to write home about. Unfortunately, the pdf has no bookmarks, which serves a quite a detrimental factor.


Oh boy. End of Autumn gets Ravenloft and proper Gothic Horror more than any self-proclaimed homage I've read. The mood, the characters, the slow build-up and its deserving pay-off – all those conspire to make this module by Jeremy Cusker, writing-wise, to rank as a stellar example of its craft and a must-have for fans of Ravenloft. But not all is well – whether it’s the not particularly compelling font, the lack of bookmarks or the statblock presentation – layout-wise, the module suffers from some beginner’s glitches that detract from its appeal.


Most detracting, though, is the unfortunate brevity of the module – a proper detailing of the town of River’s End, more encounters that are not directly tied to the story, a red herring or two – and this would be a superb example of the art of adventure-crafting. As presented, it unfortunately falls a bit flat in these regards.


That being said, if you’re a fan of Ravenloft (or atmospheric, dark modules that don’t rely on an overabundance of gore) and if you can see past the less than pleasant presentation, this still might be a 4.5 or 5-star file for you, in spite of the module’s relative brevity. As a reviewer, though, no matter how well this suits my tastes, I’ll have to take these issues into account. If the presentation/brevity bug you, then this pdf would be a 3.5 or 3 star file for you. In the end, my final verdict thus shall be between both and clock in as a final verdict of 4.5 stars, rounded down to 4 for the purpose of this platform.


Endzeitgeist out.



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Gonzo 2
Editorial: Little Red Goblin Games
por Thilo G. [Cr�tico destacado]
Fecha en que fue añadido: 04/25/16 02:47:13

An Endzeitgeist.com review


This book clocks in at 419 pages, 1 page front cover, 1 page editorial, 3 pages of SRD, leaving us with...414 pages of content.


...


..


WTF, 419-pages?? Seriously, I had various iterations of the playtest-doc since last year. It's the only reason you're seeing this review NOW. This has been moved forward on my review-queue as a prioritized review...and doing so was smart, for this book has been in circulation among playtest classes for more than a few months This is seriously the biggest book of CRUNCH I have ever reviewed, even taking the one-column layout into account...and it would completely break my format. So how to review this?


All right, let's establish some standards, shall we? I am not going to go into an in-depth analysis break-down of each ability, since that would bloat this review to an extent that helps no one. Instead, I will give you a brief class-by-class breakdown and then provide my general assessment of it, all right? Great!


The architect is a 3/4 BAB-progression class with a good Will saving-throw, d8 HD, and 4 + Int skill points. These guys let you create towers based on environments present, with a scaling number of active towers at a given time. He may also choose to summon improved versions at 5th level - these count as two towers active. Towers are created as a standard actions and have different base stats depending on resources used in construction. Beyond that, they have a mobile weapon's platform. Gravity-towers, elemental towers...quite a lot of types are provided and the class has 3 capstone super-towers...though presentation here is slightly inconsistent - the table erroneously calls these "citadel cannon" instead of grand tower and one of them has a somewhat not really required reference to a tower being only a possible choice at 20th level - which already is the case for the whole category and makes the presentation slightly more confusing. The titan archetype is a full BAB one and uses towers to supplement his increasingly mechanical body and gaining size and towers to be added to the body - complex and unique.


The atomic adept is a 3/4 BAB class with a good Fortitude saving throw, d8 HD, 4 + Int skill points, and 6th level casting - with a unique twist: While the class has an extremely small Int-governed spell list, they are defined by radiation: These guys are kinda like warlock-y type of blasters, with scaling rays that inflict radiation damage (treated like negative energy, minus option to heal undead). Here's the interesting component, though: These blasts can only be performed safely a number of times per day; any blast thereafter inflicts double the amount of rads on the atomic adept. Spells also influence the rad count with a somewhat chaotic chance of incurring a meltdown against himself. The higher the rad count a creature has, the more severe the negative conditions incurred, with rest, spells etc. being capable of reducing rad-count. Sufficient natural or regular armor also reduces rads incurred. This class is odd - there are VERY powerful talents that let you gain full progression for the blasts, for example...but at the same time, you may inflict this damage upon yourself when suffering a meltdown...and while the class has not the finesse of e.g. the Interjection Games ethermagic-system, the overall balancing of the class is interesting in that it can pull off a lot of powerful blasts, but is very limited in their function. Personally, I gravitate to more customization, though I do believe that the rad-system has a lot to offer - via other classes and expansions, there is a ton of potential here. That, and I do like the chaotic nature of spellcasting here. The mad bomber replaces nuclear strike with radiation damage dealing bombs as an alchemist - which may, due to the daily limit of bombs, be more suitable for less high-powered games...though there is some issue regarding blowing all bombs at once. If the bombs were intended to not have a daily cap, then this needs some balance-finetuning - unlimited bombs = better damage output than the base class. Overall my least favorite class in the book and the one I can see having the most issues.


The battle butler (or battle maid) is a full BAB class with good Reflex- and Will- saves, d10 HD, and 4 + Int skill points that treats expensive clothes as armor. They specialize in Dex-based and are somewhat bodygaurd-ish, choosing a creature as their contract and defending them. More become available at higher levels they can select more people. Unlike many full BAB-classes, they have a bunch of non-combat utility tricks, including massages that can get rid of exhaustion/heal attribute damage. And yes, the ability has anti-abuse caveats. What about perfect memory? The interesting component with the class would be the service meter - this meter fluctuates when the master is struck and oscillates between providing bonuses (or penalty) to critical hit confirmation rolls and damage bonuses - the interesting component here is that the class gets damage-bonuses when they also have penalties to critical confirmation rolls. The table and system are simple and play rather interestingly. The class also features the new butler weapon group and several appropriately-themed weapons. This will make a whole lot of Otakus very happy! If you haven't noticed, btw.: The battle butler does undergo a rigid conditioning - and sometimes, something goes wrong - cue in the rapscallion archetype, who begin with empty service meters, but may exert more control over them.


The chessmaster gets 3/4 BAB-progression with good Reflex and Will saves, d8 HD, and 8 + Int skill points. They utilize edge points gained in combat and skill challenges and providing advice to allies actually yields results - the perfect class for all the "I know better than you where to place your character on the grid"-type of players...and providing bonuses makes listening, for once, viable and also gain edge points when their suggestion is carried out. These points they can use to return the favor by giving that action a boost via edge points- and yes, this may actually result in proper teamwork. They also get the option to set-up gambits, with prereqs, costs, triggers and effects - higher levels unlock new gambits and allow for new customizations of old ones. Interesting: At higher levels, the chessmaster can provvide advice to the enemies - when the enemy follows the advice, the chessmaster gains edge points; if not, the chessmaster can penalize him. Very interesting mastermind/tactician-style class. The trickster archetype swaps two abilities and replaces plans and coordination with a limited spell list.


The chimney sweep is a full BAB class with good Fortitude- and Reflex-saves, d10 HD and 4 + Int skills per level. They gain soot points via chimney sweeping, which they can use to create concealment at first, and gain other benefits at higher levels. They can see through fog, mist, and soot without penalty, and gain various tricks based on soot - generally, think of these guys as polearm/concealment fighters and soot-point based bonus precision damage. Okay, but very limited specialist.


The croupier gets full BAB-progression with a good Reflex and Will save, d10 HD, and 4 + Int skill points. The croupier receives the Sense, which makes hostile attacks of ever-increasing natural attack rolls fail - e.g. natural 2s. When a foe misses him, he gains Sense points, which may then be expended to modify e.g. d20 rolls: Think of the mechanic as somewhat akin to a Charisma-based version of grit, but based on being missed. Additionally, weapons like pool cues and cards are part of the deal - and important: The class can conjure forth cards and throw them at foes, with the suits becoming relevant when chosen via one of the class's talents - with e.g. hearts offering healing, clubs debuffs, etc. Billiard-based combat tricks and chaotic firearm use or limited bardic abilities complement a chaotic, but interesting class. Archetype-wise, the cheater can use his tricks to influence the rolls of others - basically, the more misfortune-themed variant of the class. The second archetype, the pool shark, would be the specialist who manifests a cue ball of force energy, usable in conjunction with a couple of unique rounder talents...including a mechanically novel crazy eight ball that may suddenly change course...


The davatti gains full BAB-progression and good Fortitude- and Reflex-save-progression, d10 HD, and 4 + Int skill points. The interesting point here being that they can move 4-dimensionally - in the directions of ana and kata - to illustrate the concept for 3D-thinking: Imagine you're a denizen of Flatland (2D) and can move into the depth or height of your world - 4D-movement works similarly, but obviously lacks as poignant an illustration since our own perception is attuned to 3D. Mechanics-wise, this class can be summed up as the perfect skirmisher - since they can short-burst teleport/4D-move to just about any space, they are supremely agile and make hit and run tactics pretty awesome; since their4D-movement is still restricted by movement-type, this movement can't be cheesed. Also truly intriguing: Non-4D movement charges their "manabar", i.e. the points they can expend to modify their tricks via talents and the like. That's not all, however - the class also sports a highly customizable "nth blade", which interacts in some instances with these mechanics - basically, we get a skirmisher with a highly customizable blade type. Pretty impressive class! The archetype for this class provided would be the deja-vin - instead of using their powers to phase around, these guys can try to force creatures to repeat their previous actions to the best of their abilities, including, obviously, modified warp talents.


The dynamancer gets full BAB-progression and a good Will saving throw, d10 HD, and 4 + Int skill points. Inspired by Gurren Lagann et al., they can fire beams of love...that deal love damage. Evil foes take more damage from this, but have an easier time saving against it. The interesting component, here, is momentum - being hit (or hitting a foe) grants the class momentum, while it also may expend said points...and even go negative, incurring penalties for doing so. And no, can't be cheesed/kitten'd. In combat, the class has a BAB that is different from the listed amount, clocking in at CR of the opponent, with class level +3 (later: class level +5) being the caps. Aforementioned love ray can be supplemented and expanded upon over the levels to result in compulsions and signature styles (including gender fluidity of those hit or breakdancing). Additionally, the gain handicaps, which allow for different uses of momentum - blind dynamancers can spend momentum to gain blindsight for a limited time-frame, for example. They also get an aura at higher levels that prevents creatures with a low Charisma from approaching them and a sufficiently whacky capstone. Archetype-wise, there is a somewhat tactician-y one, the greaser, who may lend signature styles to allies, for example.


The guide has 1/2 BAB-progression, good Reflex and Will saves, d4 HD (no, you have not misread!), and 8 + Int skill points. Have you seen the infamously stupid D&D cartoon and thought the GM as a character was a good idea? Have you ever played Ocarina of Time and NOT wanted to bash Navi's wispy bauble to smithereens? Well, there are guides. Guides serve the Storyteller, who prefers happy endings and thus sends out these fellows to guide heroes. Hence the name. These guides can change into tiny bubbles (with elemental traits) - even though the text confusingly once states that their form is diminutive and can basically provide all those support tricks: Mage Hand, Knock, high-level limited wishes, 1/day raise dead at the cost of being reduced to -1 HP, swift/immediate action cures - think of these guys as the support globe that hopefully isn't as annoying as the more infamous rendition in video games. Balance-wise, these guys are very fragile and their limited offense capabilities make them an uncommon playing experience. Unassisted flight at 1st level may prove to be problematic for some campaigns, though admittedly, the fragility of the class does help here a bit - a few well-placed arrows and you had a guide... One note: At 2nd level, these guys may cast magic missile at will, providing an easy and convenient way for very reliable damage. Depending on the precise nature of your campaign, this could prove to be an issue, thought it won't be in most. Fairy godmothers replace bauble form and some tricks with Cha-based spellcasting from the cleric's list and generally is a significant change of the feeling of the class.


The henchling gets full BAB-progression and good Fortitude saves, as well as d10 HD, and 4 + Int skill points per level. The class is pretty ingenious in that it takes the old "who carries the loot"-discussion and puts an end to it: These guys do. Not penalized by encumbrance, they are superb at carrying huge amounts of gear...and actually benefit from it: You see, the primary weapon of these guys is the pack - basically, they can enchant their back packs, bags or the like and are particularly adept at bludgeoning foes to death with all the loot gathered. Interesting: Melee splash damage...and yes, you actually WANT to carry around increasing amounts of gear, since the higher your level, the higher the bonus damage for progressively higher weights carried around will be. Damn cool idea and uncomplicated, easy to grasp execution. Archetype-wise, the merchant, a rather complex one, can provide a significant number of quality of life improvements and the option to ferret out rewards for things/foes defeated is interesting as well.


The henshin hero is a full BAB class and has good Fortitude- and Will-save-progression, d10 HD, and gets 4 + Int skill points per level. These guys have a trinket à la Power Rangers that allows them to assume a special form a limited amount of rounds per day; while thus transformed, they gain tension points for passing rounds and defeated foes. These points act as a resource to power special tricks, including enhancers to the bonus damage-dealing finishers. The talents of the class include mounts, better action economy, explosive finishers and transformations - the whole array of tricks you know from the genre. Beyond the modularity this framework offers, the henshin hero also may choose one from a metric ton of leitmotifs, which cover bases from space to the alignment axes - these basically act as somewhat order-like/bloodline-like ability-suites that unlock new tricks at higher levels and provide modifications of the aforementioned finisher moves. Morph rangers are, obviously, more teamwork focused.


The magical girl gets 3/4-BAB-progression, good Fortitude- and Will-saves, d8 HD, 4 + Int skill points, and 6th level Cha-based spontaneous spellcasting. Magical girls are a hybrid between the henshin hero and the magus classes, and thus also gain a transformation as well the ability to gain and use tension, with finishers being untyped damage-blasts. Her motif acts more like a witch's patron, essentially a list of bonus spells. They also gain spell combat and some magical girl powers that blend magus arcana and hero powers and may expend transformation rounds to power spellcasting or dispel effects. Interesting: They can modify their finisher to work as AoE- basically, Sailor Moon, the class. The magical girl and henshin hero may btw. modify their trinkets via the empathetic device archetype to make their defining trinkets slightly sentient. Fused heroes, in the meantime, do not have such trinkets at all, working via different attributes and gaining a unique overdrive state, which can prove to be rather risky.


The monster cowboy gets full BAB and good Fortitude- and Reflex-saves, d10 HD, and 6 + Int skill points. They gain the gunslinger's gunsmith ability and, more importantly, a monstrous companion that acts like an animal companion (though the list is expanded to include e.g. gorgons, hydras or shambling mounds...), and gain the ability to ride pretty much anything you can imagine: With the exception of humanoids, incorporeal undead and oozes - even if they're not willing. While initially, this is done mainly to hassle the foes and gain advantages over them, things change once steel points enter the fray; these can be used to attempt to force creatures into submission via Handle Animal checks, though it is a mind-affecting effect. Beyond SPs gained by brands and the subversion of the will of branded foes, these guys They also have the ability to perform extra tricks with lassos and nets. Monstrous mount-choices, obviously, are part of the class presentation, though I really would have loved to see a pseudo-Chocobo here...oh well...riding owlbears is pretty awesome. And FYI: Since riding fellow adventurers doesn't really help the class, it thankfully steers clear of the minefield that is one PC riding another...


The multiman gets 3/4 BAB-progression and a good Reflex save, d8 HD, and measly 2 + Int skill points. Their main ability is creating clones - at first 1 at a given time, later up to 4. Clones are created as a swift action 4/day, +1/day for each class level, lasting for class level rounds, minimum 3. Clones are restricted in the actions they can perform and observant adversaries may pick out the prime multiman. Clones are rather fragile to begin with and draw upon a collective pool of resources. Impressive: The disarm/item-duplication-cheese options are covered. The class becomes more interesting pretty fast, with customizable clones (e.g. remote-detonation clones or ones that fly/are invisible) providing options via two separate suits of talents. Oh, and obviously, the class also gets some serious teamwork-vibes going on. Archetype-wise, the mitotic man is similar yet different, splitting off clones by mitosis, with consecutively powerful ooze traits gained instead of mirror manipulations. I am a bit weary of these guys, but then again, the visuals are glorious.


Class number 15, The phantom thief, gets 3/4 BAB-progression with good Reflex- and Will- saves, d8 HD, 6 + Int skill points, and 6th-level spontaneous Cha-based spellcasting. Billed as a hybrid of the rogue and the bard they also get a pool of panache, the ability to fight more effectively in light or no armor, and the ability to spend panache to sneak attack. They later gain a number of tricks to allow them to steal various non-physical things, amongst other abilities. The class has the crazy prepared option among the talents (which works well and can't be cheesed, though it lacks the "no-specific-key" caveat)...and can steal abstract concepts - from memories to attitudes, these guys come off as the mythic tricksters with a slight touch of the magical. If you're familiar with a lot of 3pp-books: Think of these guys as a pretty powerful take on the Abstract Thief that works much better than the class of the same name. My favorite version of the concept so far - kudos! The bagman archetype of the class is the gift-giving specialist, just fyi - and yes, you could make conceivably battle santa with this one.


The sparkle princess has a 3/4 BAB-progression and good Fortitude- and Will-saves, d10 HD, 2 + Int skill points, and Charisma-governed spontaneous spellcasting of up to 4th level, though spells may be cast alternatively via sparkle power. Sparkle princesses are ruthless, savage killers, honed by fighting devils in a nightmarish demiplane of Hell, dread Candyland ruled by the Chocolate King, where everything is tooth-achingly sweet and the devils assume cutesy-wootsy forms, tempting children into the plane where most are either devoured or pressed into slave labor. They utilize special snowflake powers that can be powered by their sparkles...or they perform atrocities, which are sparkle-powered modifications of their respective attacks. Including the severing of limbs. Obviously. (Yes, rules included.) They also gain an animal companion or can establish a bond with their allies. Information on the demiplane is provided, as is the +2 Cha and Con, -2 Int half-construct teddybear race. ...the sparkle princess may not be mechanically the most novel of options herein...but oh boy do I love the class and its notion. Oh, and there is the mother archetype who can reselect all mommy powers it comes with at 16th level - via the aptly-named "Best Mom Ever"-ability.


The thread maiden is similarly a 3/4 BAB class with a good Will save, d8 HD, 6 + Int skill points, and 6th-level Wisdom-based prepared spellcasting. They can see the threads of fate, which results in a rather unique perspective on the world and creatures - think of her seeing things basically as though we all were sackboys/girls from Little Big Planet. Depending on the specialization chosen, they can unweave magic, take away the qualities (or types) of creatures or objects. Additionally, special attacks, so-called snips, allow for the expenditure of unused spell slots to provide pretty nasty debuffs.


Finally, the ungermaw gets full BAB, plus a good Fortitude-save, d10 HD, and 4 + Int skill points. These people can draw in air with such force it delivers targets closer to his gnashing teeth. They get a bite (proper primary/secondary codification provided) and are defined by hunger - they must eat twice as much as a regular character and still are never sated. They gain a number of talents, mostly focused on consumption as they progress, making their bite more deadly, allowing them to exhale to push people away, and even the ability to feast on magic itself...and yes, swallow whole. The cannibal archetype of this class, while technically not correctly named, gets abilities depending on the creature eaten.


The pdf also sports archetypes beyond the aforementioned ones:


Abductee clerics replace channel energy with the option to deal nonlethal damage...however, there is a chance that the target is abducted and subject to alien experimentation. Interesting one. Broodmother summoners are the harbingers of insectoid or otherwise weird symbiotes - instead of an eidolon, they can caused touched creatures to be infected and then mutate. They get less creatures to be summoned, but may cause damage versus those infected, as a capstone even providing a killswitch. The Comrade paladin...is a holy warrior of the ideals of Marxism, devoted to bringing down nobility and bourgeoisie. The coward rogue is permanently shaken and deals minimum sneak attack damage - but may inflict its cowardice on others and even learns to modify his levels of fear - a lot of unique talents included. Interesting archetype-concept.


Pretty cool, particularly for all interested in modern-style gaming, the ranger-archetype of first responder, with paramedic, firefighter and police officers being represented. The folken barbarian hails from a strange land and has a blend of superstition-style abilities (yep, hex) and signature weapons as well as the option to stir the hearts of those that listen to him using his native tongue.


Glitch sorcerors are interesting enough to be almost considered their own class and rank as one of my favorite sorceror archetypes EVER - getting rid of the defining bloodline and all that's associated with it, these beings regard reality as a simulation and may tamper with in, hacking the world itself: This allows them to swap creatures with other creatures, for example. Modifying DR or hacking resistance also are...interesting. The significant, potentially game-changing power comes at a price, though: Each time the glitch hacks reality, reality recoils. The GM has an assortment of options, from problematic objects to worsened starting attitudes...and yes, this can lead to very unique situations. I really like this one, though it does require a quick-thinking GM. Still, a campaign with these guys and Rite Publishing's Metadventurers could be absolutely hilarious! Goblin rogues may elect to become battle clowns (including an assortment of goblin jokes) and harpy witches replace hexes with belittling, vile insults.


The impersonator PrC gets d8, 6+Int skills per level, 3/4 BAB-progression, good Fort- and Will-saves and 7/10 spellcasting progression, a bonus feat at 1st and every 3 levels thereafter...and generally, has the fine-tuning depending on the persona he impersonates: A Schwarzenegger impersonator gets different class skills, applies better weapon training to different weapons than a Bruce Lee impersonator, for example. 6 sample icons are provided. The Slimelord PrC gets d8, 4+Int skills per level, 1/2 spell/extract-progression, 1/2 BAB-progression, 1/2 Fort-progression - by studying oozes, they can lob oozy bomb-like globs at foes, get different slime forms and progressively take on ever more oozy traits...but at the cost of progressively losing Charisma. Oh, and yes, there is a new deity: Baygorth, the elderslime, whose favorite weapon...is green and needs to smell like peaches. That's it. provided you can make a weapon adhere to these criteria and do so...well, you got it. And yes, you can take Weapon Focus (Green and Smells Like Peaches). This section also introduces us to the humanoid oozes called Rezumar, who get 2 Dex and Wis, -2 Int and have a couple, but thankfully not all ooz-y traits...and make for an overall balanced race, though I wished it had more space to shine.


One of the oddest archetypes I have ever seen would be the Master Familiar - a familiar who gets a wizard thrall. Kinda awesome! The Nascent deity oracle archetype selects a dominion from a list of cleric domains, with provides a prerogative and a list of class skills, replacing the mystery and mystery bonus spells. Not a big fan of this one, mainly since I've seen the concept done better. The negotiator inquisitor is a slick, silver-tongued guy with some battle-butler-synergy and ooze chemist alchemists get a symbiotic ooze (erroneously, he's called "mad experimentalist" once here) - basically an ooze companion that can be enhanced by extracts, but the alchemist does lose bombs. Unfortunately, I've seen that one done before in a bit more unique manner by Flying Pincushion Games. Pacifist fighters are perhaps not perfectly named, but they do provide a solid means of depicting a face-fighter that does not kill his foes. Pyrotechnicians are bomb-specialist-alchemists with full BAB and Ex bombs as well as no spellcasting - mainly useful for non-magical settings; in the fantastic context, I've seen this trope done better.


On a high note: Rancer cavaliers get orthellas - magical motor-cycles. Awesome, though I wished there were more than the two sample ones provided here. Speedster monks increase their damage, the more they have moved and become progressively faster (think Flash or Quicksilver, light edition), while starchild druids gain a psychedelic outsider companion and the option to animate dreams. The take on the Storyteller archetype, here provided for the bard, has weaponized books and can conjure forth legends of old.


Of course, in a book of this size, one should not be surprised to see feats - and indeed, from Dance-Fu fighting style to Percussive Maintenance Style or Sissy Slap style, there are quite a few rather funny ones. The feat-section also provides a lot of options for the huge array of classes (and archetypes) herein - e.g. the harpy does get a couple of feats. Nice, btw.: You see the associated class at one glance - in optional brackets behind the feat-name. Very helpful! Firing a bow with your feet? Possible. Also cool: Elemental Phobia: it nets you resistance versus the element, but makes you react with dread when faced by it...and yes, upgradeable. A fascination-inducing Puppy-Dog gaze, a personal theme song-feat...this book earns its title.


The book also sports new gear - metal jaws, cloudpress and darksteel, nacreous silver...quite a bunch of new materials can be found...oh, and yeah, there even are a couple (5) cool combat drugs. Books of lewd desires or bullets that talk with you while sticking in your body...have I mentioned the "Oh Dear Mother of God why would you do this"-chain that can discorporate into a spider swarm on command?


Sooo, and right now I come to a chapter that may single-handedly make some people buy this book, even those that don't care at all for a single class herein: Mecha-construction rules. You get build points, various frames, engines, weapons, defense systems, movement systems, special systems - in one word: Easy to grasp-rules (with Build Point-progression rules for Mecha-XP, if you will - slow, normal and fast progression...), different sizes, different generators - the set-up is simple, yet works...and may well be a great start for a whole book of mecha...the system's relative simplicity certainly would allow for a lot of expansion beyond the ~20 pages devoted to it! I love this chapter and its rules, but on a nitpicky side, explaining how the system works in detail would have been didactically smart - while it becomes evident upon reading what the components do, clearly explaining all components, not just the basics before going into the system would have made it a tad bit more user-friendly. Then again, it's so easy to grasp, you won't have any issues.


Conclusion:


Editing and formatting are...honestly much better than I expected. In a book of this significant size, there are surprisingly few glitches herein. Kudos to Morgan Boehringer, Christina Johnson and Rahul Kanojia. Layout adheres to a 1-column full-color standard and there is a LOT of playful, original full-color art herein. On the downside, I don't really like the one-column standard for books like this (more page-flipping) and I'm no fan of the font. Both are subjective points and thus will not enter the equation regarding my final verdict. The pdf comes fully bookmarked and a second b/w printer-friendly version -great to see that one!


Scott Gladstein, Dayton Johnson, Ian Sisson, Sasha Hall, Mark Nordheim, Christos Gurd - congratulations. This book is the biggest crunch-book I have ever reviewed. It took me forever to get done and I honestly expected the reviewing process to devolve into pure pain somewhere along the way. It didn't. This is due to several facts:


1) This book opts to go the high road: You won't see any lackluster combinations of old class mechanics herein; even in hybrid type classes, the results are unique and have their own unique schtick.


2) Almost all of the classes feature some kind of very distinct and novel mechanic - granted, I dislike some of them personally, but I have to applaud their creativity and said dislike stems universally from personal tastes. You can e.g. reduce rads via magic pretty easily; in my games, this would be a problem; in others, it may be required for the mechanic to be considered worthwhile - bug or feature? You decide.


3) Overall, there are no downright broken components herein. There are some strong options herein, but they universally are circumstantial in their power and focus: Obviously, the glowing Navi-thing must fly...is that an issue in your low-level game? It can be, but it doesn't have to be.


4) This book, honestly, is great for serious games as well. The davatti, for example, will certainly see use in my games, no matter the tone.


5) This book is never, ever BORING. I have seen A LOT of different crunch books and quite a few...well, feel somewhat redundant to me at this point. This one, for the staggering majority of its vast page-count, managed to keep me entertained while reading and analyzing it.


How to rate this colossus, then? See, this is where it gets tricky for me - I have encountered a couple of instances where the rules-language or presentation could have been a bit clearer. I didn't like everything...but on the other hand, this is pretty much a colossal grab-bag of options, a scavenger's toolkit that allows you to play basically Power Rangers, Sailor Moon, use tropes like the battle maid, skirmish through space or play a friggin' fairy godmother...or a psychotic sparkle princess. Not all options or power-levels will be appropriate for every campaign. Not all classes will be to your liking...but chances are, you'll find a lot of damn cool material (or rules-inspirations) in this book. Ever wanted to play Ghostrider? There's an option for that. And then there's the bang-for-buck ratio. ~$0.04 per page. You'll be pretty hard-pressed to find a book of this imaginative potential with such an impressive bang-for-buck ratio. While there are some hiccups herein, the totality of the book deserves praise and hence, my final verdict will clock in at 4.5 stars...and since I loved a lot of the imaginative and innovative options herein, I'll round up and while not all components inside deserve it, I will still slap my seal of approval on this massive book for the multitude of components inside that I do love. If you want to see something radically different, take a look at this tome - there is so much to love here, even if you end up loathing some components, it's well worth the investment!


Endzeitgeist out.



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Call to Arms: The Magic Satchel
Editorial: Fat Goblin Games
por Thilo G. [Cr�tico destacado]
Fecha en que fue añadido: 04/25/16 02:45:39

An Endzeitgeist.com review


This installment of the Call to Arms-series clocks in at 16 pages, 1 page front cover/editorial, 1 page SRD, leaving us with 14 pages of content, so what do we get?


Well, first of all, we begin, as always, with a bit of flavor-text and the history of the "bigger on the inside" idea that has accompanied mankind from Santa Claus to Doctor Who - and it shows awareness of a possible reason for the initial introduction of the classic bag of holding into the context of the games we know and love.


I feel obliged to go on a little digression: As you may have noticed, I can be a bit of a stickler for encumbrance, carrying capacity etc. - it just helps my immersion in a given game and I am very much what you'd call a simulationalist GM. I want to know where the weapons etc. are. The problem here, is, alas, that tracking a ton of items can become tedious and time-consuming...but ignoring packing, carrying capacity etc. them altogether (like many a game I witnessed do) rubs me the wrong way. Similarly, I have spent literally whole sessions of players just buying equipment for a massive wilderness trek, haggling with the merchants and the like - and I enjoy sessions like that...most of the time. Sometimes, I just wished the system had a means for characters to be "crazy prepared" and just draw an item from the pack...within reason. Unfortunately, most of the time, takes on the crazy-prepared mechanic simply don't work as smooth as they should. This pdf approaches this conundrum by introducing the practical pack mechanic.


The mechanic itself is dead simple: There is a chance a character has stored an item away in the practical pack, assuming the item is under a set weight and cost. Determining whether the item is stored inside is handled via an associated skill-check (or Int/Wis, if you have no ranks in the associated skill) - characters with ranks in Climb are more likely to have packed tools for climbing, for example. Now thankfully, the pdf does not leave you alone to associate skills with items: A massive table does that work for you and should you desire to extend the mechanic from the mundane and masterwork items to e.g. weapons and armor, you'll find some guidance herein as well.


Such practical packs are usually containers of some sort - and from the bandolier to saddlebags, a lot of different sample containers (including volume information) allow for more precise takes on what can potentially fit in such a container - an no, as written, specific keys to locks could not be duplicated, though lockpicks could - which is nice in my book. How does filling the pack work? Well, you determine a value and go shopping. When you draw an item ex nihilo from the pack, the item's price is detracted from the value used in shopping - unlike quite a few "crazy prepared"-takes, no chance of suddenly drawing forth odd items when finding treasure. No single object in the pack can weigh more than 1/4 of the weight of the pack and total weight cannot exceed the weight of the pack, so cheating encumbrance via these can't be done efficiently either.


How to draw items from it? Well, the skill-check is a simple DC 10 + cost in gold of the world. Less than 10 Copper means DC 10, silver is rounded up to 1 gp. Common items reduce the DC by 5; uncommon items increase base DC to 15, rare ones to DC 20. You also reduce the base DC for each factor of 10 the item is less than the value of the bag. As an example: A 40 gp alchemist's kit would be DC 50, but if the practical pack has been filled with 400 gp or more, you'd calculate 40 gp/400 gp, arriving at a DC of 14. If the value of the pack were 4K gp, you'd instead arrive at a DC of 11 - 10 base, +1 for a value exceeding 1 sp. If this sounds complicated to you at first - it really isn't; in fact, in practice, it can be done fluidly on the fly. If you botch the skill by 5 or less, a GM may allow you to draw forth a substitute, adding in degrees of success/failure - a design-notion I really enjoy!


If you require multiple items of a type and wouldn't usually carry multiples, the pdf has you covered as well, providing concise rules for that as well. Some items, like flint, a non-combat knife and similar tools are codified as always available and rechecking for similar items is also possible.


Very important: If you're one of the GMs or players who hates minutiae like this - the pdf does offer a simplified version of this system as well. They are based on bag quality (4 steps) and fit comfortable on half a page, covering all bases. Now this is accounting for table variance!


Okay, so this is where things get even more interesting: Rather than rehashing the ole' bag of holding rules, the pdf continues to develop the aforementioned rules and applies them to magic bags: There are, for example, mercane bags: You drop items in for the mercane to sell, but may, yourself, request magic items from the mercane by putting your hand inside...and yes, this easy reselling of loot is thankfully balanced via market value modifications. Two particularly nasty cursed satchels are provided as well - the bag of devouring that tries to eat you and your items...and there is a bag into which you can throw items...only to get worthless junk back.


Really fun: The evil, demonic and intelligent chomper, a devouring bag that not only is malevolent, you can swing it at foes to bite them. Cool visuals! The helpful steward of the bag is intelligent as well and could be visualized as a bag of holding with an integrated butler that lists all objects inside. The mythic bag of needful things takes a bow before one of Mr. King's better books and can generate objects. Finally, the artifact of this installment of Call to Arms would be the doorknocker to a private sanctum - basically a doorknocker you can affix to any door, open it, and enter your very own private demiplane...which can btw. be altered, in case you were wondering.


Conclusion:


Editing and formatting are top-notch, I noticed no grievous glitches. Layout adheres to Fat Goblin Games' two-column full-color standard and the pdf sports nice artworks in full color by Rick Hershey. The pdf comes fully bookmarked for your convenience.


Lucus Palosaari's magic satchels...are BRILLIANT. I'm not even going to try to slowly lead into this. Magic Satchels as envisioned here are exactly what I always wanted - this book pretty much looks and feels almost like it was written for me. This streamlines the extensive shopping trips and planning required in simulationalist gameplay without sacrificing the need for planning in advance; this provides almost the ease of GM-handwaving encumbrance and actually creates suspense: The cheers when players draw forth the third stake they needed on a hard skill-check...is glorious and adds actually a fun, novel component to the gameplay...and all without falling into the innumerable pits and traps this type of design sports: From weight to scarcity to even a simpler system, this book covers ALL basics in its deceptively few pages.


The page-count may not sound impressive...but if you're like me, you'll celebrate this system for its grace and elegance, for its innovation and seamless integration in gameplay as well as for speeding up the game sans losing the threat and excitement of e.g. prolonged wilderness trips. Oh, and the simple alternate system is great for less detail-oriented games, providing supreme support for different table types.


This is a truly brilliant little pdf that will feature in each and every one of my campaigns from now on. I adore this book. Its final verdict will clock in at 5 stars + seal of approval and it receives EZG Essential status: If you love your details, but want an truly elegant way of speeding things up sans breaking your game, get this!


Endzeitgeist out.



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Call to Arms: The Magic Satchel
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