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Asian Archetypes: Magical
Publisher: Legendary Games
by Thilo G. [Featured Reviewer]
Date Added: 04/19/2018 04:08:49

An Endzeitgeist.com review

The second book of archetypes for Asian settings clocks in at 40 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial, 1 page SRD, 1 page ToC, 2 pages of introduction, 1 page advertisement, 1 page back cover, leaving us with 31 pages of content, chock-full with new material – remember, Legendary Games books have a LOT of words per page, so we have a lot of ground to cover!

It should be noted that this pdf features some spells from Legendary Games’ massive Asian Spell Compendium – but you do not need to purchase it to use this book – all spells referenced have been reproduced herein for your convenience. Big kudos for that!

The first archetype herein would be the Bodhisattva paladin, who must be of good alignment and loses proficiency with heavy armor. Instead of aura of good, we get a +2 bonus to Diplomacy and to Intimidate with good creatures, a minus 2 penalty to Diplomacy with evil creatures. Paladin spells with the [good] descriptor and conjuration (healing) spells at full CL. Additionally, detect disease, detect good, detect poison, guidance, purify food and drink, resistance, virtue may be used as a SP, with the total uses equal to paladin class level, at full CL. The lay on hands abilities of this archetype gets an upgrade as well, extending damaging capabilities to include evil outsiders, half fiends and fiendish creatures. The bodhisattva also learns at 2nd level to sense the taint of evil creatures and objects as with scent, which also acts as uncanny dodge for evil targets, attacks with evil objects and regarding spells with the [evil] descriptor – interesting! This ability also allows for the tracking of evil via Sense Motive, rather than via Survival – and yes, a brief table of sample DCs is provided. Heck, mind-shielding spells can make the DC higher, as a proper table also mentions and clarifies. This one replaces divine grace and is really cool. Like it.

The archetype also expands player agenda, as 4th level’s channel energy based on lay on hands is expanded, allowing for a choice of 1 celestial channeling option chosen from an array of 6, with an additional one gained every 4 levels thereafter. These include an auto-dazzling nimbus of light, banishing outsiders (with a max-cap to prevent abuse) and a 1-round daze on a failed save for evil creatures, for example. Nice ones – I wish we could have gotten slightly longer list, though. This replaces aura of resolve/justice. 5th level nets summon satva, which may be used 1/day +1/day for every 4 levels after 5th. Satvas may shed lights and manifest in an unoccupied square up to 30 ft. away. They don’t block line of sight/effect. Each satva may be only called once per day. Each of these basically provides a persistent magic effect that can provide a passive buff or even healing/DR/fast healing, with the activation action, if any, clearly codified. All in all, a rewarding, potent and fun archetype!

The Censor inquisitor gets Wis-mod to Diplomacy and ½ class level to Perception to note forgery or Sleight of Hand, replacing monster lore. Instead of solo tactics and 3rd level’s teamwork feat, we reduce the miss chance granted by illusions by 5% per 2 class levels. Instead of 6th level’s teamwork feat, we add erase/memory lapse as 1st level spells to the spells known. When successfully targeting a creature with them, the censor may expend a 1st-level spell slot to ask the creature a question that may be answered with a single word or short sentence, with the save DC equal to the original spell’s to resist. On a failure, the target answers truthfully AND forgets about this immediately. Cool! 9th level’s teamwork feat is replaced with the option to expend a 2nd level spell slot as a swift action upon scoring a crit, causing the target to take 2 Cha-damage and affect the target with caster croak spellblight, with a proper, Wis-based scaling DC. 12th level’s teamwork feat is replaced with the option to swift action true seeing against a target of judgments – nice blend of the abilities. 15th level nets immediate awareness of shapechanging/altering effects as well as having the option to expend 4th-level spell slots to force such an effect to end. 18th level nets you the option to expend a 5th-level spellslot to make a circle of light, which not only gets rid of lies and forces Stealth to cease, it also eliminates magical Stealth-enhancers. And yes, the latter two abilities replace the teamwork feats. Another nice one.

The jade fist bloodrager are up next, and receive the bloodrage’s Will-save bonus to fear and necromancy effects as well as those generated by undead. The archetype adds blessed jade strike as a 3rd level spell to spells known (spell provided for you). Instead of 1st and 12th level’s bloodrager powers, these guys get +2 natural AC, but -2 to Dex when entering a bloodrage, as the skin turns to jade. This also provides a +2 bonus to saves vs. death effects, disease, energy drain, paralysis, poison, sleep, stunning and necromantic effects. 12th level increases the bonuses and penalties incurred by 2. These guys get aImproved Unarmed Strike, at 1d6 for Medium bloodragers, replacing fast movement. 2nd level nets DR 1/Adamantine, which increases by 1 for every 2 levels thereafter, replacing uncanny dodge and the regular DR. At 4th, the jade fist may expend spell slots as a swift action to add lifesurge to unarmed strikes, considering it as +1 regarding enhancement bonus, +1 for every 4 levels thereafter, though this only applies vs. undead. Duration is governed by the level of the spell slot expended. At 8th level, this may be extended to weapons wielded, though the weapon needs to be partially made of jade. This replaces 4th level’s bloodline power. At 5th level, he gets basically 25% fortification, which increases to 15th level, replacing improved uncanny dodge and bloodline feat gained at 15th level. Kudos: This covers interaction with proper fortification right. Instead of 14th level’s indomitable will, we can expend 4th level spell slots to cast a spell as a swift action, sans AoO, treating it as 4th level.

The jinshi wizard must not be chaotic and automatically gains the average living expenses benefits, but he is also required to spend some days of the month serving the people, a duration that may btw. be paid off each month. These guys add Bluff, Diplomacy and Sense Motive to class skills and learns two languages for every 2 ranks of Linguistics invested. They also add comprehend/share languages as well as tongues as spells known at 1st level. These fellows may not gain a familiar, instead gaining a bonded object. They may draw 1 spell from this object into an unoccupied spell slot, needing to fulfill all other requirements. This spell is available only fleetingly, and only ½ CL such spells may be retrieved from the object per day. This does not allow for the cheesing of prohibited schools. There is also the requirement of thereafter adding to the repository of spells, illustrating nicely the idea of a magic repository that transcends the ages. Instead of Scribe Scroll and the 1st level school power, these folks get Allied Spellcaster, gaining the benefits even if the nearby ally doesn’t have the feat. When readying actions and casting the same spells, DCs are increased and the higher CL is used. The feat may also be loaned for a limited number of rounds to allies, using school power uses as a resource. Clever. 5th level nets lore master and 10th level lets 1/day jinshi Empower or Extend Spells retrieved from the repository, +1/day use at 15th level and every 5 levels thereafter., where Maximize and Widen Spell are added to theoptions. The Allied Spellcaster ability also allows for use with this one. 15th level relives the character of the duties and also allows for at-range sharing of Allied Spellcasters, with allies sans spellcasting instead gaining Shielded Caster. Nice.

The unchained summoner kaiju caller loses proficiency with medium and heavy armor. When they use summon monster SP. You may expend 2 uses instead to summon a version at +1 size category, gaining the benefits of enlarge person. These guys only get the eidolon at 5th level, and it is brutish – ¼ skill points, Intelligence 1. However, it is immune to Intelligence drain/damage. The eidolon does gain a ferocity variant and the ability to 1/day immediate action delay the onset of a condition by one round. The summoner can grant his eidolon also a reroll as an alternative…and gets the complex ruler-interactions done right. Instead of transposition, we get chant of doom, which nets a doom chant that employs summon monster uses as resource and no-save shakens targets, but does not exacerbate previous fear effects. Nice one. At 10th level, the chant can grant allies a lesser form of rage (+2 Str/Con, +1 to Will-saves; -1 AC + restrictions to Cha/Dex/Int-based skill checks, excluding Acrobatics, Fly, Intimidate and Ride). These benefits scale at higher levels and targets are not fatigued when the benefit elapses. This replaces aspect and greater aspect. The capstone lets the character generate natural disasters…or call Kaiju. OUCH. Damn cool.

The Kannushi druid adds Diplomacy/Knowledge (local + planes)) as class skills and loses medium and shield proficiency. Wild empathy is replaced with a +2 bonus to Diplomacy and Knowledge (local, planes, religion). The archetype gets an expanded spell list, courtesy of kami tutelage and can call them with summon nature’s ally and entice fey, replacing spontaneous spells. Nature’s bond is delayed to 4th level, at 3 levels lower, gaining one spirit domain from an elder fey/jinushigami if worshiping such a target. Venom immunity is replaced by a shrine that can protect everything stored there. Interesting one.

The kenja cleric may not be evil and begins play with a potent vow of peace as a restriction that enforces fighting defensively or in total defense for the first two rounds, or cast defensive/healing spells. When given the chance, he must attempt to deal nonlethal damage to living targets. The archetype also loses proficiency with armor and shields, and only proficient in bolas, club, light mace, quarterstaff, sap, sling and sling staff. They get a monk-like unarmored AC bonus and may, as a move action, commune with ancestors to add a +2 insight bonus to the next d20-roll before the end of the next turn, usable Wis-mod + ½ cleric levels times per day. 1/day, the kenja may expend 3 uses to enter a trance that duplicates scaling divination effects. This replaces one 1st-level domain power. He also gets basically a lay on hands ability that substitutes for channel energy, including mercies gained throughout character progression. When used offensively, it may duplicate Touch of Serenity and the ability may also Merciful Spell spontaneously spells. This may not be used to damage undead. The archetype can spontaneously convert spells to peacebond or calm emotions (no cheesing possible) and 4th level nets sanctuary with buffs added – only one may be maintained, but the ability fails to specify the activation action – I assume the default standard action for SUs, but one could make a case for less. The ability improves at 8th and 16th level and may be used offensively to prevent creatures from attacking. This replaces the second domain power of a domain. I like this one’s “balanced Book of Exalted Deeds”-vibe, in spite of my nitpicks.

The mantis Madonna is a magus who loses armor proficiency, but uses Wisdom as governing spellcasting attribute, treating spells as psychic spells. Huge kudos: Component substitution mentioned and covered! Spells are limited, but may be spontaneously cast and chosen from magus and psychic spell lists. The arcane pool is governed by Wisdom as well and applies to unarmed strikes – and yes, these folks get Improved Unarmed Strike and a monk’s progression for it as well as Stunning Fist, applying arcane pool benefits to these attacks and gaining a defense AC-granting buff to arcane pool-uses. Spellstrike applies to unarmed attacks and the archetype receives a modified magus arcana list, which include arcane eye/ lesser astral projection. I liked how the archetype handles the concept of combat precognition as an arcana, plus, we get defensive tricks like evasion and its improved brethren, further emphasizing the magus/monk-crossover idea. Instead of spell recall and its improved version, the archetype can expend arcane pool points to replenish spell slots, and the bonus feat array encompasses Style feats…and, actually gets the wording for feats that build on style feats right. Picture me celebrating hard in front of the screen! This is something almost everyone gets wrong! Kudos!! The archetype can also expend arcane pool points when preparing spells for a wildcard-ish psychic spell selection. At high levels, we also get Style/Stance-blending, which is something I always loved. While we lose the spell combat upgrades, we do get cool cosmic awareness-themed SPs as well as acting in a surprise round. I love this archetype. It’s a great representation of a hybrid-y archetype that feels distinct.

The miko shaman adds Appraise to the skill list and all their spells employ ofudas as an inexpensive material component, replacing divine focus. Here’s the cool thing: They can’t be dispelled. Instead, the ofuda must be taken off the target and targets don’t see ofudas attached to themselves. Now, this spellcasting tweak is really, really cool and includes grappling and stealing ofudas, as well as hp-levels. The archetype also gets ½ class level to Bluff, Diplomacy and Intimidate as well as Sense Motive when interacting with fey and kami, and the ability to talk to dormant and nascent kami translates to speak with animals, plants or object reading, with 10th level unlocking stone tell, though these are limited by a hex-caveat – appropriate, since the ability replaces 2nd level’s hex. 8th level nets a shikigami kami as a spirit animal and may morph into animal form at beast shape III. The archetype also expands the summon nature’s ally-list with kamis. This replaces 8th level’s hex. 12th level is per se amazing: A potent option to bless a group to either grant bonuses or net cool benefits in conjunction with the downtime system – but, alas, the ability does not specify how long it takes to perform.

The Numerologist wizard must be lawful and adds Disable Device as a class skill. Scribing a spell requires twice the time, but they only take up half the space and other wizards have a hard time deciphering spells from their cipher. They also forfeit one spell per day of the highest spell level, with later levels losing similarly spell slots. Scribe Scrolls are harder to decipher for other casters and to make up for some of the drawbacks, these guys gain factors, which may be used ½ class levels, minimum 1, + Int-mod times per day as a move action These factors can provide a variety of numerical bonuses or reduce concealment, for example Minor nitpick: The factor unlocking is a move action, and thereafter, the numerologist can store multiple ones, up to Int-mod factors. This could have been phrased slightly more elegantly, but oh well. This replaces arcane bond. The archetype may break down higher level spell slots into lower level spell slots and gets some non-magic divination-effects at 4th level. They can prepare hexagrams as Silent Spell substitutions of verbal components (but you need somatic ones to brandish the hexagram) – this replaced 5th level’s bonus feat. At 10th level, the hexagram becomes more potent, adding +1 CL and Enlarge/Sculpt Spells brandished thus. The archetype receives symbolic magic, which nets glyph spells added as wella s the option to really competently deal with such trap-magics. Higher levels yield a bonus to saves vs. compulsion and insanity/confusion-immunity. 12th level lets the character 1/day replace a roll of his (or another being) with the average. Random rolls by items like the rod of wonder may be rolled multiple times for factor uses and fortune/misfortune hexes can also be sued. Damn cool archetype.

The origamist arcanist replaces the 1st level exploit with a construct origami familiar and may substitute origamis for material components that cost less than 1 gp. 5th level locks the character in a variant of the consume magic items exploit that only applies to magic items made of paper. Scrolls on the sorc/wiz list may be folded into origamis and cast sans writing them into the spellbook. He may also fold scrolls into costly material components. 9th level’s exploit is replaced with an origami-based shadow conjuration variant and unfortunate origami and paper vessel are added to spells known (these are reproduced for your convenience) at 10th and 12th level, respectively. 13th level provides a really cool, alternate 2D-paper-form that includes benefits for turning sideways, including furling into an impossibly thin line. Really cool replacement for that level’s exploit.

Ehem. MORTAL KOMBAT!!!! Dun-dun-dun-dun-dun-dun-dun. insert amazing beat The next archetype is Raiden. A shaman archetype and the guy you see on the cover. Proficiency-wise, we get long- and shortbows, whips and simple weapons and light armor. Wind is the prescribed spirit choice and may infuse shocking touch in arrows. We get lightning/storm-themed spirit magic spontaneous casting options and the ability to use shocking touch to fire a low-range electricity ray. This replaces wandering spirit. Instead of wandering he, we get the ability to make a super fast lightning ladder, which is REALLY useful. More so than you’d think. Instead of greater wandering spirit,w e get thundering or shock added to weaponry, as well as free thundering added on crits made with shocking touch. Really cool: Combo resistance-grant/line of damage instead of wandering hex (greater). Mechanically not the most interesting archetype herein, but I love MK, and I love playing Raiden…so yeah. Ehem.

The skyflower savant alchemist gets snapdragon fireworks as a first level extract and proceeds to get limited access to [fire]-descriptor (erroneously called fire subtype) evocation spells from the sorc/wiz list, with a limited set of discoveries as an alternate choice. These choices are made at 3rd level and every 3 levels thereafter. The bombs of the alchemist dazzle targets on failed saves and may even blind the unlucky (nat 1 on save or confirmed crit), replacing Brew Potion. Poison resistance and immunity are traded in for a scaling bonus to saves versus fire effects and the blinded, dazzled and deafened conditions, as well as scaling fire resistance. Swift alchemy is traded in for quicker firework and black powder creation. Finally, there would be the Wushen wizard, who gets +1 toC L when preparing at least 3 spells of the same element. The class needs to adhere to a taboo, +1 at 3rd level and every three levels thereafter, with violations penalizing CL and spell save DC. They begin play with a ki pool of 1 point and add Int-mod points at 5th level, +1 for every 5 levels after 5th. These can be used for minor bonuses as well as to increase CL by 1d4, for 2 points, starting at 10th level. This replaces bonus feats. Instead of arcane bond, they can craft a fetish at 3rd level and every 3 levels thereafter. These act as a spellbook substitute, allowing for preparation sans the spellbook, as if with both Spell Mastery and Eschew Materials. The fetish spell can also add a +1 spell level adjustment metamagic feat, which is free for the spell as long as the fetish is worn. The wushen does not need to know the feat, fyi. Cool take on the concept!

Conclusion: Editing and formatting are excellent on both a formal and rules-language level – considering the density and high complexity of the rules-operations herein, the precision is marvelous indeed. Layout adheres to Legendary Games’ nice 2 –column full-color standard and the pdf sports nice full-color artworks, though fans of LG will know most. The pdf comes fully bookmarked for your convenience.

Jason Nelson and David N. Ross deliver an all-killer pdf of archetypes. These options ooze flavor galore, cover unique and fun concepts…and they can stand up to even the high levels of coolness that e.g. Interjection Games’ Onmyoji reached, providing meaningful and unique changes to the game. I am particularly enamored with the superbly-elegant ofuda-casting herein: Easy to implement, making it the dominant (or only) casting tradition can have phenomenal and interesting repercussions for the world. I am definitely experimenting with this in the days to come! The book, in short, is a winner. Well worth checking out, full of cool ideas, I was left with minor nitpicks here and there, but not enough to steal the crown of 5 stars + seal of approval from this excellent book.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Asian Archetypes: Magical
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Everyman Minis: Bountiful Harvest Ritual
Publisher: Rogue Genius Games
by Thilo G. [Featured Reviewer]
Date Added: 04/19/2018 04:07:13

An Endzeitgeist.com review

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

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

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

Conclusion:

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

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

Endzeitgeist out.



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

An Endzeitgeist.com review

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

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

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

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

Conclusion:

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

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

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Everyman Minis: The Tall One
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The Manor, Issue #5
Publisher: GM Games
by Thilo G. [Featured Reviewer]
Date Added: 04/16/2018 04:41:11

An Endzeitgeist.com review

The fifth installment of the Manor zine clocks in at 28 pages, 1 page front cover, 1 page editorial, 1 page introduction, 1 page advertisement, leaving us with 24 pages of content, so let’s take a look!

The first chapter of this installment provides 4 different villains, illustrated with great b/w-artworks by Jay Penn: Here, we can find Morton Millwater, formerly an elf, who had to learn via near-death experience that he is, indeed, a half-troll, awakening to cannibalistic impulses. A truly vile dwarven cleric sworn to Eternal Darkness has become the sworn foe to his people. A true professional kills to hone his craft and leaves compensation for bereaved victims, but is probably the most disturbing of the villains here, courtesy of his disregard for the value of life. Finally, there is a potent warlord who does not quell the unrest in his area, as it allows him to retain control and indeed, get his share of bloodshed and authority. These NPCs are cool and fun, even though their presentations don’t sport perfect formatting.

Chris Coski provides cursed concoctions – here, you can find the decanter of dehydration, the god-awfully-smelling eau de trog, a representation of the temporary zombie-draught, a drink that causes constant babbling and one that nets a Babylonian language-confusion. Plumber’s poison turns metal to lead and we also get a philter of pheromones. Really cool article!

Sean Robson provides a 1-page tavern name generator with 20 entries for adjectives and 20 entries for nouns, though some entries sport more than once choice. Solid.

The next article is the crown-jewel of the pdf, at least as far as I’m concerned: It provides 4 thoroughly-discussed and intriguing types of special doors - from the sturdy Oxfords to the necromancer-suitable Magaross, the orcish Marchuz or the Delarogue, sold be capable thieves, this section details pros and cons of each door and is absolutely inspiring. LOVE it! Seriously worth the asking price of the pdf on its own.

The final article of the ‘zine contains 20 random city encounters, which first present the situation and then what has truly happened/developments in shaded boxed text. The encounters are nice and have tie-ins with e.g. #2’s Hugo’s as well as one of the villains herein. These include a sadistic psychopath kid, drunk folks, undead…all in all, a solid section.

The pdf concludes with a map of a complex, usable at your convenience and sans key.

Conclusion:

Editing and formatting are generally rather tight and solid in both formal and rules-language criteria. Layout adheres to a 1-column b/w-standard and the b/w-artworks are really amazing. The pdf comes fully bookmarked for your convenience and the map is neat.

Tim Shorts, Sean Robson and Chris Cosky present my favorite Manor –issue so far. The articles on doors and weird liquids are amazing and warrant the low and great asking price. The articles are concise and fun. What more to ask? This is definitely worth checking out. My final verdict will clock in at 5 stars.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
The Manor, Issue #5
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5E Mini-Dungeon #081: An Empire Given
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 04/16/2018 04:38:18

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a 5E-mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map, in both GM and player-friendly versions!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is, a helpful tool in the GM’s arsenal. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

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Still here?

All right!

Okay, and now for something completely different: The complex presented here represents a planar museum of sorts, with chaotic, strange stair-sequences linking the disparate rounds in a weird sequence. The layout/presentation of the sequence in 5e is a bit clearer than in PFRPG. Beyond this maze-like quality and the dangerous inhabitants, the module has a leitmotif: “What would you give for a realm to call home? An empire from where you’ll ne’er have to roam?” This is the question posed by the complex and its master, and passing it may actually have the PCs claim a planar complex/home-base suitable for their high levels! The ToB-creatures used herein are smartly chosen. The pdf btw. also includes a fully depicted, new trap.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and nice. Huge plus: We get a GM AND a Player-version of the area in which this takes place, providing full VTT-friendly compatibility.

Stephen Yeardley knocks the ball out of the park with this one. Inspired, creative and cool, this totally rocks! The conversion-team Chris Harris and Kyle Crider did a good job translating this little gem. My final verdict is 5 stars + seal of approval, given sans hesitation.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
5E Mini-Dungeon #081: An Empire Given
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Mini-Dungeon #081: An Empire Given
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 04/16/2018 04:37:16

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map! Yeah, that's pretty amazing! Better yet: GM-friendly version of the jpg's included as well!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

Okay, and now for something completely different: The complex presented here represents a planar museum of sorts, with chaotic, strange stair-sequences linking the disparate rounds in a weird sequence. Beyond this maze-like quality and the dangerous inhabitants, the module has a leitmotif: “What would you give for a realm to call home? An empire from where you’ll ne’er have to roam?” This is the question posed by the complex and its master, and passing it may actually have the PCs claim a planar complex/home-base suitable for their high levels! The pdf btw. also includes a fully depicted, new trap.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf. The .jpg version included here, which you can easily cut up and hand out to the players as they progress is a huge bonus -and even better: A KEY-LESS VERSION sans the annoying letters/numbers is included as well for full VTT-compatibility!!! The pdf does sport one nice piece of original full-color art - kudos!

Stephen Yeardley knocks the ball out of the park with this one. Inspired, creative and cool, this totally rocks! My final verdict is 5 stars + seal of approval, given sans hesitation.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Mini-Dungeon #081: An Empire Given
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5E Mini-Dungeon #080: Time Out of Joint
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 04/16/2018 04:34:17

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a 5E-mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map, in both GM and player-friendly versions!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is, a helpful tool in the GM’s arsenal. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

Within the underworld, in caverns laced with mithril and adamantine, the PCs find a cave-in, lots of dead folks, and a panel – touching it manifest as an astralnaut’s ship devoted to neutrality – and no less lethal in spite of that. The module makes great use of Tome of Beasts’ expanded creature array. The adventure comes with a brief random encounter table and strategies for roaming foes and defenses. I did find myself wishing we’d get proper vessel-stats for the astral ship, though – we just get the planar traits, which is cool, but yeah.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and nice. Huge plus: We get a GM AND a Player-version of the area in which this takes place, providing full VTT-friendly compatibility.

Stephen Yeardley provides a fun and uncommon module, though one that could have used vessel-stats instead of page #2’s artwork. The conversion by Chris Harris and Kyle Crider is neat. My final verdict will clock in as 4.5 stars, rounded down for the purpose of this platform.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
5E Mini-Dungeon #080: Time Out of Joint
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Mini-Dungeon #080: Time Out of Joint
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 04/16/2018 04:32:05

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map! Yeah, that's pretty amazing! Better yet: GM-friendly version of the jpg's included as well!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

Within the underworld, in caverns laced with mithril and adamantine, the PCs find a cave-in, lots of dead folks, and a panel – touching it manifest as an astralnaut’s ship devoted to neutrality – and no less lethal in spite of that. Astral leviathans and dragons, clockwork workers and alchemical golems make for an uncommon enemy array. The adventure comes with a brief random encounter table and strategies for roaming foes and defenses. I did find myself wishing we’d get proper vessel-stats for the astral ship, though – we just get the planar traits, which is cool, but yeah.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf. The .jpg version included here, which you can easily cut up and hand out to the players as they progress is a huge bonus -and even better: A KEY-LESS VERSION sans the annoying letters/numbers is included as well for full VTT-compatibility!!! The pdf does sport one nice piece of original full-color art - kudos!

Stephen Yeardley provides a fun and uncommon module, though one that could have used vessel-stats instead of page #2’s artwork. My final verdict will clock in as 4.5 stars, rounded down for the purpose of this platform.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Mini-Dungeon #080: Time Out of Joint
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5E Mini-Dungeon #079: The King of Infinite Space
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 04/16/2018 04:29:12

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a 5E-mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map, in both GM and player-friendly versions!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is, a helpful tool in the GM’s arsenal. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

Urkkia, a deadly derro antipaladin (from Tome of Beasts, hyperlink provided) with serious magical talent, has managed to create this place and attracted a ton of shadow creatures. The complex comes with a random encounter table and while knowledge may be had, the complex also sports some truly deadly hazards and unique adversaries. The PCs, thankfully, invade while the spy is regrowing a clone, but yeah – not an easy complex.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and nice. Huge plus: We get a GM AND a Player-version of the area in which this takes place, providing full VTT-friendly compatibility.

Stephen Yeardley provides a dangerous, deadly romp in this scenario. The dungeon is challenging and interesting. The choice to represent the module at lower levels in 5e makes sense – Kyle Crider and Chris Harris did a good job here. My final verdict will clock in at 5 stars – a nice, well-crafted mini-adventure.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
5E Mini-Dungeon #079: The King of Infinite Space
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Mini-Dungeon #079: The King of Infinite Space
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 04/16/2018 04:28:01

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map! Yeah, that's pretty amazing! Better yet: GM-friendly version of the jpg's included as well!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

Urkkia, a deadly gnome spy with serious magical talent, has managed to create this place and attracted a ton of shadow creatures. The complex comes with a random encounter table and while knowledge may be had, the complex also sports some truly deadly hazards and unique adversaries. The PCs, thankfully, invade while the spy is regrowing a clone, but yeah – not an easy complex.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf. The .jpg version included here, which you can easily cut up and hand out to the players as they progress is a huge bonus -and even better: A KEY-LESS VERSION sans the annoying letters/numbers is included as well for full VTT-compatibility!!! The pdf does sport one nice piece of original full-color art - kudos!

Stephen Yeardley provides a dangerous, deadly romp in this scenario. The dungeon is challenging and interesting. My final verdict will clock in at 5 stars – a nice, well-crafted mini-adventure.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Mini-Dungeon #079: The King of Infinite Space
Click to show product description

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Asian Bloodlines
Publisher: Legendary Games
by Thilo G. [Featured Reviewer]
Date Added: 04/13/2018 05:28:50

An Endzeitgeist.com review

This collection of bloodrager and sorcerer bloodlines intended for Asian settings clocks in at 28 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial, 1 2/3 pages of SRD, 1 page ToC, 2 pages of introduction, 1 page advertisement, 1 page back cover, leaving us with 18 1/3 pages of content, so let’s take a look!

Okay, so structure-wise, a few of the bloodlines herein make use of spells from the Asian Spell Compendium – these have been reprinted here for your convenience. (Kudos!) The pdf first proceeds to present bloodrager bloodlines, then sorcerer bloodlines. The respective ones have been properly tailored to the two classes, while retaining concise leitmotifs.

Let me demonstrate with the first bloodline, the imperial dragons, who choose a lineage corresponding to the 5 imperial dragon types. This influenced the shape of the breath weapon as well of the associated energy type. The imperial dragon bloodlines presented are based on the core draconic bloodlines, with 12th level adding an increased threat range to them. The dragon resistances at 4th level represents a natural AC bonus and DR 5/bludgeoning or slashing, with the AC scaling at higher levels. Breath weapons of imperial sea dragons can alternatively be executed as a 60 ft.-line and the draconic movement is adjusted for each of the lineages chosen and tweaked in unique ways – for example, forest dragon scions get the abilities trackless step and woodland stride in forests as well as freedom of movement as well as the high-level option to see through natural obstacles in forests: Vines etc. offer no concealment. That is damn cool and allows for some really nasty tactical options. You can see how the respective draconic options here work well for the bloodrager. The sorcerer version of the bloodline gets enhanced piercing damage spells as bloodline arcana as well as a focus on better damage output for e.g. animated objects chiefly made of earth, stone, mud, etc. The sorcerer option has less direct adjustments than the bloodrager option, but it still is distinct from it.

Now the imperious bloodline so far had no bloodrager equivalent, a fact that hereby changes, as the imperious bloodrager provides a decrease of length required to use Bluff, Diplomacy, Knowledge versus humans to one round while bloodraging, as well as a bonus to Intimidate versus those affected by your spells. Really cool: Executing good hope/suggestion as part of entering bloodrage! Even cooler, there is actually a caveat that prevents abuse by bloodrage-cycling. At higher levels, we have the option for immediate action demoralizing of targets as a response to being targeted by spells, SUs, etc. 12th level nets inspired rage raging song via spell slot expenditure, with spell levels denoting the duration. The higher level options provide 1/day adding geas/quest or vengeful outrage to Intimidate, while the capstone nets immunity to death effects and energy drain and cease to age or require drink/sleep. The bloodline is really cool, as it focuses on a leader bloodrager, a trope we only rarely see catered to. Nice!

Both bloodrager and sorcerer get the kami bloodline. For the bloodrager, this begins with a VERY potent skirmishing trick – ignoring difficult terrain while bloodraging. I’d complain here, were it not for the limitation by bloodrage. This would only be the first ability, though, and the bloodline frankly moves on to provide a thoroughly awesome rendition of the concept underlying the notion of kami: The bloodline allows for the use of bloodrage rounds to animate objects with kamis, with progressively better animations. Similarly, melding into the ground, spirit sight and designating a ward make this one a truly cool and unique bloodline that allows for meaningful changes of the playing experience. I love it! The sorcerer version of the bloodline is similar, but instead of the unbound chaos of animated objects, we get the options to make origami shikigami! Yeah, amazing, right? Spells and bloodline arcana also represent rather well a different take on the concept that feels much more sorcerer-y while retaining its familiar ties with the bloodrager bloodline.

The kappa bloodline provided for both classes nets defensive options, including no arcane spell failure in heavy armor and when using tower shields for the bloodrager, as well as sight through mists and kappa-transformation when entering bloodrage. The bloodrager can also short-range teleport in mists etc. with spell-slot expenditure, with higher levels providing grabbing claws as well as dragon turtle bloodrage and an antimagic shell that nets SR. Once more, a rules-relevant and interesting modification of the bloodrager-experience that I applaud. The sorcerer bloodline, alas, is less interesting – we get scaling defenses, resistances and the like, but nothing that really screams “unique”, though the option to change fire-damage spells to ones that cause cold damage at +1 damage per die rolled is a nice bloodline arcana.

The next bloodline would be the kitsune bloodline – the sorcerer bloodline makes the saves versus interacting with your illusions tougher if the targets are friendly or better and you can generate fox fire, which are dancing lights that add an option to be fired as fiery globes. Cool! Unsurprisingly, we get a focus on shapechanging that scales, as well as more persistent illusions that persist after your concentration breaks. Really cool: Polymorphing into targets you have magic jar’d and the capstone swift action illusion maintenance. At this level, we can also expend spell slots to enhance the shapechanging tricks. The passion and design is evident – Alexander Augunas has obviously designed this one. It has his style written all over it. The bloodrager version of the bloodline is damn cool as well and goes a thoroughly different route: We get Kumiho transformation when bloodraging as well as 4th level full spellcasting while in kumiho form, which btw. also makes your spells harder to identify. The bloodline then proceeds to provide further upgrades for this fearsome form, including the option to execute heart strikes, which, at higher levels, can become instantly fatal, but require set-up. I love how different a route this one takes, yet how it remains distinctly kitsune. There is also a cool kyubi mutated bloodline that gets a ki pool governed by Charisma, which comes with some unique enhancers to spellcasting. It also makes for really cool synergies with different ki-tricks of other classes and options from e.g. The Way of Ki or the numerous WuXia-themed options out there. This one replaces potent illusions.

Next up would be the naga bloodline: For the bloodrager, this one nets a properly codified bite attack that scales with levels and later nets you poison with it. Scaling AC-bonuses and naga shape III, a capstone immunity to mind-reading and permanent see invisibility as well as at-will detect thoughts and a +2 bonus to saves versus mind-influencing effects. The naga bloodline for sorcerers nets limited invisibility, better enchantment DCs and saves vs. mind-influencing effects and poisons, casting sans hands and a capstone, at-will naga shape III plus immunity to charm, mind-reading and poison. We also get two mutated bloodlines, with the guardian naga adding an AC-buff when fortifying yourself with transmutations. There is a somewhat hilarious cut-copy-paste glitch here that mentions them deriving their power from the kyubi, but it does not influence rules-integrity. Instead of vanishing, guardian nagas can spit poison a limited number of times, ensnaring eyes are replaced with bonuses to mind-influencing effects and the bloodline nets a few cleric spells added to the spell-list. The second mutated bloodline would be the spirit naga, who can squeeze through tighter spaces and gets +2 to Escape Artist as well as to escape from grapples and to saves versus entangling/restricting conditions. This replaces naga resistances and 9th level nets a fascinating gaze that replaces ensnaring eyes.

The oni bloodline nets a touch that inflicts scaling nonlethal damage (cool!) a limited amount of times, with altered self gained at 3rd level and 17th level unlimiting the ability. We also get gaseous form and 15th level nets you oni regeneration, which kicks in once you’re reduced below 0 hit points. A limit prevents the cheesing of the ability via Hp-transfer tricks – kudos! A lesser designer would have stumbled over this one. The capstone nets a giant shape I-based alternate form as well as SR and +2 to DCs for charm and compulsion. There is a mutated bloodline for the oni, the nogitsune, which lets you see past sight-obscuring spells (cool!!) and replaces the gaseous form ability with additional target/increased area of effects for charm and compulsion spells. The bloodrager iteration of the bloodline, which nets you a gore attack, whose damage is properly codified. (Type must be defaulted, but it’s gore, so yeah, no big issue.) The alter self/gaseous form options are retained, though oni regeneration is tweaked and instead uses a maximum daily cap, but may be activated as a swift or immediate action, which makes sense for the class. The high-level options, we get the giant form I-based trick, with a further enlarge person as part of bloodrage and SR added as well; if already in giant form I, it upgrades to II. Neat one.

The rakshasa bloodline is another nice bloodrager option that makes sense for faces – +5 to Bluff to lie and characters attempting to force the truth out of the fellow require a CL-check. We also get a well-made claw attack in bloodrage (properly codified) and limited, instant detect thoughts sans the 3-round concentration requirement, which is cool. Nondetection/misdirection becomes available at 12th level, and 16th level nets a save versus divine spells and channel energy/domain powers as well as DR 5/good and piercing , which increases at 20th level. The capstone nets you an unlimited, alternate raksaha form. The sorcerer version comes with the same cool silver tongue ability at first level, the same detect thoughts…but makes nondetection permanent and also yields unlimited alter self into any humanoid. The capstone nets outsider apotheosis as well as DR 10/piercing, though it should be noted that it explicitly does not come with the usual outsider-apotheosis returning-from-death-restrictions.

The final bloodline provided herein would be the tengu. The Sorcerer version nets +1 to attack with spells that create slashing weapons as well as +1 to the DC of language-dependent effects. The bloodline powers begin limited gliding/feather fall via gliding wings – really cool! 3rd level nets swordtraining and thus, a massively-enhanced proficiency-list, as well as sorcerer level as BAB for the purpose of feat-qualification. This also nets Weapon Focus and qualifies for Weapon Specialization later. 9th level nets scent, which is particularly efficient versus undead. The higher level options include being able to avoid the limitations of language-dependent spells and effects a limited amount of times per day, as well as full spellcasting functionality in bird form. The capstone nets you a tengu shape as well as the option to negate an attack by becoming a cloud of feathers that also makes you effectively benefit from gaseous form, nets you concealment and allows for the follow-up beast shape II assuming of a crow shape. Neat one! The bloodrager variant of the bloodline nets you a beak, which acts a s a secondary natural weapon (damage type not codified); attacks with it are enhanced when wielding a sword and 4th level provides bonded blade, which may be quickly drawn…and comes with a parry mechanic based on opposed attack rolls. Here’s the thing: Action, rounds of bloodrage and AoOs as resources to fuel it make it actually tactical. While I’ll never be a fan of them, this is pretty much one of the best iterations of a parry mechanic I know. Even cooler: You can expend spell slots to temporarily render the bonded even more potent, adding bonuses or special qualities. Minor complaint: The bloodline nets Style feats, and while the base Style feat is available all the time, the 12th and 16th levels net +1 such feat, with the wording implying that these could be follow-up feats from a Style’s feat-chain. Here’s the issue: Only the FIRST feat in a Style-feat chain is a Style-feat. Style feats are limited and those that build on them usually are combat feats. So yeah, this one is a tad bit more wonky than I’m accustomed to see from LG. 12th level nets your flight in bloodrage; 16th provides Deflect Arrows while in bloodrage and the capstone nets auto-confirms for crits and an increased multiplier as well as immunity to being disarmed.

Conclusion:

Editing and formatting are very good on both a formal and rules-language level, with only one, harmless, formal typo and very minor hiccups in the rules. Layout adheres to Legendary Games’ two-column full-color standard and the pdf comes with nice full-color artworks, though fans of LG will be familiar with them. The pdf comes fully bookmarked.

Jason Nelson, Alexander Augunas and David N. Ross are all veteran designers that deliver a ton of first-class products. Their names are almost always a really good indicator that the book will be at least good, quite probably amazing. Now, let me be frank: I’m rather burned out on the concept of bloodlines. I have analyzed and read so many of them, that this review took me longer than it should have. That being said, this book frankly clocks in as one of the best books for sorcerers and bloodragers that you can possibly get for PFRPG, with only Interjection games’ Big Book of Bloodlines sporting bloodlines this distinct. While I wasn’t utterly blown away by all bloodlines herein, there are quite a bunch that rather radically change the playing experience of the respective base class, and that is an amazing thing to achieve. This is a really compelling, well-written supplement that provides a LOT of information and quality rules in its pages. Well worth a final verdict of 5 stars!

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Asian Bloodlines
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5E Mini-Dungeon #078: Maze of the Skullkeeper
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 04/13/2018 05:26:42

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a 5E-mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map, in both GM and player-friendly versions!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is, a helpful tool in the GM’s arsenal. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

The PCs have been drugged and captured by Lord Xu Tannak, and no the PCs will be forced to run the maze of his Skullkeeper, a deadly minotaur. The maze comes with 6 sample events and descriptions of the rooms, with desperate NPCs hoping to escape as well. Avoiding the potent minotaur will NOT be simple and the module is brutal, particularly since PCs only get a torch, a rusty shortsword and a loincloth.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Annoying: The scroll that contains the header obscures location #1 on the map in its entirety. Cartography is full color and nice. Huge plus: We get a GM AND a Player-version of the area in which this takes place, providing full VTT-friendly compatibility.

Justin Andrew Mason’s maze of the skullkeeper is a cool, deadly gauntlet. The layout glitch is a bit problematic and a reference to combined strength to remove something is a bit odd for 5e. The conversion by Kyle Crider and Chris Harris is solid. Still, in spite of these guffaws, this is worth checking out – my final verdict will clock in at 3.5 stars, rounded up due to in dubio pro reo.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
5E Mini-Dungeon #078: Maze of the Skullkeeper
Click to show product description

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Mini-Dungeon #078: Maze of the Skullkeeper
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 04/13/2018 05:25:38

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map! Yeah, that's pretty amazing! Better yet: GM-friendly version of the jpg's included as well!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

The PCs have been drugged and captured by Lord Xu Tannak, and no the PCs will be forced to run the maze of his Skullkeeper, a deadly minotaur. The maze comes with 6 sample events and descriptions of the rooms, with desperate NPCs hoping to escape as well. Avoiding the potent minotaur will NOT be simple and the module is brutal, particularly since PCs only get a torch, a rusty shortsword and a loincloth.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf. Annoying: Location #1 is almost obscured by the scroll-header of the module. The .jpg version included here, which you can easily cut up and hand out to the players as they progress is a huge bonus -and even better: A KEY-LESS VERSION sans the annoying letters/numbers is included as well for full VTT-compatibility!!!. The pdf does sport one nice piece of original full-color art - kudos!

Justin Andrew Mason’s maze of the skullkeeper is a cool, deadly gauntlet. The layout glitch is a bit problematic and a reference to combined strength to remove something is a bit odd and not how things are usually handled in PFRPG. Still, in spite of these guffaws, this is worth checking out – my final verdict will clock in at 3.5 stars, rounded up due to in dubio pro reo.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Mini-Dungeon #078: Maze of the Skullkeeper
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5E Mini-Dungeon #077: Maw of the Dark Tide
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 04/13/2018 05:23:29

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a 5E-mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map, in both GM and player-friendly versions!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is, a helpful tool in the GM’s arsenal. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

Strange, tattooed cultists assault a monastery, bring destruction and once more retreat to their floating isle, surrounded by a moat of negative energy containing slime. The slime causes “negative energy damage”, which does not exist in 5e. The temple of the dark monks btw. contains two truly magic items, making the attack on the fortress more hazardous than the hazards and lethal foes would make it.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and nice. Huge plus: We get a GM AND a Player-version of the area in which this takes place, providing full VTT-friendly compatibility.

The PFRPG-version of this adventure is pretty epic, requiring some serious work. In the 5e-version, the conversion team of Kyle Crider and Chris Harris has elected to go a more mid-level approach, level 6 - 8, to be precise. Unfortunately, this does mean that the module loses the over-the-topness that made the original high-level module amazing. In 5e, it is more subdued, and frankly, significantly less interesting. My final verdict will clock in at 3.5 stars, rounded up due to in dubio pro reo.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
5E Mini-Dungeon #077: Maw of the Dark Tide
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Mini-Dungeon #077: Maw of the Dark Tide
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 04/13/2018 05:21:48

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map! Yeah, that's pretty amazing! Better yet: GM-friendly version of the jpg's included as well!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

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Still here?

All right!

Strange, tattooed cultists assault a monastery, bring destruction and once more retreat to their floating isle, surrounded by a moat of negative energy containing slime. A mighty awakened instrument of the gods twelve-headed hydra mythic hydra leads them (minor complaint – the short-hand should read Cha, not Chr). The temple of the dark monks btw. contains two truly deadly artifacts, making the attack on the fortress even more hazardous than the unique hazards and lethal foes would make it!

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf. The .jpg version included here, which you can easily cut up and hand out to the players as they progress is a huge bonus -and even better: A KEY-LESS VERSION sans the annoying letters/numbers is included as well for full VTT-compatibility!!!. The pdf does sport one nice piece of original full-color art - kudos!

Justin Andrew Mason’s “Maw of the Dark Tide” requires a bit of templating work, but oh boy is it worth it! The floating fortress is unique, the artifacts are cool and the super-boss is BRUTAL when built according to specifications. While the work requires is somewhat annoying, it’s worth it and warranted by the pay-off. 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Mini-Dungeon #077: Maw of the Dark Tide
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