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Mythic Minis 96: Feats of Alliance
Publisher: Legendary Games
by Thilo G. [Featured Reviewer]
Date Added: 02/10/2017 10:35:23

An Endzeitgeist.com review

All right, you know the deal by now, right? 3 pages, 1 page front cover, 1 page SRD/editorial, 1 page content, so let\'s go!

-Betrayal Sense: Nets you a passive chance to notice disguises and creatures intending to attack you by surprise. If you and foes act in a surprise round, you may expend mythic power to keep foes from acting...which is pretty OP, considering that they get no save and how powerful hitting first is in a mythic context. At least foes with a higher tier than you are immune, which is what keeps this from going totally off the rails.

-Improved Bravery: Bonus applies to Will-saves and is doubled vs. fear. Additionally, you are no longer affected by partial effects from non-mythic fear-based effects on a successful save. Nice.

-Legendary Influence: Gain mythic version of the feat gained as well for 1 influence gained. While séance-ing, you may expend mythic power to reassign feats to spirits, multiple ones at higher tiers. Very cool!

-Improved Legendary Influence: Use mythic power to negate a spirit\'s influence via Legendary Influence (cool!); also use mythic power to gain the mythic iteration of a second feat gained. Intricate and complex and cool. Like it!

-Inspiring Bravery: Increase the radius affected, with Improved and Social Bravery synergy; via mythci power, the effect may be temporarily maintained even if you\'re affected by negative conditions that would end it.

-Quick Favor: Use mythic power to hasten information gathering and 1/day shift a creature\'s attitude and make a request in only 5 rounds. Neat!

-Social Bravery: Bravery bonus times per day use surge with social skills sans mythic power expenditure. Nice ability interaction, even when the benefit\'s pretty conservative.

-Timely Coordination: Add 1/2 tier to bonuses granted; they apply to atk and skill checks, but only when you and an ally\'s readied action are triggered. Nice, though it feels like it could have used an additional benefit.

-Unimpeachable Honor: Automatically succeed opposed Cha-checks to resist commands that violate your beliefs/code. All damage you deal to allies while compelled to do so is automatically nonlethal. Finally, when violating your code, you may expend 3 uses of mythic power to cast atonement on yourself; you still need to atone. I love this one. Two thumbs up.

-Willing Accomplice: Use Bluff to aid an ally\'s social and thieving skills and allies may substitute your Bluff for their own check. Not a fan of this one, since it marginalizes the skills you helped for; basically, it makes your one Bluff skill substitute 5 skills of an ally. That\'s not fun.

Conclusion:

Editing and formatting are top-notch, I noticed no significant hiccups. Layout adheres to Legendary Games\' two column full-color standard and it features the artwork on the cover; that\'s it - the one page content is solely devoted to crunch. The pdf has no bookmarks, but needs none at this length.

Jason Nelson and Alex Riggs deliver an interesting collection of mythic feats here, some of which employ truly interesting and smart mechanics. While not all of them are winners, the gems do mitigate the in my opinion slightly problematic ones. Hence, this ends up as pretty much a mixed bag for me, slightly on the positive side, which is why my final verdict will clock in at 3.5 stars, rounded up.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Mythic Minis 96: Feats of Alliance
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Mythic Minis 94: Criminal Feats
Publisher: Legendary Games
by Thilo G. [Featured Reviewer]
Date Added: 02/10/2017 10:34:11

An Endzeitgeist.com review

All right, you know the deal by now, right? 3 pages, 1 page front cover, 1 page SRD/editorial, 1 page content, so let\'s go!

-Careful Sneak: Ignore penalty for medium or heavy load while sneaking slowly; while less encumbered, you can Stealth while adjacent to cover or concealment and retain said cover for progressively harder penalties. Also enhances surges for Stealth. OH BOY, I LOVE this feat. Seriously, this is a prime contender for being scavenged for houserules if you\'re looking for a more Thief/Dishonored/etc. Stealth/Intrigue-heavy campaign. Two thumbs up!

-Cooperative Disabling: When being aided disabling, little failures count as you having helped your ally and 5+ failures only count if both have failed this bad. Cool!!

-Criminal Reputation: Bonuses apply to all influence checks and discovery checks with the individual influence system., but only versus criminals favorably inclined towards criminals. 10 ranks in the respective skills net the increased bonus. Also enhances Leadership, if present, but only if all followers belong to certain crime-themed classes. Very cool Godfather-style feat.

-Exquisite Sneak: Ignore ACP for light and medium armors to Stealth even when running or charging; mythic power expenditure to reroll Stealth checks. At 1/2 speed, you can even senak in heavy armor or with tower shields and mythic power may eliminate the ACP for these temporarily. Once again, a damn cool feat for espionage/heist/etc.-campaigns and a prime candidate for houserule scavenging.

-Graceful Steal: Use both Str and Dex when using Steal to replace Sleight of Hand and the DC to notice it is higher; mythic power expenditure to reroll and roll surge die twice when using in conjunction, taking the better result. Escalation, basically.

-Startling Getaway: Lets you withdraw instead of making a move action, stacking with any other actions, but with the limit that you may not use other actions to move that round. Nice one!

-Street Smarts: Increase bonus, mythic power expenditure for being treated as though you rolled 20. Decent, if not too interesting.

-Walking Slight: Drive-by-Sleight-of-Hand, basically. You may also Sleight of Hand as a swift action, though at massive penalty...unless you expend mythic power, which can cancel said penalty. Love it!

Conclusion:

Editing and formatting are top-notch, I noticed no significant hiccups. Layout adheres to Legendary Games\' two column full-color standard and it features the artwork on the cover; that\'s it - the one page content is solely devoted to crunch. The pdf has no bookmarks, but needs none at this length.

While Jason Nelson and Alex Riggs do have a few less interesting upgrades herein, this installment of mythic minis does constitute one I\'d consider obligatory: There are several feats herein that basically should be considered to be must-hae amazing for any espionage/stealth/intrigue-campaign. Beyond that, one could consider several of them to frankly be amazing scavenging potential for houserules, thus surpassing the tight focus of the product series. In short: This is a damn cool pdf, even if you don\'t use mythic rules and just look for concise rules to scavenge. 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Mythic Minis 94: Criminal Feats
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Hammers of the God
Publisher: Lamentations of the Flame Princess
by Thilo G. [Featured Reviewer]
Date Added: 02/09/2017 10:18:56

An Endzeitgeist.com review

This massive module clocks in at 86 pages, 1 page front cover, 1 page editorial, leaving us with 84 pages - these are A5-sized (6\'\' by 9\'\') and thus, you can fit up to 4 on a given sheet of paper when printing them out. The font-size is appropriate when doing so, mind you, so no undue straining of the eyes.

All right, it\'s a trope as old as fantasy gaming (older, in fact!) - the dwarven empire/civilization that crumbles. We\'ve seen that before, right? Well, as it happens to be, the PCs have come into the possession of a map, which will lead them straight to one of the lost places where dwarves once dwelt. Now, as you may have gleaned by this, the module thus requires a dwarven civilization, yes...but as a whole, any referee worth their salt can add this into LotFP\'s pseudo-17th-century setting with minimal tweaking/emphasis of the mythological nature of these beings. The module is intended for characters level 3 - 5, though even stronger characters should still be sufficiently challenged by this. In case you\'re wondering, btw. - this is pretty much PG-13. While certainly not the most light-hearted of romps, it is not a grimdark or particularly gory/depressing module.

Anyways, the module does not take any prisoners and begins pretty swiftly and with a resounding drone...From here on reign the SPOILERS, so potential players should skip to the conclusion.

...

..

.

All right, only referees around? Great! So, there are some common characteristics we ascribe to dwarves: They are stoic and pragmatic conservatives that carry grudges. So, what if the collapse of their empire was not one brought about by external threats, but by a series of well-intended decisions that ultimately brought down the culture...you know, like empires are wont to. To a certain extent, this reflects a downfall that was a whimper, not a bang. The dungeon the PCs are about to explore represents the very final death-throes, where the propensity for devastating grudges and shame turned towards self-destructive behavior on a massive scale. Below cascading purple mists, the PCs will find the remnants of an ancient massacre between humans and dwarves, undisturbed for ages untold.

When mankind entered the dungeon, the dwarven high-priest reacted to the failings of his clansmen in holding the intruders at bay with the spiteful, grudging finality of the ancient religion of the old miner, crushing specially prepared seeds which created the ever-present purple mist, its toxicity negated by the aeons, the mist may now only be cosmetic...but that does not mean that stupid PCs may not dig themselves a horrid grave here.

Now, I mentioned how the complex had rested undisturbed for ages and indeed, the module manages to convey a stunning and evocative sense of antiquity via its prose and internal consistency - combat-wise, there is not that much to defeat but animated dwarven spirits, more automatons than free-willed undead, as the PCs explore these ancient halls...but there doesn\'t have to be that much in this regard. The module reaches a level of detail that eclipses that provided for most dwarven sourcebooks I\'ve read and evokes an overall sense of truly evocative consistency that is mirrored, time and again, in the varioustidbits and dressings provided - in some cases, literally.

There would, for example, be the tradition that EVERYTHING about an important dwarf\'s life should be chronicled...and thus, there are halls, where rune filigree-layer lies upon layer, with the intricacies of various layers and their exploration yielding new knowledge. There is also the library, which best exemplifies the truly impressive attention to detail this module sports: The library, you see, contains no less than 100 books. Here\'s the thing: There is a cliff-notes version provided for EVERY SINGLE ONE OF THEM. I am so not kidding you.

Players and PCs interested in lore will have a true field day here and, more importantly, the books will provide actual benefits to the party, should they exert the due diligence and properly do their legwork. There is, for example, one trap, aptly called juggernaut, which is one of the two bottlenecks of this dungeon\'s exploration - a gigantic mechanism that may very well squash the whole party...but if they have taken care, it won\'t just boil down to quick wits to escape this doom. Much like all good modules, this rewards smart players and not just good rolls of the dice.

If you\'re into lore-rich modules, I will have probably sold you on this already, but it\'s important to mention that the religious doctrine and principles of the Old Miner\'s faith is mirrored in the challenges faced and that it is lore and attention to detail and player participation that will yield the true treasures of this module...while greed and the mindless plundering of tombs may well see the PCs stranded with cursed items and an immortal nemesis at their heels. Both are by no means mutually exclusive, mind you...though the true treasure as such lies in a portion of the complex the PCs may well never get to see.

You see, the monumental sense of antiquity evoked is constantly underlined not only by the grandeur of ancient dwarven designs and monumental pomp, but also by the subterranean nature of the complex: In the instances where the PCs reach \"open ground\", the sheer vastness of the realms below, the limitation of both light and darkvision in the endless black, are used in amazing ways: When the PCs walk an arch of stone over a gigantic, black chasm, lose track of the place they came from and only see the arc ahead, while hearing a myriad of things in the dark, only the most jaded or foolish of players will not become uneasy. Similarly, at the shore of a subterranean lake, there lie strange towers, high beyond the radius of any illumination the PCs are likely to have - and these towers, in fact, are type of crane that interacts with strange metal tubes...airtight quasi-submarines that need to be navigated through a whirlpool to gain access to the second part of the complex. Navigating the tides is VERY lethal and anyone foolish enough to try the outside will notice this the hard way - and indeed, dealing with the crane in this subterranean harbor carries its own risks. Oh, and PCs better check the tubes...they\'ve been here a long way. Oh, and airtight, so think twice about torches...Yeah, this is most certainly something that not all groups will enjoy, because it is PROBLEM-SOLVING that is not contingent of rolling the dice. Personally, I absolutely LOVE it. We need more of the like.

So yes, this dungeon feels more like a true archaeological exploration and more like a true journey of discovery than your average hackfest; it is a module that, from rooms of ritual shaving to strange devices and lethal traps, rewards getting into the mindset of the culture, rewards behaving like an explorer of a civilization fallen and gone. This is a harsh module; it is NOT easy. However, at the same time, it is exceedingly fair - unless you consider PCs being bitten by potentially lethal snakes for poking sans checking, their finger into a hole bad form. Personally, I like that. I like that, by virtue of the impressive atmosphere, the PCs are faced with a complex that DEMANDS respect...but that also deserves it.

If all of that sounds very conservative, then rest assured that the PCs have the chance to not only find and fight the dread transmorph, which oscillates between forms and attacks, but also may poke through a wormhole...and potentially be poked back. Have I mentioned the chance to get a hyper-deadly butterfly that will kill the first living creature the PCs encounter after leaving the complex? Yes, there is the delightfully weird aspect, though it is, fittingly, I might add, subdued compared to the stars of this module: The complex and culture of the ancient dwarves.

The pdf, just fyi, comes with a solid map of the complex - no player-friendly version is included, but considering the fact that this complex very much lives by means of exploration, I am okay with that.

Conclusion:

Editing and formatting are very good, I noticed no glaring accumulation of glitches. Layout adheres to a 1-column b/w-standard in A5 (6\'\' by 9\'\') that comfortably fits 4 pages on one sheet of paper. Big plus for me, as a dead-tree purist: The printed out version is easier to read than previous LotFP-offerings when thus printed. The pdf comes fully bookmarked for your convenience. The pdf sports several nice 1-page original artworks - one of which in full-color, while the others are b/w - in particular the campsite at the subterranean body of water drives home perfectly the sense of gigantic proportions and solitude.

James Edward Raggi IV\'s \"Hammers of the God\" is a phenomenal module that borders on being an environmental setting book. I have rarely seen a complex presented this concisely, with an impressive thematic and internal consistency. The ancient dwarven culture depicted herein, with all its small peculiarities and aspects, is evocative, intriguing and provides an exceedingly strong leitmotif for the module. It can also be easily transplanted into just about every setting and manages to make the dungeon the star: More often than not, my insistence on cool terrain features and hazards is read as a condemnation of classic dungeons. Far from it! This module very much exemplifies what you can do with a VERY classic trope, how you can make one of the oldest concepts and make it shine - by details, details, details and consistency. Few modules have managed to capture the sense of being an adventurer exploring a complex with a distinct identity this well; at no point will anyone confuse this module\'s dungeon for any other dungeon. This has a unique, glorious identity. It, much like the \"Grinding Gear\", also rewards smart players, as opposed to optimized characters. No matter how lucky or optimized your characters are, they can and will die in these halls if the players don\'t act smart. You know. Like in a game less based on rolling dice and more on the wits of the players.

Now, don\'t get me wrong - there is plenty of dice-rolling...but personally, I love how this rewards brains over luck and how it has the guts to say: \"Okay, you found the treasure...do you really want to plunder that tomb over there? All right, so these are the consequences...\" Greed is not necessarily punished, but the rewards gained from it are double-edged and cut both ways, whereas understanding and dealing with the culture of the complex in an even-handed manner will yield slightly less treasure, but it\'s true treasure sans strings attached... This is a module that rewards choices above all else and does not hesitate to show the consequences.

As a whole, this can be summed up as one truly astonishing, well-crafted exploration of a fantastic complex, one that will bring a smile to any group that loves exploring sites with a rich and vibrant culture and history, as a harsh, but also fair module that provides challenge and wonder galore. This module, much like Grinding Gear, is good enough to convert to other systems, should OSR-gaming not be exactly what you\'re looking for; it makes for an excellent scavenging ground for ancient dwarven cultures and complexes and represents my reference module for dwarven complexes, kept from even higher accolades only due to the lack of a player-friendly map to cut up and hand out...but then again, drawing the map\'s supposed to be part of the exploration....Anyways, my final verdict for this gem will clock in at 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Hammers of the God
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Deep Magic: Clockwork
Publisher: Kobold Press
by Thilo G. [Featured Reviewer]
Date Added: 02/09/2017 10:15:36

An Endzeitgeist.com review

This installment of the Deep Magic-series of 5e-pdfs clocks in at 19 pages, 1 page front cover, 1 page editorial, almost one page of SRD, 1 page advertisement, leaving us with 14 1/2 pages of content, so let\'s take a look!

There are few aspects I associate as much with Kobold Press\' phenomenal Midgard-setting as clockwork magic. (In fact, only one: Fey...but I digress..) The magic which spread from the by now legendary city of Zobeck across the disk (Midgard\'s flat) is evocative and interesting...so how has it been translated to 5e? Well, beyond two clockwork-associated gods (surprisingly missing Rava!) after a brief introduction to the history of clockwork magic, we dive right into a new cleric domain, the, surprise, clockwork domain.

The domain nets proficiency in clockmaker\'s tools and heavy armor as well as advantage on attacks versus clockworks and constructs, with the spell-dispersal making sense and good use of the new material herein. Channel divinity lets the cleric hijack constructs if they fail a Wisdom saving throw - if they badly fail their save, the control extends in duration. Starting at 6th level, spells used to repair damage to clockwork creatures etc. always restore maximum possible hit points, which I consider problematic, considering the presence of a clockwork PC-race among the roster for Midgard - a purely gearforged group, for example. 8th level, you can designate a controlled construct within 60 ft. as a viable target for spells that usually only target the cleric. 17th level nets the ability to merge with a construct controlled, restoring all hit points. For the duration, you gain all immunities and qualities of the construct and may cast spells, use class features, etc. This can only be used once per long-rest-interval. I assume that this includes access to the special traits and features of the creature merged with, but I am not 100% sure - the ability could be slightly more precise here.

The warlock also receives support here, to be precise, the great machine patron. At 1st level, the warlock may decide to spring ahead in the initiative order to right before a given creature, and yes, this ability is concise and covers the changes in the order properly. This one, much like 6th level\'s ability, recovers on a short or long rest. 6th level\'s ability lets you reroll a missed attack witha dvantage. 10th level provides immunity to psychic damage and mind reading, unless you allow it and 14th level allows you to designate a creature within 60 ft. The creature must succeed a Charisma save versus spell save DC or take 10d10 psychic damage and must make another Cha-save to avoid being stunned for 1 minute. Once again, short or long rest to recharge.

Pact boon-wise, the warlock may choose a clockwork familiar, a changing blade or a pocket-sized device that replaces a book. Three eldritch invocations allow for gear barrage, +1d6 fire damage in melee and reflexive 1d6 fire damage as well as the option to overcome construct immunity to being frightened and charmed.

Wizards may opt for the path of the clockwork mage, who gain an aforementioned clockwork familiar. Their school lets them halve time and gold it costs to add a clockwork spell to the spellbook. The duration of animate constructs increases by proficiency bonus minutes, with 20th level providing permanence instead. 6th level nets metal shape, which lets you reshape metal of size Small or smaller under your control. Here\'s the amazing: For once, the ability requires familiarity with an object - no easy cheating via key-generation. Cool! 10th level nets golem form, which lets you retain mental faculties, but lets you assume the physical characteristics of a golem/clockwork creature with a CR less than the current level, lasting up to 1 minute per level. 14th level allows for an Int-based hijacking of constructs, analogue to the cleric tricks.

The pdf, after several class lists of spells, then begins to introduce new and updated spells: These include absolute command that lets you issue commands to constructs, animating constructs with size by spell slot and base stats for each. Armored heart nets an interesting option to, as a bonus action, gain resistance to the 3 physical damage types for 1 round, enhancing potential defense/withdraw-sections. Taking on a zelekhut\'s powers (stats included) - there are some cool tricks here. As a complaint, catapult for example does not specify the damage type it causes (I assume bludgeoning...).

This is not the only spell that misses the damage type, though the majority does have them. Rust is added to the list of afflictions available via contagion...all in all, a well-made selection of options. You don\'t know what rust does? Well, thankfully, the pdf does cover this! A ritual for hellforged gearforged allows for an interesting variant of the gearforged race. Sacrificing a construct to temporarily imbue a target with construct-tricks...very cool. Speaking of which - have I mentioned the spell that uses a music box to rip open the planes, allowing them to partially overlap? Pendulum is interesting as well, locking d20-throws at 20, 1, 19, 18...which is generally cool, but considering that it\'s concentration, up to 1 minute, it kind of loses a bit of its sting and is a better buff than debuff, which is pretty surely not how it was intended, unless it\'s supposed to be just one half swing of a pendulum. Interaction with memory gears and winding keys is intriguing.

Conclusion:

Editing and formatting are very good on a formal level. On a rules-level, some finer details can be nitpicked. Layout adheres to Kobold Press\' beautiful 2-column full-color standard and the pdf sports high-quality artworks. The pdf comes with basic bookmarks for the class features, but not the individual spells.

Scott Carter\'s translation of clockwork magic to 5e constitutes a well-crafted first installment for the series, though one that misses a couple of minor beats. There are some serious gems here and much of the interaction with e.g. gearforged etc. and the magic aspects that are integral to Midgard have been properly presented. While not perfect, this is a nice, inexpensive pdf and as such receives a final verdict of 4 stars. I\'m looking forward to the next pdfs in the series!

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Deep Magic: Clockwork
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Cultures of Celmae: Gnomes
Publisher: Wayward Rogues Publishing
by Thilo G. [Featured Reviewer]
Date Added: 02/09/2017 10:13:07

An Endzeitgeist.com review

This installment of the Cults of Celmae-series clocks in at 18 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, 1 page back cover, leaving us with 13 pages of content, so let\'s take a look!

We begin this installment with a brief recap of the gnome\'s mythology - when forge father Adan\'s hammer blows created the azer, the sparks of his forge also made the dwarves and gnomes and, according to gnome myth, it was the gnomes that carved out Teran-Jarraian, the world below. As the myth states, it is during this age they made contact with the devastating gugs and pioneered many spells now common to spellcasters across the nations of Celmae. In this golden age, they raised a subterranean library of untold knowledge, but it would only be a matter of time before strife would send their realms into chaos, as the dwarves proceeded to breach the Deep Ore sphere in their quest for the legendary deep ore and thus instigated the core calamity of the setting: As magma erupted and the shattering began, gnomish wards failed and foulest monstrosities were spread across the lands; dragons awoke and the gnomish hero Kremenesh sacrificed himself and his comrades to reseal the dreaded World Dragon, ascending thus to god-hood - and ever since, the gnomes have started adapting among their shattered home, its cultures and environments...though, understandably, there are serious resentments towards the dwarves still lingering.

The myth-weaving in this history is pretty evocative and in fact, exceeds in prose quality that sported for the dwarves, making this a very interesting start for the pdf! Okay, racial trait-wise, the race is split between svirfneblin and the gnomes that took to surface and skies, the pech. Svirfnbelin mostly adhere to the racial traits we know, with some tweaks: Their hatred applies to reptilian humanoids and dwarves instead of goblinoids. They have slow speed in Celmae and receive a dwarf\'s stonecunning. They also lose fortunate\'s save bonus and low-light vision and the Stealth-bonus, tough the Craft (alchemy)- and Perception-bonuses remain - the former is btw. formatted as \"Craft Alchemy.\" The SPs of the race are not italicized either and the attribute bonuses are not properly bolded - both of these formatting issues can be encountered multiple times, so if you read me referring to a SP, expect its formatting to be wrong. As a whole, a sensible nerf of the pretty strong base race.

Alternate trait-wise, these guys can replace defensive training with a 1/day darkness SP - that also features the following sentence: \"A svirfneblin with the skilled racial trait gains a +4 bonus to Stealth skill checks to hide within the are affected..:\" - which constitutes, alas, a pretty nasty fault: You see, svirfneblin in this iteration do not receive the skilled racial trait - it has been broken up into components, making this, RAW, not work. Darker SPs (that are formatted differently than those among the base racial traits) can be found...as can Spell Blocker, which is OP and does not work: When an arcane spell fails to pierce the svirfneblin\'s SR, the caster may not target the the svirfneblin again for 1 round - no save. It also replaces skilled and alchemical insight, which is puzzling - the base race does not have the \"skilled\" trait anymore. Speaking of problematic: What abut a constant, level 1 nondetection instead of the usual SPs, PLUS several stone-related high-power tricks? Yeah, not even trying to look balanced here. The final alternate trait works -+2 AC versus aberrations, +1 to atk, replacing hatred and defensive training. 1 out of 5...is not a good quota, particularly considering the easy nature of the design-task here.

The pech gain +2 Dex and Cha, -2 Str, are slow and Small and receive the gnome magic. They gain +2 to saves versus fear, illusions and halfling luck. Skill-wise, they gain +2 to Perception and Acrobatics. Both gnome subraces receive proficiency in both gnome and halfling weaponry. In case you haven\'t noticed - pech are pretty much the replacement for the hairy-footed race.

The alternate racial traits for the pech allow you to lose the Acrobatics-bonus in favor of 30 ft. movement, with another replacing that and the Perception bonus in favor of Perform and Craft, while Wanderlust diverges from the benefits of the trait with the same name: Instead of the fear-save-bonus and hafling luck, you gain +2 to Knowledge 8geography) (correctly formatted!) and Survival as well as +1 CL for spells that enhance movement. 3 out of 3. Nice job.

The first city featured herein would be Carbas...and it is not a nice place: The inhabitants of this dismal subterranean place are afflicted by incurable black sores, as weird mold grows and the very walls ooze slime: The legendary city of gugs, Ukosh, once sealed, lies below - and its corruption seeps from the black monolith to the realms above....oh, and if that is not enough, the realms elow also hold Celmae\'s most notorious, magic prison. A look at the settlement statblock won\'t make you wonder why the place has a danger rating of +43.

Now, I already talked a bit about the hero Kremenesh and his sealing of the World Dragon and ascendance to godhood, but the pdf goes one step further, sporting a detailed, two-page recap of the legend in nice prose - much like Carbas, the flavor is certainly nice and interesting.

The pdf also contains a new hybrid class, the shadowskiver, who receives d6 HD, 6+ Int-mod skills per level, proficiency with simple weapons, longbow, shortbow, rapier, sap, shortsword, whip and shields (excluding, as almost always, tower shields) and light armor. They gain Charisma-based spontaneous arcane spellcasting drawn from the bard\'s list of up to 6th level and sport a 3/4 BAB-progression alongside good Ref- and Will-saves. The class receives sneak attack at first level, increasing the damage output every odd level thereafter to a maximum of +10d6. As a purely cosmetic complaint, there is one instance in the table where the \"d\" in the sneak attack\'s damage tally is capitalized.

The class must spend 5 of its skill ranks in \"Acrobatics, Bluff, Climb, Jump and Stealth.\" See the odd man out? Yeah, there is no Jump skill. Second level nets Quick Draw and evasion, with 3rd level providing Spell Focus (Illusion), with 4th level providing uncanny dodge, 6th Point Blank Shot - nice here: Bonus increases if the character has the feat. 8th level nets improved uncanny dodge and TWF, with 9th level providing Rapid Shot. 10th level unlocks the ability to no longer provoke AoOs when using thrown weapons versus adjacent characters as well as Snatch Arrows. 11th level nets an at-will supernatural cloak of shadows that grants concealment that can also provide means of using Stealth.

12th level nets a bonus to AC when adjacent to an opponent. 13th level nets free Still Spell for illusion spells, 17th Extend Spell for illusions, with 14th level increasing movement by +10 ft. as well as providing poison use. 15th level makes illusions infused with the essence of shadow and thus, partially real. The 16th level nets a 1/day (3/day at 20th level) variant sneak that can stun foes. At high levels, Snatch Arrows is upgraded and 18th level nets 10 ft. ranged flank, 19th level increased substance for shadowy illusions and 20th level master strike.

The hybrid class, as a whole, while not perfect, is a decent take on the shadowy rogue with spellcasting. Its very potent shadow tricks are somewhat mitigated by them being...well...squishy. Very, very squishy. However, it does have some issues: For one, its ability-progression basically forces you down one path - there is no choice here. One shadowskiver will be just like another. It has exactly 0 player agenda. Secondly, and more importantly - the niche\'s been filled by vastly superior takes on the concept. If you\'re looking for a light/dark-oscillation, going for Interjection Games\' antipodism-classes will have you covered. If you don\'t want the nice variant system these use, I\'d point you towards Ascension Games\' excellent Path of Shadows-supplement instead.

The pdf also features racial feats, 4 for the svirfneblin, 2 for the pech: Svirfneblin can have a Dispelling Touch, which is interesting: 1/day (+1/day for every 4 levels), you may execute an attack as a full-round action. On a hit, you greater dispel magic and the opponent receives your SR, non-lowerable, mind you, while you lose it, with the transfer lasting for character level rounds. The feat can\'t affect characters with SR. As a minor nitpick here: I assume you can\'t have more than one use of the ability in effect at any given time - explicitly stating that would have been helpful. Still, I like this one - the daily limitations make sure it\'s properly kept in check, though the dispelling fails to clarify its CL. Not perfectly operational, but nice. Keeper of Secrets boosts your saves versus an array of mind-influencing/probing effects, while Knucklebasher is pretty cool: It lets you perform AoOs versus Large and larger creatures as though you were adjacent to them, provided they miss you. Nice one, and has a per-round limit that prevents abuse. The final feat basically nets you a type of freeze. Yeah, not too excited.

The pech feats let you treat, for class level round per day, a skill as a class skill or gain proficiency in a weapon., while the second feat lets you reroll a save versus an effect that results in a fear-based condition up to 2/day.

The pdf also contains 3 new background traits, all of which tie in well with the racial history of the gnomes, no complaints here! The pdf closes with 3 racial spells - detect kobolds is self-explanatory, while aura of inconspicuousness is interesting in that it only affects beings under nondetection and imposes a penalty on noticing them, based on the target\'s HD. Finally, renew air is basically a nice spell-version of the gas-annihilating spells of former editions.

Conclusion:

Editing and formatting have improved in comparison to the previous offerings, though missing letters, missing italicization and obvious cut-copy-paste remnants are still here. Layout adheres to a nice two-column full-color standard and the pdf\'s artwork is pretty nice, though I have seen the majority of it before. The pdf comes has no bookmarks, which constitutes a comfort detriment.

Robert Gresham, with additional design by Jeff Gomez and Jeff Lee, has improved his prose over the last installment - the shattering as a hallmark and the nice fluff in this book is more refined and reads better than that in previous iterations of the series....to the point where I honestly would like to read more about the setting. So that\'s a definite plus. On the down side, the formatting is pretty bad and could have used an at least casual glimpse by an editor/proof-reader. The fact that the svirfneblin alternate traits are mostly RAW not operational is a big downside, as is the fact that their balance is wonky. The base race-modifications are decent enough. The shadowskive is a better class than the one the dwarves got, though it does suffer from being very squishy and very linear - from power-levels to design-asethetics, it feels more like a 3.5 class than a PFRPG-class, with no choice, no player-agenda whatsoever and all unique abilities delayed to the higher levels. So yeah, while the craftsmanship is better, it\'s still not a class I\'d consider a worthwhile addition to any game\'s roster.

On the plus-side, there are some gems in the supplemental material; from traits to feats and spells and the legend provided certainly paint a nice picture. HOWEVER, from a crunch point of view, I wouldn\'t consider these sufficient. Whether to get this or not ultimately depends on if you\'re interested in the setting or not: If you are, then this does deliver some nice ideas, a cool city (definite highlight herein!) and some nice fluff. If you\'re primarily interested in rules, however, I\'d suggest looking elsewhere. In the end, this is a bit better than the dwarf-installment, but not by enough to elevate it beyond a final verdict of 2.5 stars. Whether to round up or down depends on what you\'re looking for. Due to my in dubio pro reo policy as well as the low price, my official rating will round up.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
Cultures of Celmae: Gnomes
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10 Rakshasa Magic Items
Publisher: Rite Publishing
by Thilo G. [Featured Reviewer]
Date Added: 02/08/2017 09:16:22

An Endzeitgeist.com review

This little pdf clocks in at 7 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, leaving us with 3 pages of content, so what is this?

Well, these would be items for the, in my opinion, most awesome \"In The Company of...\"-installment released so far, the amazing book on playable rakshasa. I assume that you\'re familiar with it in this review...and if you aren\'t, be sure to check it out.

So, what do the items do? Blazing Spectacles net you burning gaze and if the wearer has a predation pool, hungerfire eyes as well - increased in duration, if you already have that predation. The circlet of crawling consumption outlines the prey of rarefied taste in silver, allowing for the tracking of the path of sin of a target through a population. Those with addictive feeding can enjoy synergy here. Leaping Hare is a powerful club, but alas, sports several glitches - the weapon\'s not italicized and the write up sports several confusing notes, probably remnants from pricing it: \"4.5K, 4K,\" etc. - those should have been caught.

Links of Binding impose penalties on saves vs. abjurations on those hit and decreases, if present the cost of defense of the hunting grounds. The perfume of courtly nibbling can be nice for more discreet yaksha indulging in rarefied taste - instead of killing the prey, it receives 3 days to shake off the negative level and avoid death...which can also make tracking the predator harder. The Meat Hood of the Frugal Gourmet can indefinitely preserve humanoid corpses and support weight when pressed to a surface. Less utility-based would be the Rajaadharma staff, but in an AMAZING surprise, it not only enhances compulsions versus specific targets and sports some spells, it is also particularly potent in the hands of a vizier - yep, this is actually an item that is more potent in the hands of the amazing Akashic Mysteries-class. Nice!

Ravenous tongue of Meghanada is a powerful urumi (not properly italicized) is a raksaha-only, very hard to use whip-sword that bestows negative levels on those hit, heals its wielder and can even provide nourishment for the wielder...which, generally, is damn cool. Oh, and it can\'t be kitten\'d effectively. Nice job! The expensive smoking jacket of deceptive light allows for move action maintenance of illusions as well, as, predation pool provided, enforced rerolls of saves...and some spells in a can.

The pdf also includes an item-class, the broken spirit bag, which comes in 5 iterations - they are basically gris-gris bags that can be used by yaksha with rarefied taste that kill humanoids to not gain sustenance, instead channeling the life-force in the bag, storing predation points, which can then be used to power predation abilities. Cool: They don\'t necessarily occupy an item slot, but if they do, they\'re less expensive. See, and that\'s how you make a mechanically boring item amazing via great fluff and cool tweaks...kudos!

Conclusion:

Editing and formatting are generally good on both a formal and rules-level, though the aforementioned glitches could have been avoided. Layout adheres to Rite Publishing\'s two-column full-color standard and the artwork featured is nice. The pdf has no bookmarks, but at this length doesn\'t need them.

Wendall Roy delivers here - the items are universally reasonably priced for what they offer and flavor-wise, are FRICKIN\' AMAZING. That being said, unlike most installments in the series, we don\'t get a quasi-artifact legacy weapon this time around, which is a bit of a pity. The series\' items also tended to have various iterations in potency that you won\'t find here - so this is, as far as the series is concerned, more conservative than other installments. At the same time, the content oozes flair and panache and made me grin from ear to ear. While the glitches make it impossible for me to bestow my highest accolades, this still is a great purchase for a more than fair price, which is why my final verdict will clock in at 4.5 stars, rounded up to 5 for the purpose of this platform.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
10 Rakshasa Magic Items
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Storm Bunny Presents: The Thaumaturge
Publisher: Storm Bunny Studios
by Thilo G. [Featured Reviewer]
Date Added: 02/08/2017 09:12:58

An Endzeitgeist.com review

This base-class clocks in at 24 pages, 1 page front cover, 1 page introduction/editorial, 1 page SRD, 1 page back cover, leaving us with 20 pages of content, so let\'s take a look!

The thaumaturge class presented here receives d6 HD, 4 + Int skills per level, 3/4 BAB-progression and good Will-saves as well as proficiency with all simple weapons and light armor and the weapon championed by their occult order. Thaumaturges radiate the alignment aura of their order, not their own, which is an interesting design decision. They also need to be non-good. All right, so the chassis of the class certainly is interesting, now hat do these occult orders do?

Well, chosen at 1st level, these govern the energy they tap into when blasting, the aura they tap into with black arts (more on those later) and their familiar. Beyond the weapon familiarity already mentioned, orders also modify the respective class skills and the opposed order. Speaking of familiars - these generally net a nicely chosen one at 7th level, with 13th and 19th level providing upgrades to the familiar. Now, as far as the damage types of the respective orders are concerned...well, they aren\'t really balanced among themselves. There is an order that deals force damage, while another one deals fire damage, for example. This alone will disqualify the class for low magic games, which is a pity as far as I\'m concerned, for there are some cool tricks: The aforementioned aura can be activated as a standard action: 1/day at 2nd level, +1/day at 8th and 14th level, respectively. The benefits of the aura range from AoE negative energy or fire bursts to draining spell-levels, which is supremely cool and balanced further via a once-per-24-hour hex-caveat.

As a formatting complaint, the sub-abilities of the orders provided lack the respective ability types and colons. That being said, apart from e.g. an instance of damage type missing, the orders generally are interesting, though e.g. the order of Tiamat Risen\'s free energy selection is nasty and so is the potential to cause positive energy damage via a chaotic blast - the latter primarily because there are two precedence cases: Dreamscarred Press assumes positive energy damage to affect the living (highly problematic - no one has resistance to it!), while regular positive energy damage as per channel energy leaves living creatures unaffected - I assume the latter is the case here. The governing attribute is, just fyi, Charisma. A total of 6 such orders are provided, one for each alignment the class may have.

The energy blast of the thaumaturge requires a ranged touch attack, has a range of 30 ft. and SR applies, as does energy resistance, with Cha-mod added as a bonus to damage inflicted. Blasts require a free hand, count as weapons for feat purposes, but may not be used in conjunction with Vital Strike. Blasts inflict full damage on swarms and 8th and 15th level net the secondary and tertiary blasts - basically, iterative attacks with blasts. The verbiage here is precise, but slightly confusing upon first reading it. Energy blast base damage increases by +1d6 at 5th level and every 5 levels thereafter.

Thaumaturges begin with minor access to black arts, beginning play with up to Cha-mod cantrips taken from the sorc/wiz-spell list, casting them as though their class level was a proper arcane caster. They treat their class levels as arcane caster levels for feat prerequisites. Now the class has a pretty big drawback, but one that really has some serious promise: Defiant hubris.

The thaumaturge cannot be the willing target of divine magic or SUs, forcing them to save and resist even harmless spells, unless they concentrate for 1 minute, whereupon they are treated as willing recipients of all such magic for 10 minutes. This can be really interesting, if played right. 2nd level unlocks storm of blasts, usable 3 + Cha-mod times per day: The thaumaturge may fire a single ray at up to class level (max 10) targets within 30 ft., with each requiring a ranged touch attack and inflicting only 1d4 energy damage - here\'s where things are neat: On a roll of \"4\", the die \"explodes\". If you\'re not familiar with the mechanic: That means you roll the die again and add its damage value to the first roll. The ability caps these by putting a cap equal to twice the thaumaturge\'s caster level on the maximum - a thaumaturge of 13th level could have up to a total of 26 such exploding dice per storm of blasts, for example. I really like this. It\'s chaotic and cool and has a proper cap to avoid truly ridiculous blasts and the math is solid. Oh, and since it\'s an SP, it\'s also a bit risky. Point for the class!

Now, I have already mentioned black arts - these would be supernatural talents that require somatic components and, as the class is wont to, are governed by Charisma. They are unlocked at 5th level and every 3 levels thereafter and a handy table lists them by prerequisite, with the big steps for unlocking new ones being 8th and 11th level: While one black art has a prerequisite level of 17th, it remains the exception. The black arts themselves can usually be employed once per day, with the majority requiring only a swift action to activate. These allow the thaumaturgist basically to add infusion-like modifications to blasts, among other things, though the hard cap of daily uses that lacks a scaling mechanism makes many of these add less versatility than you\'d expect the chassis to deliver. It should be noted that black arts may be used for the conjuration of fiendish creatures with the appropriate choices. As a minor nitpick, the summons require only a standard action, which opens up the old question of when the summoned creature may act, how many actions it has left, etc. It is also worth mentioning that most may be taken multiple times per day, with each one granting + 1 daily use and that a feat can be taken to get an additional black art.

The orders of the class go further in determining the respective class abilities, though - at 3rd level, the order\'s first blessing is gained, with 9th and 17th level providing the second and third blessing, respectively. It is here things, at least partially, become really problematic: If you have chosen the order of high sortiledge, you receive arcane mimicry, the ability to substitute an energy blast\'s effects for a spell of a level he would be able to cast: While the spell needs to be arcane, may not cause damage and only affect willing targets, it does not have any other restrictions. Sure, it may suppress the ability to use energy blast for 1/2 the spell\'s level in rounds, but who cares? Infinite utility magic!! Suck on this, witch, wizard etc.!! Ähem, what? Yep. The ability has no cap, can be used an infinite amount of times per day, and considering the number of powerful buff options with long durations, it is one of the best examples of something utterly broken I have ever seen. WTF? How could this have gone past any playtesting?? This invalidates any utility/defense-caster ever. EVEN THE WIZARD. If your class is more powerful than the wizard, you have an issue. Not starting with the issue of different spell levels for different spellcaster classes, but yeah - even if you\'d restrict that to the sorc/wiz-list only, this\'d be broken as all hell.

Which is puzzling, for other abilities do cool things: Like prohibiting a creature from being the willing recipient of a spell when suffering from your black arts or hexes. Wait, hexes? Yep, several abilities tie into the black art that unlocks witch hexes at full CL, which is a neat and fitting touch as far as I\'m concerned. Similarly, decreasing blast potency for self-heals with a daily cap or using magic items sans expending charges is a ncie idea - and comes with an anti-abuse caveat I like. These abilities, as you may have noticed, are active abilities.

The order chosen also affects the passive abilities available for the class: 4th and 16th level, respectively, provide the aspect of the order and greater aspect of the order abilities that culminate in the similarly order-based capstone of the class. These, as a whole, tend to be solid - though e.g. High Sortiledge\'s deflection bonus lacks the \"to AC\" usually added to the verbiage...and, much like the energy types of the blasts, the internal balance is a bit...odd? Darkvision 60 ft. versus resistance 5 to fire, cold, electricity and acid, which increase by +5 at 12th and 18th level. Okay, it\'s nice that darkvision improves if the character already has it and that he may see through magical darkness...but still. As a further nitpick - one of them refers to Intimidation - someone read 5e while writing that section, it seems. This is also reflected in another ability, which references lightning instead of electricity.

Coolest by far - the bounty of bedlam table, which provides one of 8 chaotic blessings/penalties a day.

Once per day at 6th level and plus 1/day every 6 levels thereafter, the thaumaturge may redirect one targeted spell/SP/ray or melee touch attack spell. The second feat herein does offer an option to use this ability to hijack other spells as an immediate action to steal enemy buffs. Cool. Starting at 10th level, as a full-round action usable 3 + Cha-mod times per day, the thaumaturge may channel their blasts through their familiar. 15th level is extremely cool and flavorful, allowing the thaumaturge to move sans moving his legs, levitating constantly above the ground as if affected by defy gravity, including slower, but reliable movement when further away from the ground. Speaking of flavorful - while a few of the aforementioned capstones represent various takes upon the apotheosis-theme, their respective representations certainly are flavorful!

Conclusion:

Editing and formatting, for the most part, are good - there are a few deviations from the defaults here and there, but the rules-language and formal prose are nice as a whole. Layout adheres to a nice two-column standard with greenish highlights and fitting fonts, though starting at black arts, the pdf begins utilizing a 1-column standard. The pdf sports a blend of nice full-color stock art and some seriously amazing pieces I have never seen before - for the price, it certainly is a nice-looking book. The pdf has no bookmarks, which constitutes a comfort detriment.

This class had a turbulent gestation period, and alas, it shows. Originally penned by N. Jolly, then refined by Brian Suskind, Ben McFarland and Jaye Sonia, it was once to be the PFRPG warlock...but then, the kineticist came along....so what did the Storm Bunny crew do? They emphasized the occult aspect, which is a VERY smart thing to do...and flavor-wise, they succeeded. The thaumaturge is a class with several flavorful options and manages to evoke a unique playing experience, which is a big thing for me. It does not feel as restrictive and bland as the original warlock class and very much feels occult in theme...but not in design.

Occult Adventures, as I\'ve written in my review of that book, represents a paradigm shift towards classes with an emphasis on player agenda and roleplaying as baked in aspect of a class. The warlock has a bit of player agenda with his black arts, but that\'s about it - much like the poor cavalier, you choose the order and then are locked into it, allowing for a limited array of concepts. The concepts themselves are nice, though their internal balance among themselves (or lack thereof) is one of the disappointing aspects of this class.

I am loathe to say it...but the class feels a bit like it could have used some time to further mature: From the lack of energy blast range increases (with the exception of a true strike blast black art that doubles range) to the uneven power of the orders and their abilities, the class feels like it could have used some serious fine-tuning...which is a pity, for, contrary to what I expected to find, there is some serious fun contained in the chassis. I love the exploding dice with their cap, for example. I like the spell-leeching...but that does not change that several aspects herein could have used some nerfing, others upgrading...and a bit more versatility. (With the exception of infinite spellcasting. That needs to die horribly.) Oh, and better power-streamlining between orders, damage types, etc..

In other words - this is almost a cool class; it could have been awesome, even. It has these gleaming highlights of brilliance, but remains a flawed class. It also lacks favored class options, but oh well. I expected to hate this and I don\'t - so yeah, this would fare better...were it not for the fact that Interjection Games\' ethermagic basically does the whole warlock-shtick better balanced, with more soft and hard crowd control choices and unique tricks than this one.

This is not a bad class, but neither is it one that most groups can unanimously and sans tweaks use in their games - in short, it is a mixed bag and as such receives a final verdict of 3 stars.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
Storm Bunny Presents: The Thaumaturge
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Strange New Fields
Publisher: Violent Media
by Thilo G. [Featured Reviewer]
Date Added: 02/08/2017 09:11:50

An Endzeitgeist.com review

This collection of charts and generators clocks in at 12 pages, 1 page front cover, 1 page editorial, 1 page blank, leaving us with 9 pages of content, so let\'s take a look!

The first page of this pdf contains name-tables - 10 male names, 10 female names, 10 last names and 11 over the top fantasy names for males and females with the 12th entry of said table denoting \"roll twice and combine\". From an internal consistency point of view, it\'s a bit weird to see the regular name table clearly distinguishing between male and female names in two columns, while the fantasy names separate male and female sounding names with an \"or\" - but that just as an aside.

Page two provides 6 troublesome treasures, which all come with sp/gp/xp values, though the latter are 1:1 the value of gp, which may upset some particularly ardent champions of \"their\" OSR-ruleset. These also are very powerful - 5K for a mace+4 whose wielder always acts first? SERIOUSLY? 4 unusual reasons to wander are more interesting, ranging from having denied a fey lord hospitality to now be cursed to wander and bring strife to...the very common blood oath of vengeance versus immortal wizard xyz. Somewhat weird - this one capitalizes a lot of words that shouldn\'t be.

The next page contains 6 unique holy symbols, including decent visual representations: Festering, molded wounds, ropes of twisted hair or the tooth of a dead man...interesting choices here and the first table ended up enjoying, even though capitalization is once again somewhat inconsistent. 8 interesting locales are next and range from a rock, where faeries may mend broken metal objects or a weirdo berates the PCs for not understanding how noble the way of the goblin is...

I also liked the 12-entry \"strange payment\"-table, where the PCs may be awarded a thief\'s courage, a father\'s heartbreak or similar abstract things...or water stolen from a sacred well. Worthwhile contemplating! The next page represents the first true generator herein, one for stronghold events: You roll a d8 and then check a sub-table: 4 plagues/floods can kill off population, there are 4 burglary severities and there would be visitors/raids: d6 determines the descriptor, 4 the typo of visitor. If there was an assassination, it occurred similarly d6 days ago and harvests also come in 4 entries. Decent, if very minimalist fortress event generator - I have seen better. (Plagues, in particular, will potentially quickly wipe out the population with 2 unlucky rolls of the dice.)

The 10-entry-strong table of \"what finds you in the wilderness\" would, once again, be a pretty nice ones, with the 7 deadly sins as well as nothingness, fear and beauty making for metaphysical experiences of a rather dream-like nature that are particularly suitable for excursions into the realm of dreams, the fey realms or similarly mutable places where places where shepherds with kingly jewels and the like could make sense, where greed making these riches never quite enough has a tangible draw.

The 20-entry strong table on why a monster wanders has a more universal appeal, but similarly is not as captivating. still, with gone fishin\' and monsters currently...ahem...relieving themselves, it can result in some uncommon encounters.

The final table is titles \"The Entity requires strange rituals or has inscrutable demands.\" and represents basically an easy generator - 40% chance for ritual required, 50% for a demand, 10% for both. You take the sentence: \"First, yourself the ____\" and roll d4s for each blank. Alas, the results can become...awkward, and not in a good way: \"First, abstain yourself with the blood...\" is for example a valid result here. 6 rituals and 6 demands are provided, to follow after the previous sentence-fragment. These are interesting and include only moving towards one cardinal direction for a week, for example. Similarly, the demands range from the traditional beautiful virgin (The pdf acknowledges the entity to be a traditionalist) to the character\'s immortal soul. NOW. However, it\'ll be returned, on credit even! A mixed bag table.

Conclusion:

Editing and formatting is still okay, considering the PWYW-nature of the pdf. Layout adheres to a 2-column or 1-column color standard, depending on the tables. The pdf doesn\'t have bookmarks, but does not necessarily require them- Artwork, where present, is either solid for PWYW or stock; still solid for what it is.

Edward Lockhart\'s table-collection is decent enough, considering that it\'s PWYW. The metaphyiscal \"what finds you\"-table is nice and while others are pretty basic and not too exciting, and while there are some hiccups in the details, as a whole, this does contain a couple of gems for idea-scavenging. The pdf is probably not worth printing out, but for a quick idea-scavenging, it may be worthwhile checking out. Now, granted, the title is misleading - this is basically a chaotic miscellanea of tables and that\'s it...and, for the most part, it\'s not strange...but as a PWYW-pdf, this is relatively decent.

And...honestly, I don\'t have more to say about it. If you\'re not willing to pay for some of the more detailed, focused generators out there, this may be worth checking out and leaving a small tip. If some of what I noted interest you...well, you can download it. Compared to many of the better generators/miscellanea-pdfs I\'ve read, this feels unfocused, and the generators presented...have some minor hiccups. I feel like a jerk for doing so, but considering the quality of these generators and how strictly I tend to go to town on them, I can\'t rate this higher than 2.5 stars, rounded down for the purpose of this platform...in spite of being PWYW.

Endzeitgeist out.



Rating:
[2 of 5 Stars!]
Strange New Fields
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Cultures of Celmae: Dwarves
Publisher: Wayward Rogues Publishing
by Thilo G. [Featured Reviewer]
Date Added: 02/07/2017 15:57:17

An Endzeitgeist.com review

The 3rd installment of the Cultures of Celmae-series represents a change of focus; not only does the series move away from the pretty basic explorations of human ethnicities (though we\'ll return to those), it also provides significantly more material - the pdf clocks in at 18 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, 1 page back cover, leaving us with 13 pages of content - which is 10 more than the Majeed had.

The very first page depicts the Shattered Kingdoms as a whole with a solid full-color map and begins with a brief history of the dwarven people - speaking of shattering: The ingenuity of the dwarves, alas, was responsible for the cataclysmic event that sent half the world into the sky - looking for ever more powerful ore, their cultivation of Deep Metal was responsible for the apocalyptic event. The dwarves, as a whole, do not deny this, with the exodus towards the surface and a pledge to fix the world being crucial components of the dwarven psyche. (Believe me, as a German, I can relate to an instilled experience of guilt for horrible deeds my people have wrought...) Over the years, the dwarven race experienced a schism between those below and on the surface, each deeming the other heretics - and thus we have the explanation for the dwarf/duergar-split in this campaign setting.

Surface dwarves are depicted with full racial stats, though they basically are the core dwarf using the sky sentinel alternate racial trait, including trade-ins. Duergar are also depicted, at +2 Con and Wis, -4 Cha, with slow and steady, superior darkvision, +2 to overcome SR and dispel, +2 to AC and CMB-checks when dealing with aberrations and light sensitivity. - Not complaints re power-level here.

This duality is also represented in the two kingdoms to which we\'re introduced, the first of them being the Copper Crown Mountains, the latter being the significantly less pleasant Zamcelty, which is lorded over by the duergar. Both nations feature a sample settlement statblock, just fyi. Interesting, btw.: There are no divine spellcasters in Zamcelty and the region is militarizing further, which is never a good sign in the face of racial intolerance. The pdf also provides two deity-write-ups: Adan would be the quintessential LG dwarf-father and benevolent racial deity. The second would be Lawful Evil and significantly less pleasant - the Ashen King, typically manifesting as either dwarf or kobold or cloud of ash with gleaming eyes - this entity, supposedly a king who dug too deep, is the miner\'s boogeyman - who must be appeased when the flames change color and the air turns rank. He is also worshiped by adheres, kobolds and worse, so yeah.

The pdf does contain a hybrid class, namely the forgepriest, who receives d8 HD, proficiency with simple, martial and dwarven weapons and all armors and shields excluding tower shields. He casts spells as a cleric of up to 6th level, with Wisdom as the governing attribute for their prepared spellcasting. They gain 3/4 BAB-progression, good Fort- and Will-saves and second level nets channel energy, which scales up to +7d6 at 20th level. They can spontaneously cast cure or inflict spells, respectively, gain a bonus skill point each level that must be invested in Craft skills...and fails to state how many skills per level it receives.

3rd level nets endurance and 4th level Weapon Focus (warhammer); if the forgepriest already has that one, he gains Weapon Specialization for it, but only once he has reached a BAB of +4. 6th level nets Scribe Scroll, with 7th level providing the warpriest\'s sacred armor. Annoying - the spell references are not italicized properly. 8th level nets Craft Magic Arms and Armor as a bonus feat. 10th level negates the fatigued condition for the forge priest and reduced the exhausted condition to fatigued instead.

At 12th level, the character may 1/day attempt a Fort-save to negate damage incurred by an attack - with the DC being based on damage, which makes it a very unlikely endeavor and basically useless. 13th level nets the first of a handful of arcane spells that are added to the forgepriest\'s repertoire, with each level thereafter providing another one. One such spell may be cast 2/day and does not eat a spell slot, but must be prepared in advance. The ability does not specify which attribute governs this spell - Int would make sense as the default for prepared arcane casting. The ability also fails to specify whether the forgepriest suffers from arcane spell failure when casting these arcane spells.

Starting at 15th level, these can be activated by anyone - 5 targets are designated by the forgepriest, who may then activate the spell, but at the cost of +2 spell levels...which are pretty much irrelevant, considering that RAW, he can only cast one such spell 2/day. Starting at 16th level, these guys may inscribe runes with this confused mechanic permanently at the cost of their own spell slots, which would be interesting, but the wording-changes from plural to singular, editing glitches and lack of spell italicization render the ability pretty obtuse

14th level nets this gem: \"The forgepriest gains a bonus on Appraise and Craft checks related to objects made of stone.\" Okay. How much? No, it is not stated. 18th level nets a bonus feat, 20th a 1-minute lasting DR 10/- form that gets class level as BAB and ignores armor and encumbrance restrictions...which feels weird, considering the dwarven slow and steady trick. Oh, and the capstone fails to specify how often it can be used and how it is activated. This hybrid class is flawed. It does not bring anything compelling to the table, sports several unnecessary hiccups in formatting and rules-language and its unique tricks come too late and are unnecessarily hard to grasp.

The pdf does sport 5 feats. Better crafting, social skill-bonuses when interacting with your clan, +4 vs. Disarm, no penalty while squeezing and its + mount follow-up. Apart from the squeezing-options, I\'d not consider these worthwhile. A total of 6 traits, properly codified by trait subtype, are presented and they are solid.

Dwarves are master craftsmen, and as such, new item qualities are next - acid-washed items, for example, get better saves versus rust, disintegration and acid, while weapons with blood-groves reduce weight and increase hardness. Folded metal is harder and ornate items grant social skill bonuses. Skills are not properly capitalized. Osmium, as a material, is a variant of adamantine that does not have the hardness-ignoring properties, while Deep metal is basically adamantine that can ignore up to 25 points of hardness instead...oh, and it is treated as cold iron. It is basically the super-metal f the setting and thus expensive as all hell. The priest\'s bane special quality, at +1, adds +2 to enhancement bonus and +2d6 damage versus divine spellcasters...which is pretty strong and arguably better than the type-based usual bane. For balance\'s sake, it should be +2.

Conclusion:

Editing and formatting on a formal and rules-language level leave something to be desired. There are missing letters, improperly formatted spells and rules-components, switches between plural and singular in the same ability. You name it. Layout adheres to the nice two-column full-color standard of the series and the pdf sports nice full-color artworks. The cartography is nice.

This installment of the series does show that it had three authors: Robert Gresham, Ewan Cummings and Angel \"ARMR\" Miranda; some aspects of the pdf are concisely presented and generally are solid: The brief glimpses of the kingdoms, history and culture make sense and feel interesting. I wished, frankly, they were longer. The forgepriest, no way around it, is lacking and the feats left me unimpressed. The materials and crafting modifications, however, were pretty nice. The pdf is inexpensive for its page-count and there is some value to be found here. Hence, my final verdict will clock in at 2.5 stars, rounded up to 3 due to in dubio pro reo.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
Cultures of Celmae: Dwarves
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Edgewater's Folly
Publisher: Gaming Paper
by Thilo G. [Featured Reviewer]
Date Added: 02/07/2017 04:34:55

An Endzeitgeist.com review

This massive module clocks in at 76 pages (if you take cover/editorial/etc. away) and my review is based on the print version I received at Gencon in exchange for a fair an unbiased review, which is also why you\'re seeing this review so soon after the module was made available to the public. The review is thus based on the physical copy of the module.

Now, first things first - this module was made to support Gaming Paper\'s useful and pretty amazing mega-dungeon gaming paper-collection - i.e. the massive map of this module is made up of the respective sheets, allowing for an easy, battle-mat-style exploration of the module and doubling as a gigantic, player-friendly map. If you\'re not interested in using the accessory (Why?), you\'re covered, though - the pdf does sport the overview map of the dungeon and can be run without using the mega-dungeon sheets with minimum hassle. I honestly wished all support/tie-in products had this level of service.

Anyway, this does mean that encounter-number/room-numbering is a bit different, with the respective encounters pointing towards the identifying numbers/letters of the gaming paper sheets. If that sounds confusing, rest assured that it\'s not when you look at the book.

One more thing: While the adventure takes place in the town of edgewater, it remains very much a backdrop and can easily be replaced with any coastal town with a sufficiently developed sewer system and access to a trade-route.

And this is pretty much as far as I can go without going into SPOILERS. Potential players should jump to the conclusion.

...

..

.

All right, only GMs around? Great! So, the fortunes of edgewater have turned for a while now: The town, currently led by former adventurers, has managed to use subterfuge and intrigue to generate an economic upswing and hamper their competition...not with the most ethical means, but yeah. Their competition, Deep Salt Bay, has seen a sharp decline, fueled by greed and clever maneuvering...but not everyone in the town was willing to just accept edgewater triumphing...and thus a scheme most dastardly was hatched.

The PCs, while in edgewater (or any town you choose to substitute for it), are confronted via one of MANY, extremely detailed hooks, with the basic premise: Plague has come to town. Not just any plague either - one that makes both bubonic and septicemic plagues look like child\'s toys...and worse, one that seems to mysteriously resist regular attempts at curing it via magic, going only into remission to resurface later. Yeah, you can go pretty apocalyptic there, if you\'re going dark fantasy. The plague is called civilization\'s downfall (theatrical - the pdf acknowledges that!) and was engineered by a cabal of plague druids hired by Deep Salt Bay to wreck edgewater. The druids are spreading the plague with the help of a cadre of wererats through town. WAIT. Wait a second.

I know, I know. The plot as such is pretty old and not too remarkable. In fact, I\'d be yawning pretty hard if I heard this set-up. But wait. The module does not feel like any other plague or sewer module and exemplifies that, in adventure crafting, the devil is often in the details...but so is beauty. I mentioned extensive hooks, right? Well, the first act sports a massive array of different vignettes, from the plague victim stumbling into the bar, to muckrakers drawing carts on which the dead are put to being directly hired. All of these hooks feature EXTENSIVE rules and even read-aloud text...and they can be combined at your leisure, with commentary providing guidance regarding the respective tones evoked. Preventing a mob/riot goes so far as to provide guidance for non-violent conflict resolution.

Speaking of extensive guidance: The module deals with a hidden agenda BBEG, obviously. At level 7. I have never in my line of work seen this extensive an array of well-written guidelines for the GM to handle scrying, divination and similar aspects of the game. The pdf discusses A LOT of potential issues and shows an intricate care regarding suspension of disbelief. It is quite evident that the majority of the module is an exploration of edgewater\'s sewer system. I know, sewer-level. No one like those, right? Well, the details provided are AMAZING and if your players are as smart as mine and pick up on inconsistencies with the fervor of a starved bloodhound, then this module has your back: You see, from discussions of bronze, copper, etc. to the science of sewer gas explosions and their likelihood, the module manages to be incredibly consistent and evoke a sense of realism I have never seen before in a sewer-dungeon.

More importantly, the whole dungeon manages to be incredibly ALIVE. Not sterile at all. It makes sense, from the big dynamics to the small: The sewer system features tides (if you need a tide tracker - 4 Dollar Dungeons\' superb Horn of Geryon has one); at night, the bats swarm to hunt. Otyughs leave those wearing muckraker uniforms alone. The two antagonist factions behave in a concise and believable manner. How deep do the details go? Well, a wererat alchemist dreams of taking control of her gang - PCs with detect thoughts or similar means could glean that and use it to their advantage. The patrols provided for the enemy factions come with advice on how to make one statblock feel different when used.

The sewer system sports notes on methane-explosions for areas (including real world chemistry explanation!), rules for storm surges, the horrid psychological effects of being drenched by overwhelming humidity and stench - in short, the dungeon uses hazards PERFECTLY. It also uses the adversaries in a similarly concise and evocative manner: The foes behave smart and the living, \"realistic\" dungeon is very much one of the things that make this stand out. When you find several chests, they all have different traps. When you come to a junction you can\'t cross, the pdf notes several means, both mundane and magical, to solve the problem. When you come to a combat dealing with multiple foes, the sidebars provide ideas and guidance how to simulate the chaos of such an encounter. When an area would work well as an ambush location, the pdf draws your attention to it.

Oh, and the adversaries: Beyond the aforementioned main factions, hydras and several creatures from the excellent Sewer Bestiary (statblocks included here) provide ample versatility in that account. Speaking of which: The NPC-builds for the foes are versatile and in the end, after exploring the sewer, the PCs may still need to take on the command vessel of the plague druids, anchored in the sewer dock...which makes for a truly furious experience that requires brains as well as brawns for the PCs to survive. Oh, and in the aftermath, there is still the problem of the true culprit being none other than Deep Salt Bay\'s burgomaster\'s wife, a powerful bard in her own right...and putting her to justice, in any way, will be a challenge indeed. Have I mentioned that GMs even receive some notes on the limitations of certain spells, where applicable/potentially problematic? This is the most considerate module regarding the vagaries of adventuring I have seen in ages.

Have I mentioned the magical sparring dummy, the giant catfish or the dire raccoon?

Conclusion:

Editing and formatting are very good. I noticed some very minor cosmetic hiccups here and there. Layout adheres to Gaming Paper\'s elegant two-column b/w-standard and the pdf sports several nice b/w-pieces of original art. The dead tree version is saddle-stitched and paper-quality-wise, nice.

Damn, this was hard for me - and I\'m pretty sure I failed, but here it goes: This module is AMAZING. It frankly has no right to be this good. The plot-line, the environment, the primary adversary faction choices - none of these excite me on paper. If I had them summed up for me, I\'d shrug and move on. I implore you to not do that here. This module manages to provide a level of consideration, detail and internal consistency only VERY rarely seen in any system, much less one as rules-intense as PFRPG. It clicks. It comes together. It feels alive.

Usually, sewers are a designer\'s lazy way out to generate a dungeon with a certain theme right under a village. They are set-pieces, window-dressing at best. This sewer feels alive. It is a fantastic eco-system that embraces all the things that I always wanted to see in such an environment. In fact, for the very first time in my roleplaying career, I have found a module that is a sewer-crawl where the very dungeon explored has more character, more unique peculiarities, than most non-sewer dungeons. In short, this module represents the rebuttal, delivered with panache aplomb, to all the negative clichés associated with the dungeon type. It also represents a huge step up for author John Ling, who so far provided good, even very good, modules - but this goes a step beyond and reaches the lofty realms of excellence.

The author acknowledges with meticulous care non-dice-roll-dependent problem-solving, magical means and manages to evoke a sense of internal consistency that is very hard to convey in a review, but that should nonetheless be made very explicit: I have rarely seen any module feel this internally consistent, this alive; this is an excellent example of a living dungeon set-up: Considerate, intelligent, well-written, versatile and yes, evocative even, with hazards galore, SCIENCE! and diverse challenges, this is now my reference module for any adventure that features a sewer. This is the best adventure John Ling has penned so far and the best module released by Gaming Paper since the legendary Citadel of Pain. In short: GET THIS. I mean, one of the (optional!) lead-in hooks has a chase...and we get chase card obstacles! It\'s a perfect example how diligence, cohesion and consistency can conspire to make a module play in an absolutely amazing manner. My final verdict will clock in at 5 stars, + seal of approval...and this also receives a nomination for my Top Ten of 2016, even though its pdf went live only recently. This is the new reference module for sewers and all excuses for making these areas lame are hereby null and void. Turns out sewer-levels can be fun, after all!

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Edgewater's Folly
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Trail of the Apprentice: The King's Curse (Pathfinder)
Publisher: Legendary Games
by Thilo G. [Featured Reviewer]
Date Added: 02/07/2017 04:28:00

An Endzeitgeist.com review

The second installment of Legendary Games\' Trail of the Apprentice adventure arc clocks in at 50 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial, 1 page ToC, 1 page SRD, 2 pages of introduction, 1 page advertisement, 1 page inside of back cover, 1 page back cover, leaving us with 40 pages of content. The pdf does come with an art and map folio, which presents no less than 20 pages of artworks that you can print out for handout purposes, with most maps coming in multiple iterations - including grid and grid-less versions. The maps are player-friendly and in neat full-color - the variety provided allowing for easy use in any game. This is AMAZING and honestly, I think it should be industry-standard.

All right, when last we left our heroes in the making, they were en route towards the city of Fairglade, which is fully depicted for the convenience of the GM in the appendix - and yes, a map of the place is included, as is a proper settlement statblock. It should be noted that, if the first installment in this series was GMing 101, then this module begins introducing the finer aspects of the craft. Copious amounts of helping sideboxes and elucidations on the structure behind the environments similarly help new GMs run the best game they can, though this already requires a bit more preparation and improvisational skills than #1 - which is good, for we need to have a learning curve. The module, much like #1, should be appropriate for all but the most squeamish kids of age 8+.

All right, so this is pretty much as far as I can get without SPOILERS. Potential players should jump to the conclusion.

...

..

.

All right, still here? When last we left the heroes, they were en route towards Lord Mayor Wolfe with a sealed letter of recommendation, hopefully to thwart the theft of a second serpent statue. Fairglade requires, just so you know, the peace-bonding of weapons (rules and troubleshooting provided) and the module begins with the PCs introducing themselves to Lord Mayor Wolfe and receiving a tour of his fabled, fully mapped museum - veterans will want to take in the sights of the tour and anticipate where this is going...

This type of social encounter does offer some serious roleplaying potential and the pdf sports, in copious details, the respective cultural treasures accumulated by the Lord, including in many cases, proper color artworks to show as handouts. During this tour, the PCs have ample chances to impress the lord with their knowledge, though even if they treat him badly or show no interest, the GM is covered with an alternative hook - the main thing to take apart from the tour and the inspection of the museum thereafter would be that it was secured rather well and that the PCs should find themselves employed to determine the identity of the culprits.

This leads into the first investigation of the campaign - the PCs are off to explore the city and find the thieves - with each quarter having its own modifiers. The detailed explanation of how this interaction between settlement and PCs, this slightly increased abstraction level works, is most certainly welcome and should allow novices to run this section smoothly.

As is the trope with such investigations, running afoul of the city watch (and potentially ending in jail/needing a bailout by the lord) and dealing with thugs (encounter map provided) will set the PCs on their trail. My criticism towards module #1 alas, as is repeated here - the final thug doe throw down his weapons, but PCs are not rewarded for not killing the thugs. The criminal points them towards their first lead, however - word is that the infamous thieves guild Elverin Skulk has been hired for a big job. The PCs can soon find their safe-house, where some junior officers and the gargoyle spike make for a challenging encounter. Spike the gargoyle is also where the PCs and GM learn about DR, how to handle it and how to tweak it, if required - in the aftermath, the PCs will find plans that show a tunnel onto museum grounds.

However, upon their return to the lord, they will realize that their task is not yet finished - the museum was broken into...AGAIN. The lord wants to PCs to explore the tunnels and deal with the threat, preferably sans involving the city guard. It is hence that the next section of the adventure begins, as the PCs explore the sewers and duke it out with hissing giant centipedes and even a wererat - which is where diseases, environmental considerations and handling lycanthropy and its cure are explained to the GM. It is also where undead are first introduced, which seems at odds with the child/young players focus...however, the pdf does provide ample advice on depicting the living dead while mitigating the chance for nightmares...kudos!!!

This would also be a good spot to have the PCs rest - such intermission spots are clearly denoted within the pdf. This is where the climax of the adventure begins, as the PCs enter the museum once again - and if they paid attention to the lord in the beginning, they will have an easier time here: You see, the undead rising are the result of a ruby stolen from the sarcophagus of King Udimmu. Returning the ruby to the dead king, a powerful mummy, after or while dealing with his skeletal retainers will end the king\'s curse that has taken a hold of the museum and reward them with the mummy showing his gratitude, making the living dead even less creepy and rather relatable. Oh, and PCs that took heed during the initial museum tour will have an edge here, even beyond the solution being more simple.

The curse is lifted, but the theft remains unresolved...and this is where we\'ll return in module #3.

Conclusion:

Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to a beautiful two-column, full-color standard. The pdf comes fully bookmarked and the pdf sports a lot of nice full-color cartography and artwork, though fans of LG will recognize the sarcophagus artwork, for example.

Paris Crenshaw\'s second installment of Trail of the Apprentice is the logical progression of teaching GM skills and does a great job handling and navigating the challenges that running a game for young players sports. Unlike the very atomic roleplaying experience #1 sported, however, this book focuses on teaching the ROLEplaying aspects of the game more so than the ROLLplaying aspects - and it succeeds in that endeavor. The module allows a GM to come to grips with adventuring in a city, longer social encounters and is less of a hand-holding experience than #1. While this makes it slightly harder to GM (particularly, there is less read-aloud text), the progression is natural and required. More importantly, this module is fun for players of all ages. Where module #1\'s atomic experience will not excite any veterans, this very much can provide an easy, yet fun module for older players as well. Depending on the dressing and your narrative prowess, you could conceivably reskin this module\'s benevolent tone to be quite grim, should you choose to do so. That being said, this would be at odds with the relatively easy difficulty.

I am rambling, I know. In short - this is superior to #1 and makes for a well-crafted second part of the saga that teaches the skills that made us stick with the game: Changing tactics, roleplaying and making an impact. The fact that doing the right thing resolves the finale also adds a nice touch of morality to the proceedings, even though I still wished that dealing with intelligent foes in a nonlethal manner was properly covered/rewarded - I most certainly suggest to any GM to do exactly that.

How to rate this, then? Well, the module, as a whole, is a fun, if not necessarily perfect experience and as such, it receives a final verdict of 4.5 stars, rounded up due to in dubio pro reo.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Trail of the Apprentice: The King's Curse (Pathfinder)
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Clerics of Porphyra
Publisher: Purple Duck Games
by Thilo G. [Featured Reviewer]
Date Added: 02/07/2017 04:26:17

An Endzeitgeist.com review

This installment of the \"...of Porphyra\"-series clocks in at 36 pages, 1 page editorial, 1 page editorial, 2 pages of SRD, leaving us with 32 pages of content, though these are A5 (6\'\' by 9\'\')-sized and thus, you can fit up to 4 of the pages comfortably on one sheet of paper.

All right, we begin this supplement with several new archetypes, the first of which would be the betrothed, sown to celibacy and being wed to the deity\'s principles. These characters receive just one domain, but receives a bonded ring as a bonded object for divine casting. These guys may also forego a +1d6 progression of channel energy in lieu of receiving a teamwork feat they qualify for, which is a nice rules-operation.

The second archetype would be the cycle thrall, who are prohibited from taking the Death and Healing domains and locked into an elemental domain. These clerics lose all healing and necormancy spells from their spell-list, but may choose up to 2 evocations from the sorc/wiz-list per spell level, which are then treated as divine spells. This power-boost does kill off spontaneous spellcasting, though. Additionally, their channel energy is significantly modified, instead being based on d4s, Ref-saves and it inflicts energy damage as per the element chosen. Nice take on the elemental cleric.

Dominionist clerics get only one domain, but selects 2 powers form the domain\'s subdomains. Instead of spontaneous spellcasting, they may 1/day as a SU cast any detect divination via their philosophical divine focus substitute. The favored keeper gets only one domain, but receives a familiar, but may channel energy through the familiar, provided it is within 50 ft. - as a swift action. I assume that the swift action is in addition to the usual activation of channel energy, otherwise, this would allow for +1 channel per round, which is pretty nasty. The wording here could be a tad bit more explicit.

The favored tamer, you guessed it, is locked into the animal domain and replaces the animal domain\'s usual companion with a full-progression animal companion and 5th level providing a DR or resistance based on the patron deity. Personally, I think the loss of one domain may be a bit overvalued here...but then again, clerics don\'t have Handle Animal and the domain doesn\'t grant it as a class skill either...so that may either be intended or a balancing mechanism. Personally, I would have added that to the archetype.

Friars receive +2 class skills and receive 4 + Int-mod skills per level and their proficiency list is cut down to 5 simple weapons, light armor and shields, excluding tower shields. Now here is the thing - the archetype chooses a simple weapon to have affinity with at 1st level, +1 at 5th level and every 5 levels thereafter - with these weapons, the archetype treats class level as BAB, becoming basically a full BAB-warrior. To offset this, these guys diminish their spellcasting by 1 spell each level and they are locked into the Community domain as one of the two domains chosen. Additionally, when channeling energy, they gain +1 to AC for 1 round, which increases by +1 at 3rd level and every 4 levels thereafter.

Left hand clerics do not gain access to inflict spells, adding Wis-mod when using healing spells or channeling energy and they may choose Healing and Protection as domains, even if they are not usually on the list of their deities - which usually are EVIL, if the name did not tip you off. Oh, and they may only channel positive energy, obviously. Before you\'re asking - yes, there would be a negative-energy-using Right hand equivalent for good faiths requiring some executioners.

Martyrs add Intimidate to the class skill list and must select the martyr subdomain. They gain a bonus to Intimidate skill checks, more so when they are below half maximum hit points - not the biggest fan of that. Cool: They can only channel when injured by an enemy, but may do so as an immediate action...oh, and there is a scaling percentile chance that they return from the dead as per resurrection.

The mysterious way archetype adds Bluff, Sleight of Hand and Stealth to the class skills and modifies the proficiency lists. They may choose Extra Rogue Talent as a feat, using cleric level as rogue level. Instead of channel energy, they may 3 + Cha-mod times employ Silent Spell sans spell level increase. Penitents replace channel energy with one penance - there are 8 provided and they are unique in that they eliminate magic item slots, but provide flavorful, interesting bonuses and restrictions - burdened clerics can e.g. carry significantly more and are better at resisting Bull Rush, Overrun, etc. Very flavorful and interesting.

Priests of the Covenant gains one domain\'s spells, but not its powers. They come in 6 variants, one per attribute, with 1st level providing passive benefits that scale and 5th level and every 5 levels thereafter providing SPs and further passive benefits, with the capstone providing significant benefits, like immunity to Con drain...speaking of which: Pretty nice to see is that aforementioned Con-covenant even has an undead-caveat. Good call!

The pdf also contains a hybrid class, the pillar, which is a blend of cleric and cavalier that receives d10 HD, 2 + Int skills per level, full BAB-progression as well as good Fort- and Will-saves. Proficiency-wise, the pillar receives proficiency with simple and martial weapons as well as with the deity\'s favored weapon and all types of armor as well as shields, excluding tower shields. The pillar also receives prepared divine spellcasting governed by Wisdom, drawn from the cleric\'s list. They chose two domains and only receive the domain powers, but not the respective domain spells.

Once per day, the pillar may engage in a trial-by-combat, which is basically a challenge that only works with the favored weapon, usable +1/day every 3 levels beyond 1st. The pillar adds + class level to damage, but takes a -2 penalty to AC versus attack from other targets and the ability is treated as challenge for the purpose of ability interactions. They also begin play with an animal companion mount, the so-called stalwart mount, which sports several modifications of the basic companion-engine. Starting at 3rd level, the pillar receives a bonus to Diplomacy and Intimidate while mounted, which improves at 6th level and every 3 levels thereafter. Of course, level 1 unlocks order, but does not grant the skill bonuses and class skills granted by the order. 5th level lets the pillar perform a ritual that offers a magic weapon to the deity, who then replaces it with an equivalent version of the favored weapon. Neat!

8th level lets him choose up to Cha-mod allies, granting them a +1 bonus to a single save for 24 hours. NO, they cannot be escalated/stacked - only one in effect per character. 11th level allows for the free maximizing of healing spells by increasing casting time to 1 minute, with 14th level makes the attacks during trial by combat aligned, while 17th level provides a single head slot item for the item\'s cost, rather than the price - cost to create would be more precise, but that is me nitpicking cosmetics. The capstone nets immunity to crits and bull rush, reposition and tripping for the mount. The class also comes with a diverse array of favored class options for regular and Porphyran races. All in all, a decent, if not too amazing hybrid class.

The pdf also sports the new porphyrite domain, which provides minor scaling resistance to all elements and use either positive or negative energy to damage elementals as well as reroll the 1s rolled there. 8th level makes all your weapons be treated as porphyrite, which bypasses an elemental\'s untyped DR. When choosing the borders subdomain, you replace the latter ability with the option to draw porphyrite borders that require Will-saves to cross for hard terrain control - cool! The second subdomain, geranite, is associated with time, allows you to perform a stuttering strike a limited amount of times per day - if you\'re not familiar with that ability of the 3.X chronorebel PrC - basically, a foe takes the same damage again next round. Spell-replacements etc. are solid - no complaints.

The pdf also sports a total of 16 feats that include adding anti-pala or pala spells to the pillar\'s spell-list (which is imho OP for a feat and further blurs the line between pala and pillar), limited access to druid spells, mastering the deity\'s chosen instrument or weapons, adding cleric spells to the bard spell-list, making daily sanctified bullets (no, can\'t be sold/cheesed) or use cure spells to repair items - which may be a true boon for all those construct-y races out there. Cool: Making 5 holy symbol shurikens per day from very powerful special materials. That being said, the feat should have scaling - adamantine is worth more than silver, for example, and as such should be unlocked at higher levels. though the feat\'s prereqs keep the option from being broken - not as elegant as I\'d like it to be, but fine. Oh, and the option to use channel energy to make holy water bombs? AMAZING. Where\'s the cleric/alchemist aspergillum/holy water bomb specialist? I mean, seriously - this feat is inspiring and even gets damage type correct.

The pdf also features alternate rules - one lets 3 divine spellcasters of the same deity declare a divine parish, which nets a minor boon. I also like the idea of allowing a cleric to forego channel energy increase with a channel feat. If the mentioned favored music instrument elicited confusion, rest assured that the pdf does spell these out, making adaptation to other settings easy. Death god? Check Porphyra\'s version or the psychopomp ushers. And yep, elemental lords etc. included. The pdf closes with a sample pillar, Ceyda Broken-Shield, a hobgoblin...and yes, mount stats included.

Conclusion:

Editing and formatting are very good on both a formal and rules-language level. I was pretty impressed by the general level of precision employed - many of the deceptively simple things often overlooked are covered here. Layout adheres to the booklet-size 1-column a5 (6\'\' by 9\'\')-standard and the pdf sports nice full-color artworks. the pdf comes fully bookmarked for your convenience.

Urgh, ANOTHER cleric book. That was pretty much my first impulse. I\'ve seen so many cleric archetypes and modifications, I am hard to please at this point. Let it be known that I was duly impressed by Aaron Hollingsworth\'s offering here. As you may know, I do tend to gravitate towards complex, high-concept archetypes and less towards small engine-tweakers, primarily because the latter school of design is often just an excuse for cookie-cutter design.

While this book does feature, as you may have noticed, primarily engine-tweaking options, they have in common that they, for the most part, provide meaningful and interesting customizations, often altering the playing experience significantly. Despite myself, I caught myself contemplating quite a few of these options and while I consider not all of them perfect, they are very well-crafted as a whole. The pillar-class, though, is a somewhat different case - in my book, its niche, the holy knight, is basically served by the pala...and trial by combat is simply not that different from smite, orders not that different from oaths - you get my drift. It is a well-crafted class, but one that lacks a unique niche or mechanics that set it sufficiently apart in the holy knight-routine. It\'s not bad, but unless you really wanted a knight with orders, it\'s somewhat superfluous and lacks the strong leitmotif its name (or the superb luminary hybrid class by the same author) promise.

That being said, both feats and alternate rules make up for this once again by helping multiclassing and sporting some gems. How to rate this, then? This book shows a deliberate, precise capability of operating with rules and should provide no significant problems at any table. The craftsmanship, in short, is excellent. And there similarly is artistry in this book - but whether it\'s the cool penance-idea or the holy water bombs, I frankly wished some aspects had been developed more in these evocative niches. The book feels a bit like it is playing it safe and does not sport this one component that makes you go ballistic. However, as a whole, it does feature a really impressive array of multi-class-themed engine-tweaks and modifications that add some serious versatility to clerics and their playstyles, often genius in their simplicity. Still, the pillar does drag this a bit down for me, which is why I will settle on a final verdict of 4.5 stars, rounded down to 4 for the purpose of this platform.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Clerics of Porphyra
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Mini-Dungeon #044: The Ascent of Tempest Tower
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 02/07/2017 04:25:02

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. This one does not come with a .tif extra map, just fyi.

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!

On an open plain, surrounded by a devastating lightning storm stands one single tower - the eponymous structure contains an artifact, the heart of the tempest. To gain access to the tower, you must first deduce that the 4 symbols (represented on the map) hidden on the door correspond to energy types and then inflict said damage types simultaneously to the structure - only then, you can have access to the structure and brave the advanced stone golems, the devastating flame vortex and finally brave a tempest behemoth to reach the artifact - which may be the only way to deal with that powerful evil in your campaign\'s end-game!

Conclusion:

Editing and formatting are very good, I noticed no significant glitches on a formal side. 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 pdf does sport one nice piece of original full-color art - kudos!

Justin Andrew Mason\'s high-level mini-dungeon has it all: An artifact, an evocative location, powerful foes, required high-level magic to best it. This would be pretty much an instant recommendation...but it has two issues, one of which is an RAW game breaker. One cube needs to be subjected to \"shatter damage\", which does not exist. Worse, the tower can only be accessed by inflicting multiple damage types - one of which is holy...which does not exist. RAW, there is no way inside. Granted, both can be handwaved by a competent GM, but still - that should not happen and seriously tarnishes what would be one interesting high-level set-piece. Still, in spite of loving the complex, I can\'t let these slide. My final verdict will clock in at 3.5 stars and I can\'t round up for it.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
Mini-Dungeon #044: The Ascent of Tempest Tower
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Monsters of NeoExodus: Dragons of the Mind (PFRPG)
Publisher: LPJ Design
by Thilo G. [Featured Reviewer]
Date Added: 02/02/2017 05:10:01

An Endzeitgeist.com review

This dragon-bestiary clocks in at 35 pages, 1 page front cover, 1 page editorial/SRD, leaving su with 33 pages of content - quite a bunch, so let\'s take a look!

Okay, we begin this pdf with a recap on dragon age categories, general rules and all the different tools you require to make the respective dragons shine - though this section already sports some cool expansions with new dragon abilities that include power resistance as well as a percentile chance to negate targeted spells, powers or rays. Beyond that, powers and psychic magic can be found - yep, this means we\'ll both get psychic magic support as well as psionics support! The pdf also sports 3 dragon feats - Deflect Ray and its bigger brother Absorb Ray are pretty self-explanatory, while Slashing Pass is basically Flyby Attack on speed for aquatic combat, restricted to fin attacks. All of these supplemental rules are more than solid.

We begin first with new psionic dragons, the first of which would be the bloodstone dragon - it should be noted that each dragon introduced herein comes with an amazing full-color mugshot. Bloodstone dragons can narrow their breath weapon to a line of acidic, blinding sands and they also have a truly phenomenal defensive ability - they may touch objects to take on their defensive characteristics - yes, this includes potential weaknesses (like crystal shattering via sonic damage), but still, this does add some SERIOUS staying power to any halfway competent dragon...oh, and later, they can emulate liquids and gasses, making them fearsome infiltrators! Have I mentioned that their breath extends to the ethereal plane? CR 8, 12 and 17 versions of the dragon are provided for your convenience, just fyi - this extends to all the dragons herein, meaning you\'ll have ample statblocks at your beck and call.

Second in line would be the amazingly mineral-style, almost scifi-looking quartz dragon, whose breath not only extends to the astral plane, it may also partially negate an aegis\' defensive abilities, providing potentially a rude awakening for those overly cocky. Their electric breath can shut down whole groups, staggering those affected, making these guys truly debilitating and fearsome foes - as they damn well should be! Oh, and they gain insight versus those struck and hitting them causes discharges...amazing.

The aquamarine dragon\'s icy breath can entangle foes or encase those below the waters completely in ice (and yes, this means rising to the surface - nice to see that dragon\'s breath is not wholly exempt from physics). Oh, and they may, as an immediate action, reroll any d20 a number of times per day determined by age category Fun fact - they also can manifest mind blades. Opal dragons have fire breath that bypasses immunity partially (OUCH!!) and their blazing light is so strong, they may permanently dazzle those affected...and it passes through walls of force. Have I mentioned the dazing aura of light or the prismatic spray? Their ability to exude a wave of debilitating body alterations that WRECKS physical attributes? Oh yeah, this guy seriously made me chuckle my most sadistic, gleeful GM-chuckle.

So, that would be the cadre of psionic dragons - all killer, no filler amazing so far, so how do the psychic dragons fare? Well, we begin with the BRIMSTONE dragon. (at this point, can you guess their theme/leitmotif? It\'ll become evident by dragon #3, at the very latest...) These guys can sense thoughts and their breath softens the area\'s ground affected, regardless of composition, as well as decreasing greatly the hardness of unattended objects. Their breath makes return from the dead an unlikely proposition. Oh, but coolest: Their breath features lingering gasses and chemicals that ignite when in contact with fire, allowing for combos. Yeah, this guy feels definitely distinct from the psionic dragons.

Quicksilver dragons can breathe either bludgeoning damage causing, poisonous metal that may smash you prone, these guys also have a psychic magic hampering emotion aura and may alternative breathe psychoactive gas...and even needles of phrenic metal that allow the dragon to exert absolute control over those unlucky wretches affected. Two thumbs up!

The subdued alchemy-theme continues among the psychic dragons with the aqua regia dragon, whose breath may generate a vortex of acid, combining the water elemental\'s trick with damage - as aquatic dragons, they lack wings, but more than make up for it with their powerful tails and mouths. Oh, and underwater, their breath weapon may deal less damage, but DOUBLES its AoE. They also sport an aura of mental static, deal all types of physical damage with their natural attacks and have a retributive damage...and their charges are devastating. Obviously, they can also obliterate and capsize vessels...and their breath actually can crush foes. AMAZING.

Last, but certainly not least among the psychic dragons would be the vitriol dragon, who may emit a pulse of homicidal rage inducing rage. Their alkaline breath is particularly effective versus certain creatures and they may change it into permanently blinding blasts of alkaline dust. Oh, and their very blood is poisonous. OH YES.

Speaking of \"OH YES\" - remember how the first \"Dragons of NeoExodus\"-book had those AMAZING dragon lords? Well, this one does also feature two of these campaign-end-game-level of threats, both of which come in regular and mythic iterations and feature full-body artwork, with the first being Prism, the corundum dragon at CR 25...or CR 30/MR 10 in her mythic iteration. Prism has superb control over her composite breath weapon\'s precise elemental and physical composition and the breath also adds a nasty debuff to those affected. She is shielded by an area of telekinetically-charged debris, her scales are fortified and she has a shield that converts regular damage to nonlethal damage...said damage may then be employed for devastating buffs or retributive prismatic ray. I love the words \"retributive\" and \"prismatic ray\" adjacent to one another.

The second dragon lord featured herein would be coterie, the dread cabal - a powerful entity of 3 spirits inhabiting the body of a single dragon, whose very breath may bull rush foe...but the by far coolest aspect of this dragon lies in its unique nature: The composite sprits mean that the entity undergoes physical changes, depending on the dominant spirit as well as that it is fortified versus mayn nasty tricks - the aspects, Phrenzy, Fatalis and Rigor also significantly modify not only the look of the dragon, they can make for a truly hardcore battle: A well-played dragon adversary will test the mettle of all but the best of adventurers; one whose powers can change mid--fight, however, becomes even harder to manage. Oh, and the entity eats spells and heals if magic fails to penetrate the SR of the dragon lord. The creature is ridiculously impressive in its regular iteration, more so in its mythic variety, and represents one of the best bosses I\'ve seen in quite a while....particularly since the new tricks gained are...well, devastating.

Conclusion:

Editing and formatting are top-notch, I noticed no grievous hiccups in either the formal or rules-language departments. Layout adheres to LPJ Design\'s two-column full-color standard and the pdf comes fully bookmarked for your convenience. Additionally, there\'s a smaller version of the file included, for easier use with tablets etc. - only approximately 3 MBs! Kudos!

Jeff Lee\'s first collection of dragons for NeoExodus was already amazing and felt like lightning caught in a bottle. This, then, would be proof that the installment\'s quality was no coincidence: The dragons featured within this book are universally killer - as they should be. Each has not only one, but several truly devastating tricks up their draconic sleeves; all have a damage output that should send GMs into BBEG-Muahaha-level plotting immediately. For my part, I certainly am contemplating when and how to integrate these beauties in my campaign. The fact that both psionic and psychic dragons have very distinct identities and themes that set them apart just adds this level of consistency and awesomeness to the table and shows a distinct understanding of what makes both systems tick, what makes them great. This is a superb addition to any game and a worthy candidate of 5 stars + seal of approval. Now get these dragons and start scheming -your players have been complacent for too long and these dragons should end any cockiness or demystification dragons may have undergone in your game.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Monsters of NeoExodus: Dragons of the Mind (PFRPG)
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Psychopomp Ushers of Porphyra
Publisher: Purple Duck Games
by Thilo G. [Featured Reviewer]
Date Added: 02/02/2017 05:08:03

An Endzeitgeist.com review

This pdf depicting the deity-level psychopomps found on the patchwork planet of Porphyra clocks in at 17 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 14 pages, so let\'s take a look!

But what are these psychopomp ushers exactly? Well, the closest analogue would be empyrian lords, dukes of hell, arch-demons...you know, quasi-divine, extremely powerful outsiders. The concept is so simple and makes sense - subordinates to the Queen of Death, these beings allow for a nice array of customization regarding different types of takes of the concept of the shepherd/usher of souls and agents of death.

The interaction of these powerful entities with both the elemental lords of the setting and the numerous deities of the setting is covered in vivid prose, before we are introduced to 6 new faith traits - properly classified in trait type, which is nice. They all come with a brief sentence, encapsulating their flair and then go on to provide relevant bonuses - like +1 dodge to AC in a mausoleum, graveyard, etc. or an increased benefit from using a hero point. I generally like these traits and they, as a whole, represent some nice tricks. At the same time, the rules-language employed isn\'t always as precise as it should be - the rules-language may be functional, but something inside me cringes when I read: \"...and gain +1 Knowledge (geography).\", particularly when just adding in the proper bonus and streamlining it would be so easy.

A total of 8 psychopomp ushers are included, all of which note their target worshipers, favored weapon, 4 domains and 4 subdomains and favored animals. The first of these would be Anguta, Father, He Who Eats No Kin - the respective psychopomp ushers sport detailed and interesting legends, with Anguta offering insight into the myths of the ith\'n ya\'roo. Each of the respective psychopomp lords also comes with two exclusive traits that are classified as religion traits. Much like the previous traits, they are functional, but diverge in the way they\'re phrased from the standards.

To a point where it honestly annoys me and is something that really grates on my nerves.

One trait available for Anubis\' followers, for example, reads: \"You may cast restore corpse as a spell-like power once per day.\" We all know what\'s meant, but frankly, even pathfinder novices can spot which part of the rules-language is plain WRONG. And honestly, at this point, I\'m somewhat out of patience; Perry Fehr\'s crunch is always like that: Inspired when he gets it right, but such hiccups litter it when he doesn\'t take the proper time, sometimes to the point where it\'s rendered broken. This is not the case here, but still - it\'s frustrating because it\'s so easily fixed.

Black Crow, omen giver and god of tengus is pretty cool...and a trait quotes \"Last Resort\" by Papa Roach, putting a bullet into the barrel of an empty gun with a 50% chance...which is pretty cool, though the combo of the song-reference and the content conjured up a very unfortunate memory for me...but that\'s not the pdf\'s fault. Particularly when here, I can\'t really compalin about any mechanics. Ereshkigal is similarly amazing - this entity is basically the incarnation of the last Material Plane that suffered the entropy death. Similarly cool - the Pattern Discepancy Phenomenon, aka Ghost in the Machine - the usher for constructs and golems, is concept-wise amazing and one for everyone who likes to insert a tinge of transhumanist philosophizing to the game.

The Guedia would then not eb a single entity, but is instead a conglomerate of various deities, with the more classic Hermes and Hekate completing the roster. The brujo class receives two new cabals and the pdf also introduces the neutrality domain, which lets you designate a target as neutral via the help of a sanctuary-ish effect and at later levels convey the neutrality special weapon quality (+2, included herein), which deals only +1d6 bonus damage versus good or evil targets, but may switch between good and evil for purpose of overcoming DRs - and yep, I think the increased flexibility and decreased damage output make this worthwhile. The subdomains lets you Wis-mod times per day touch a being - on a failure, they gain a bonus thereafter, on a success a penalty, making this an interesting, tactical ability...that conveys the make-belief \"divine\" bonus that does not exist. It\'s either sacred or profane. Indifference lets you emit an aura a limited number of rounds per day, which penalizes saves, makes the terrain difficult and prevents flanking and aid another. The ability does not sport an activation action and auras, more often than not, can be activated quicker than the standard default.

The pdf also features a 5-level PrC, the transdimensional eliminator, aka Ghost-Sunderer. And jup, it\'s basically a thinly-veiled Ghostbuster-PrC. It nets a d8 HD, 3/4 BAB-progression and good Fort- and Will-saves. oddly, it requires spellcasting to qualify, but sports no means of upgrading that - no spellcasting progression. Also problematic: The PrC requires Exotic Weapon proficiency (heavy weaponry)...which does not RAW exist. Now, I get what this tries to do...but it just doesn\'t work that way. The first level nets the signature neutron gun, which similarly ALMOST works. It, pretty verbosely, manages to codify the neutron pack as a weapon in the ability-write-up...something that would have been more easier to work with if presented as a proper weapon. The pack causes untyped damage, which made me cringe a bit and may misfire on a 1.The wording is mostly functional, but deviated significantly from the standard: \"...and had no damage reduction statistic.\" would be just one of several examples herein. The class also gets +2 to Perception and 2nd level nets 60 ft. blindsight for the purpose of noticing undead/spirits and distinguishing the living dead from the living.

An issue here is that the non-standard wording makes this look like regular blindsight and more opaque than it should be. 3rd level adds + class level to DCs to intimidate the character. 5th level nets SP see invisibility, usable 10 minutes per day, in 1-minute increments. 4th level provides +2 AC. Now here is the BIG issue: Know how you use the neutron pack? By expending level 1spell slots. RAW, this severely limits the blasts you can fire. It\'s not clear whether this activation only covers one attack, all attacks for one round, etc. Granted, 3rd and 5th level net one free use, respectively, but the lack of spellcasting progression makes the PrC a flavorful, but flawed idea that can only use its one defining feature rarely. Worse, all abilities beyond gaining the gun are not worthwhile, making any levels progressed herein beyond 1st pretty ineffective. Oh, and 4th level makes you immune versus the special attacks of \"ectoplasmic\" creatures - whatever THAT is supposed to be.

The pdf concludes with the CR 5 loa psychopomp.

Conclusion:

Editing and formatting are very good on a formal level; on a rules-language level, I really wished someone had properly rephrased the majority of crunch. The accumulation of non-standadized wordings is frustrating, to say the least. The pdf sports great symbols in full color for the ushers and has a nice artwork for the loa as well. Layout adheres to a 2-column full-color standard that is pretty printer-friendly.

Blergh. At this point, I\'d love to shake Perry Fehr and ask him why he does that to me. You see, I love a lot about this pdf; the ushers are amazing regarding their fluff and the traits are, theme-wise, creative and fun. I just wished this had received either the due care or proper rules-language editing/development. The ghost buster PrC is pretty cool and gets it ALMOST right...which makes this so frustrating for me as a reviewer. If you care primarily about the fluff and don\'t mind making copious GM-calls, then this can be considered to be as good as 3.5 to 4 stars, while those who want precision in their rules can consider this as bad as 2 to, at best 2.5 stars. In the end, the frustration is what makes me consider this flawed - you see, this pretty much could have been very good, amazing even. As presented, it is at best a mixed bag - which is how I\'ll rate this: 2.5 stars, rounded up for the purpose of this platform, mainly because it does not deserve the 2-star-slap.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
Psychopomp Ushers of Porphyra
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