DriveThruRPG.com
Browse Categories











Back
Other comments left by this customer:
In The Company of Doppelgangers (PFRPG)
Publisher: Rite Publishing
by Thilo G. [Featured Reviewer]
Date Added: 10/26/2017 10:15:00

An Endzeitgeist.com review

This installment of Rite Publishing’s „In the Company“-series clocks in at 41 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, 1 page back cover, leaving us with 36 pages of content, so let’s take a look!

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

After a brief introduction of how this book came to be, we dive headfirst into the great in-character prose that is a hallmark of the series – with a threatening undertone, as the account provided for Qwilion of Questhaven did also allow the doppelgänger sufficient knowledge of the sage’s body… Anyways, we receive well-written notes on the background and myths of the race, including notes on the potentially problematic childhoods and adolescences of doppelgängers – by the way, the race refers to itself as immickers. This whole section, including the way in which the infiltration of societies are covered, carry a surprisingly threatening undertone, as the narrator tries to justify the influence of immickers – it’s all for the best for communities, obviously. The purchase of identities, even temporarily, is a thoroughly creepy concept as described here – the prose is impressive in how it makes a seemingly compelling, yet thoroughly disquieting case for the race. Similarly, the race is contextualized within the races and monsters via a tie to Limbo, providing an interesting angle there as well.

Unusual about immickers: They only lead a very brief life, and as such, their starting ages are modified. As shapechangers, they sport different builds and guidelines for these are presented – well done. Racial trait-wise, immickers gain +2 Str and Cha, -2 Con, are Medium shapechangers with a normal speed, darkvision, +4 to saves versus charm and sleep effects, +1 natural armor bonus. They gain at-will alter self to assume Small or Medium sizes, without adjusting ability scores – in order to assume specific sizes, immickers with a Charisma score of 12+ gain mental intrusion: They can employ detect thoughts, using Charisma as governing attribute, as per the psychic monster rules. The use costs 2 PE and an immicker’s PE-pool is equal to 4 PE per day. The immicker may assume the form of those that failed the save against the ability, but the ability thus gained only lasts for 24 hours. The adjustment process to such a specific shape takes 10 minutes and it remains in effect as long as desired, until changed. This is a really smart set-up: It provides full shapechanging at level 1, while still retaining balancing limits. Very elegant solution here!

There are two alternate ability score arrays: Brutes get +2 Wis and Con, -2 Cha, while guilekin gain +2 Dex and Int, -2 Wis. The other alternate racial traits allow for the replacement of the save bonuses in lieue of save bonuses against transmutations. This may also be replaced with properly codified (Nice!) claw attacks. Darkvision can be replaced with low-light vision. There is also the option to replace the natural armor and save bonuses for skill bonuses against a specific race. My favorites here, though, would be the alternative intrusions: The book makes excellent use of the occult rules, allowing for intrusions via detect desires or detect anxieties as a basis for assuming precise shapes – this allows you to customize the race in a rather interesting manner. The save-bonuses may btw. also be exchanged in favor of gaining two such intrusion options. Big kudos for these!

We also gain favored class options – beyond the paragon class, alchemist, barbarian, bard, cleric, fighter, investigator, medium, mesmerist, oracle, psychic, ranger, rogue, slayer and vigilante. I have no complaints regarding their powerlevel. Now, as befitting of the flexibility of the class, we actually get variant multiclassing options for the doppelgänger paragon class– nice! The pdf also provides archetypes: Mental grafter psychics gain Disguise as a class skill and does not gain a psychic discipline. Phrenic pool is based on Charisma. At 1st level and every 4 levels thereafter, the psychic gains +2 points of PE to use for the intrusion abilities. Successfully using mental intrusion also allows the character to regain phrenic points, and yes, there thankfully is a hard cap of regained points, preventing abuse. This replaces the detect thoughts SP. At 3rd level, the archetype gains the mindtouch phrenic amplification, but only for the purpose of using the spell or spells gained via the intrusions. 5th level unlocks all types of mental intrusion and 9th level provides two forms to fluidly change into, with additional forms unlocked every 4 levels thereafter.

The morphic petitioner cleric loses proficiency with the deity’s favored weapon and gains Bluff and Disguise as class skills, losing Knowledge (arcane) and Knowledge (history). Here’s the cool thing: Each day, the morphic petitioner swears loyalty to a deity, preparing cleric spells thus. The deity’s alignment must be within one step of the cleric, but this temporary allegiance influences the alignment aura and neutral petitioners can choose whether to use positive or negative energy anew, while good and evil petitioners are locked into their respective correlating energy. The petitioner only gains one domain, but may choose these anew with each new temporary allegiance.

Versatile armsmaster fighters begin play with the doppelgänger’s paragon’s appraising gaze, but may only retain combat feats thus gained. This replaces the 2nd level’s bonus feat. Also pretty cool: The archetype also gains a wildcard feat and at 6th level and every +4 levels thereafter, the bonus combat feats may be changed similarly. The ability codifies the prerequisite caveats correctly and the activation action improves, but retains a 1/round maximum. If this sounds like ridiculous flexibility, you’d be correct – however, an Int-based maximum keeps that somewhat in line. Weapon mastery may be changed, btw. Flexible and thankfully, more interesting than the base fighter, yet still sufficiently contained.

Druids may become natural mimics, who gain Natural Spell and treats the shapechanging as wild shape for the purpose of feats etc. The key ability of this archetype would be that it blends wild shape with the intrusion of the base race, but unlocks progressively better SP-equivalents, including monstrous physique, giant forms, form of the dragon, etc. They also, obviously, may assume animal forms and may memorize a progressively growing amount of forms.

Now, as always, the key component of this pdf would be the racial paragon class. The class gains d8 HD, 4 + Int skills per level, NO base proficiencies, ¾ BAB-progression, good Ref- and Will-saves and 5 PE at first level, scaling up to 15 at 20th level. The key base ability of the class would be appraising gaze, a more potent form of the base race intrusion. When succeeding at an intrusion, the class may make a special check to learn to mimic one particular trait of the target. This check is a d20 + Intelligence modifier + level (should probably be class level – in a later explanation, this is correctly depicted). The doppelgänger can retain knowledge of up to “twice their Intelligence score modifier” – that should be either “twice their Intelligence score” or “twice their Intelligence modifier” – I assume the latter to be correct; the former would be too much. The doppelgänger can choose to forget information at any time as a free action. This ability taps into baseline mimicry: The doppelgänger paragon gains the weapon and armor proficiencies of the current mimicked form and also a caster level in spellcasting classes, but this does not grant spellcasting prowess, only the option to activate spellcompletion or spelltrigger items. At 1st level, 2nd and every 2 levels thereafter, the class gains mimicked traits – these are retained in the dominant disguise and must correspond to the dominant disguise.

At 3rd level, the class gains morphic memory: At 3rd level when preparing a dominant disguise, they can choose two shapes they retain memory of via Appraising Gaze; these can assumed via change shape at-will. What is the by now often mentioned dominant disguise? At 3rd level,, one of the disguises is designated as dominant; this must be one chosen via morphic memory. The doppelgänger may only manifest mimicked traits while in the dominant disguise. Wait, what? Yes, this is somewhat confusing. At level 1, we gain 1 mimicked trait, another at 2nd…these only work in dominant disguises…but dominant disguise in only gained at 3rd level… I am, alas, not sure how this is supposed to work, meaning that this constitutes a serious flaw in the base engine of the class.

At 2nd level, the doppelgänger paragon chooses a specialization: Martial, skillful, or magical. The latter specialization gains access to the mesmerist’s spells per day, using the medium’s table of spells known. Charisma is the governing attribute – and yes, this means that mimicked traits will be used to gain more spells known. At 5th level and every 3 levels thereafter, the class gains an additional spell known. Magical specialists can only take general and magical mimicked traits. Martial specialization changes the BAB to full, but are locked into martial and general mimicked traits. Skillful doppelgangers gain +2 x their class level as bonus skill ranks, which may be reassigned upon gaining a level. Bingo: They may only take skillful/general mimicked traits.

At 5th level, the doppelgänger can mimic racial features in all disguises. 5th level nets an expansion for the detections available – slightly odd: one spell noted here is detect fears – which should imho be detect desires, as the other detection options mimic those available to the base race. At 9th level, the class gains a second dominant disguise, with its separate amount of traits – i.e. the full array, making the character exhibit two modes. 10th level nets the ability to count as both humanoid and monstrous humanoid and may be treated as either for a given effect. This does not grant inherent awareness of the effect. 13th level provides 1 mimicked trait for all forms retained in the morphic memory – these must not be dominant disguises. 17th level yields a second specialty and the capstone, the original form’s level no longer is capped by the level of the mimicked target, but instead use the doppelgänger’s level.

The check to learn traits, just fyi, categorizes them in three DCs – 5, 10 and 15…which means that the check becomes redundant rather quickly. Personally, I’d have preferred finer scaling here. Such mimicked tricks btw. use the level of the doppelgänger or that of the original, whichever is lower. Kudos: Interaction with e.g. psychic energy is covered, though, as an aside, we can find cosmetic hiccups here. Like “Craft: Alchemy” – not the correct formatting. In the skillset mimicking “equal to the appropriate HD amount in that skill” did confuse me. On the plus-side: The codification of alchemy is pretty solid. Beyond mimicking talents, the book then goes into the massive, impressive breakdown of Paizo-classes – including antipalas, ACG-classes, Occult Adventures-classes, vigilante, and even versions for the unchained versions of rogue, monk and summoner are included – which is neat and, detail-wise, impressive as all hell. Weird: The talents associated with the witch seem to have been cut from the book. I’d like to comment on their balance – as a whole, they seem to be solid, but due to the glitch in the base engine of the class, I have a hard time analyzing this properly.

The pdf concludes with 4 feats: One for +3 on gazes (wasted feat, considering the low DC), +1 mimicked trait (must be general), using your level as CL for item-activation if it’s higher and gaining more of the mind-reading options – here, the detect fear-glitch can be found once more.

Conclusion:

Editing and formatting are still good on a formal level – while I noticed more hiccups than in most Rite publishing books, as a whole, this can be read in a fluid manner. Regarding rules-language, I am thoroughly impressed by the high-complexity difficulty attempted here – for the most part better than I expected from the first big solo-effort of the author. However, unfortunately, some rules-hiccups compromise the integrity of pretty central components herein – development-wise, this could have used a stricter hand to iron out the minor hiccups. The pdf sports nice full-color artworks, though fans of Rite Publishing may know some of them from other supplements. The pdf is fully bookmarked for your convenience.

This is Joshua Hennington’s first stand-alone book, at least to my knowledge. Good news first: It is significantly better and more skillful than a ton of books by more established designers. The author manages to create a truly evocative race that gains all the cool shapeshifting without compromising even more conservative campaigns. The basic set-up is glorious. The prose and the ideas of the race similarly are inspired and make for a great reading. This book was on the fast-lane track to the 5 stars + seal verdict…but then, the paragon class came. And suddenly, the previously impressively precise rules-language starts to fray a bit; the class buckles under the weight of its high-difficult theme/concept. You can see the intent between the carefully connected abilities and how the engine is supposed to work…you can have the idea…but, of all the abilities, it’s unfortunately the core ability-cluster of the class that sports problems that compromise its entirety. From a didactic point of view, I read the system a couple of times and while I get the breakdown by class, even if it worked, it may be a bit needlessly complicated – codifying class features as tricks, with class and specializations as subtypes and minimum levels may have been a slightly more easy to implement solution.

I know. This sounds bad. It really isn’t that bad. The first half of this book is inspired, but the second half, at least to me, seems a bit rushed – the rules-language becomes less precise, we have references to non-existent spells, slight deviations from rules-language... With slightly more polish, this becomes a really interesting book, but I can’t rate that. I have to rate what’s here. My final verdict will clock in at 3.5 stars, but unfortunately, I can’t round up, in spite of the freshman bonus: The flaw at the heart of the class keeps me from rounding up, in spite of the freshman bonus. That being said, I sincerely hope to be able to read more of Joshua Hennington’s writing – this book does show a ton of promise and when/if it’s revised, it may easily become a fine gem. Until then, consider the race depicted herein to be one of the best-balanced, most interesting shapechanger-races I know. It may be worth getting for the race alone.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
In The Company of Doppelgangers (PFRPG)
Click to show product description

Add to DriveThruRPG.com Order

4Saken Cinema: Devil Films
Publisher: Purple Duck Games
by Thilo G. [Featured Reviewer]
Date Added: 10/26/2017 10:13:20

An Endzeitgeist.com review

The first expansion for Purple Duck Games‘ neat 4Saken-horror-game clocks in at 42 pages, 1 page front cover, 1 page editorial/ToC, ¾ page blank, leaving us with an impressive 39 ¼ pages of content. It should be noted that the pages are laid out for digest-size (6’’ by 9’’/A5), allowing you to fit up to 4 pages on a given sheet of paper.

All right, so this is the first (of hopefully many!) expansions for the 4Saken horror-game and it focuses, surprise, on the ideas and rules required to depict plots of satanic possession in the context of the game. Now, unlike many other supplements for various RPGs, the focus of this supplement is not on depicting the influence of untold legions of fiends of varying dispositions – instead, we’re focusing on THE Devil. The singular force of evil.

As such, we first take a look at means to classify these tales in 3 different categories, all of which come with helpful classics, should you find yourself requiring some inspiration. The categories are 1) Possession/Exorcism, 2) Devil Spawn and 3) Summoning. After discussing these sub-genres and their general structure, we move on to take a look at the backgrounds and instincts most suitable for the genre of devil-based movies: Very good choices, okay ones and not so great ones: Particularly Bargainer and Monster should be avoided, though we make up for this by getting new backgrounds: These include Cop (+5 Fortitude and Awareness after spending Trait points, can go above 19, and gains basic Ranged Combat and Vehicles as well as +2 Contact picks), Priest (+10 Trait points for mental attributes, can raise them beyond 19, +2 contact picks, gain Clerical Respect – he can defuse volatile social situations), Reporters (+5 Awareness after Trait points are spent, can go over 19, gain Artistry (Writing) and Investigation, Perception or Streetwise on basic level for free and gains Favors; may spend 5 Luck to treat an NPC as a Contact once), Theurgist (+10 Willpower after spending Trait points, can go above 19, gains Lore (Occult) specialty for free, +1RS with ritual magic/powers). All in all, a cool, fitting selection, though e.g. Trait points are inconsistent in their formatting.

We also get new instincts: Experiencer, Desperate, Despodent and Observer – all come with their own bonuses and penalties, with often interesting uses of the table for the orange and red results. Gifts should be limited to mundane ones to keep paranormal or psychic gifts from changing the intended mood. After this, we take a look on the rules governing the respective stages of the script: The director gains extensive guidance regarding the three stages of possession, and how to depict them – from slow and steady ramping up of the creepy to a quicker, more action-focused progression, the considerations depicted here are nice. Rules-wise, the Devil establishes his Menace Factor by channeling infernal energy through the possessed: Each incident costs Infernal Energy while attempting to reduce the victim’s Willpower – the lesser the Willpower, the more the possession progresses. The Devil starts at a whopping 50 Infernal Energy and limits are imposed: The devil can’t just attempt to whittle down the Willpower of the victim as fast as possible: Just one check per day, which is btw. resolved as a Fear check versus Instincts, with Infernal Points spent as Menace Factor – success not only triggers the instinct, but also lowers the target’s Willpower…

Attacks similarly cost Infernal Power…and know what’s interesting? This system means that the Devil becomes more likely to succeed later, but also constantly makes the Devil more vulnerably. This is an interesting trick, rules-wise. Extra effects that trigger fear, but are NOT part of the base attack, do not count for the purposes of Willpower reduction, btw. – this adds another interesting strategy to the proceedings. Obsession effects are qualified and quantified next, with effects organized by stage and each effect sporting the respective costs in Infernal Power: We have apportation, cold spots, ghost sounds, obfuscation, unnerved animals in the Obsession stage. In the Oppression stage, we get infernal visage, inflict slashes, rabid animals, tech failure, violent apport. Finally, in the subjugation stage, we have infernal storms, speaking in tongues, unnatural movement. All in all, this presents all the classic tools a director could ask for, though I do wish we’ll get a couple of more specialized uses of Infernal Power at one point.

With ritual magic being a central component of the genre, we take a look at the structure of it next: Rituals require Expenses, time, intensity (the color the caster needs to meet with intelligence on the Master table) and Costs – these represent the cost to the caster’s Willpower, Luck, Life or Fortitude. From mesmerism to abjure evil, to summoning hellbeasts, we get a couple of examples for the relatively easy to grasp system.

Exorcism works pretty much like an inverted possession – only one attempt per day, and the ritual takes longer, the further it has progressed – the Intensity obviously increases as well. The ritual requires serious cost in Willpower, which means that yes, you will probably need multiple characters joining forces. Beyond the frightening nature, exorcisms also require Exhaustion rolls. Relics and true names can provide an edge for the exorcists. After we have codified the mechanics of exorcism in a tight manner, we take a look at the forces of hell next.

In this chapter, we mention the marauders and gain stats for devilspawn (Stats for childhood and puberty included!), infernal animals, summoners and tempters – all the cool basic things you’d expect.

The pdf ends with the basic outline of 3 story seeds, which may be connected to form a cool trilogy – and in case you’re wondering, they do include strange…things found and focus on three connected, but radically different set-ups. No, I am not going to SPOIL these here!

Conclusion:

Editing and formatting are very good on both a formal and rules-language level – I noticed a few minor formatting inconsistencies, but these are few and far in between and did not impede my ability to grasp this book’s content. Layout adheres to a printer-friendly 1-column standard and the pdf sports a couple of really nice, original pieces of full-color artworks. The pdf comes fully bookmarked for your convenience.

Don Walsh and Brett Neufeld provide a really cool expansion for 4Saken: The mechanics employed for devilish possession can obviously be expanded beyond the confines of the genre; the backgrounds and instincts work well in conjunction with those presented by the core game book. There is a lot of guidance for the director, a lot of cool material crammed into these pages – more than I expected.

In short: If you’re enjoying the 4Saken-game, then this pretty much represents a must-own offering. Beyond the aforementioned minor hiccups, there is not much to complain about. Now personally, I would have enjoyed to see more of the outlier abilities and some suggestions for tweaking the strength of the Devil – to e.g. represent lesser demons, other demons, dark gods, etc. But then again, that’s not really a fair complaint, considering the focus of the book on the infernal big, bad guy. As such, I will round up from my final verdict of 4.5 stars.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
4Saken Cinema: Devil Films
Click to show product description

Add to DriveThruRPG.com Order

The Comprehensive Equipment Manual [Revised]
Publisher: Dungeon Masters Guild
by Thilo G. [Verified Purchaser]
Date Added: 10/25/2017 04:24:09

An Endzeitgeist.com review

This massive rules-book clocks in at 139 pages, 1 page front cover, 1 page editorial/SRD, 3 pages of ToC, leaving us with 134 pages of content, so let’s take a look!

This review was requested as a prioritized review by one of my patreons. The review is based on the updated V.1.2. of the book.

All right, so one of the most underwhelming aspects of the 5e PHB, at least for me, was the rather rudimentary section on items, weapons, etc. – I was hoping that we’d see a big equipment book soon after the PHB’s release, but so far, no dice. Fret not, though, for this is EXACTLY where this book comes into play.

Now, one of the things that surprised me here, would undoubtedly be a general sense of cognizance regarding how it emphasizes the actual use of the game – in the cases where e.g. pre-existing items are altered, the pdf does denote such changes. Similarly, the book’s introduction does state that its intended design-goal is to avoid power-creep, and as such, the added flexibility and diversity provided herein are balanced to take this aspect into account – a big plus, as far as I’m concerned. Further guidelines are provided for your convenience, as “DM’s Corner”-sidebars throughout the book elaborate on methodology, design intent, etc. In short – the general organization is commendable indeed!

Speaking of which: We begin with an interesting topic: Wealth. The book provides standardized exchange rates for iron, copper, silver, electrum, gold, mithral, adamantine and platinum pieces – and yes, in that sequence. As the book concisely argues, placing both mithral and adamantine coinage below platinum in value makes sense in the context of the value-suggestions provided by 5e. The emphasis of 5e on rock-paper-scissors-style mechanics make sense regarding the re-evaluation – but if your game has transitioned to 5e from another system – well, then the book has you covered as well and provides the values to retain the projected value of the older systems. Beyond coin names, alternate currencies and trade goods (with a massive sample table) also can be found – want to know the value of a blood hawk? Check the table. Managed to secure a pound of saffron? The book has you covered. There even is an abstract system for GMs wanting to track e.g. the weight of huge amounts of gemstones. Oh, and trade bars. And favors. The pdf also takes a closer look at 5e’s abstract selling mechanics, providing guidelines for the sale of monster equipment, mundane equipment, etc.

Of course, in order to sell something, you have to have the right buyer – and if you’re like me and prefer this degree of realism, you’ll most assuredly enjoy the buying power by population table. The selling magic items system from the DMG is explained and expanded to cover other valuable goods as well. So yeah, haggling, for when it is relevant, can be found. Lifestyle expenses are also part of the deal, concisely covering expenses and what’s covered by the respective styles. From food to coach cabs, messengers and hirelings and even a simple spellcasting availability system are covered in this book.

If you’re a rather simulationalist gamer, you’ll enjoy the possible synergy here with “The Comprehensive Treasure Manual” – which addresses maintenance cost etc.

Now, while the starting equipment choices by class and background are helpful, I do enjoy the stipulated options to swap items at character creation – the rules are easy to understand: You can’t e.g. swap a light armor for a heavy one, a simple weapon for a martial weapon. While these guidelines can’t obviously account for all differences in monetary value, I applaud giving the GM in question the tools to handle the like.

Nor here we come to the aspect of the book where things get REALLY interesting: Armor properties. We have, for example, armor that provides resistance against poison-coated weapons, but explicitly not against poisoned fangs. There is armor that helps against liquids by enclosing the target. There are rules for ersatz-armor, which degrades upon sustaining critical hits…and so on. Want more realism that requires armors to be custom-fitted? Well, the book has you covered. Speaking of realism: Want alternate rules that make swimming in armor toucher? You can find these herein. Want quicker armor donning variant rules? Covered. The leitmotif of this tome, without exception, is freedom of choice. Don’t like resting in armor being comfortable? The book has you covered. Want a speed reduction for wearing them? You can have that as well – the book is all about customization options. Armor spiked? Yep, included.

The weapons, for greater variety, include damage kickers – plusses or minuses to damage caused, for example 2d6-1 – this is not a penalty/bonus and as such, critical hits feature their effect twice. The pdf even explains the concept of halved dice (like d5s) – which are used only sparingly, but the explanation is certainly appreciated for the newer members of the audience. The weapons themselves also receive a wide variety of new features – take, for example, ranged weapons: Accurate weapons have an easier time hitting foes behind cover; aerodynamic weapons fly further. If you wanted a representation of Kyuss’ signature weapon, we have alternate choices of damage types. Armor-breaching missiles…and yes, a system for firearms can be found – firearms require being “charged”, which may, nomenclature-wise, not exactly be the perfect choice, but this is me nitpicking at a very high level. Weapons that are more durable, those that provide a higher damage-output…there is a lot to tinker with here.

Oh, and, of course, there are weapons galore – from the garrote to the atlatl, from bolas (which may restrain you and even knock you prone), boomerangs, bhujs, polybolos….Did you want your own stats for the maca or the kopehs? Well, guess what – you can find them herein! Heck, from lassos to liturgical maces to concise rules that make saps matter (particularly for rogues!) and extended scissors (!!!) – this selection on its own may be worth getting this book for…but it also talks about improvised weaponry.

Oh, and from bronze armaments to silvered weapons, we also take a look at modifications – including masterwork armaments that do not (thank the dungeon lords…) just duplicate the standard masterwork +1 from other systems/editions, using armor and weapon properties instead, providing a system that is a) more rewarding, b) more in line with 5e-design and c) actually makes masterwork equipment matter more! If you’ve been thinking about some of the classic feats and how the rules interact with them – well, you won’t have to wonder – the pdf does cover these aspects.

Want to know which weapons would make sense for which class/racial class feature, proficiency-wise? Well, a handy table does cover this aspect of the game.

This is not even close to where we stop in this massive tome – next up would be the section on adventuring gear: From caltrops and ball bearings to bell kits, blankets, expanded clothes, earplugs, muffled hammers, various lanterns, different ropes, weapon cords – there is a vast amount of cool equipment…oh, and if you enjoy grittier games or want to go Banner Saga: There are variant rules for stricter starvation! Equipment packs are grouped by class and maximum price and a whole table is provided for your convenience – not just for starting characters, mind you! And yes, each component of a pack has its separate weight noted. If you prefer realistic container and inventory management, well, the pdf does compile containers and provides concise container capacity rules for them. And yes, as always, if you prefer hand-waving these rules, rest assured that you don’t have to use these rules – they are variant options in a chapter! Personally, I adore this type of thing, but yeah.

Where was I? Oh yeah, know how it can be pretty boring to just fire the same ole’ bolt/arrow at you foes? Do you like Hawkeye/Green Arrow and want the (non-ridiculous) trick ammo? Smoke-arrows (Garrett from the Thief-trilogy is smiling. Nope, there are only 3 games in the franchise…lalala…), hooked blowgun darts, inking bolts, razor-glass sling bullets, grappling arrows…come on, you know you want to use these, right?

The same attention to diversity and care has been applied to the idea of both arcane and divine foci and similar items associated with the magical arts: Totem foci. Mistletoe sprigs, potions…speaking of which: If you love how the Witcher series emphasizes formulae and the importance of knowledge of recipes – you guessed it: There is a variant rule for alchemy, herbalism etc. that requires knowing how to make the stuff. While we’re talking about alchemy: Solvent, glue, eggshell grenades, embalming cream, flash pellets, ghoststrike oil, moonrods, glowing ink – you name it. Similarly, herbalism also covers a rather diverse breadth of options – like the scent-hampering aniseed, basically super-coffee (alertness draughts) or a fortifying root…which will poison you if you don’t have a strong stomach. Speaking of poisons: We introduce a lesser poisoned condition – wwhich only imposes disadvantage on e.g. the checks relating to one attribute – which is pure amazing, as far as I’m concerned – it enhances the versatility of poisons and makes choice and strategy matter more. And before you ask: We get a ton of cool poisons herein, some based on monsters, some classics – all amazing. This chapter is pure glory.

We also get tools. Including rules for shoddy and masterwork tools. And a downtime system usable while still adventuring. Artisan tools are described IN DETAIL. As are gaming sets. Which come with rules for cheating and fixing the game. Mounts. Combat training rules for them. Customizable tack and harnesses. Howdahs. Xebec warships. Oh yes. A 300-entry strong trinket table that is cleverly organized from low to high fantasy (roll 2d100+100 for high fantasy, for low fantasy just 1d100) constitutes yet another highlight in this gem of a book.

We don’t stop there either: Want to depart from the Eurocentric medieval default? Enter exotic lists. Want to play in the age of sail? This book has you covered. Want double weapons galore? Yep, included. Are you one of the polearm aficionados? Well, a mancatcher now has rules distinct from Lucerne hammers, partisans or voulges. Less interested in the historical aspect? Well, what about ornithopter rules? Or some for gliders and airships? I already mentioned firearms, but we also get siege guns, slow matches…or perhaps your PCs want a flail snail to guard their place? Enter the monster market section, where monsters are purchasable, organized by intelligence! Yeah, if you’re looking for a Dungeon Keeper-type of gameplay, this will be really amazing!

Now, chapter 6 of this colossal tome takes one of the most popular variant settings and provides all the equipment-based rules for the setting: Oriental adventures. However, we thankfully do not just mash the different cultures together and instead focus on the Japanese culture. We thus gain Tankos, fukimibari and the tables note the respective equivalents, if applicable. A kunai, is, for example, the equivalent of a throwing dagger. Makes sense. A kyoketsushoge, on the other hand, is pretty unique and thus requires unique rules – all in all, a nice grab-bag here.

The pdf concludes with an overview of upcoming products and product-lines…and the pdf does state that it will be updated further – as new official releases hit stores, so will this book expand further. And this is not an empty promise, either – I had this review almost done when V.1.2. hit sites and I subsequently had to go through this once more.

Conclusion:

Editing and formatting, both on a formal and rules-language level, are top-notch. Layout adheres to a nice parchment-style 2-column full-color standard reminiscent of the official D&D 5e-look. There is, big plus, a printer-friendly version included as well. Artwork-wise, the book offer pretty much…nothing. This is pure content. While I’d have loved artwork for the weapons etc., art is expensive. And this costs not even 5 bucks. I’m not kidding you. One slight downside of the book would be that the bookmarks are rudimentary – they only point to the chapter headers, which can make finding the respective material a bit tougher than it should be. Which brings me to another point: OMG; this needs a Print on Demand option right now.

Yeah, I’ve beaten round the bush for long enough: This may well be the most useful 5e-book I have read so far. Beyond the metric ton of carefully and deliberately crafted new material Randall Right provides, we get an astonishing, smart organization for the book – the structure makes sense in a ton of ways and while the absence of an index is a slight detriment, this book if pure gold.

Want to play a gritty game set in our world? Possible. Want equipment to matter? Want poison to be less boring? All of these and more can be found herein. I can honestly not recall when a crunch-book made me smile this often. The explanations for design-decisions are sensible. The rules-language is precise and to the point. The descriptions of items and sheer variety of cool material that you can find within – this book sports one of the best bang for buck ratios I’ve seen in ages. The book adds a level of customization and the potential to add more realism to the game, all subservient to the needs and requirements of a vast diversity of tables. This book never forces you to embrace a component, but if you’re like me, you’ll at least be using some of the amazing options herein. This, in short, constitutes a masterpiece of an equipment book, well worth 5 stars + seal of approval and this, in spite of the minor complaints regarding organization, is a nominee for my Top Ten of 2017. If you are dissatisfied with 5e’s equipment selection and rules, this is your one-stop-shop way to make the game more amazing. Get this now!

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
The Comprehensive Equipment Manual [Revised]
Click to show product description

Add to DriveThruRPG.com Order

Deadly Gardens: Blood Root
Publisher: Rusted Iron Games
by Thilo G. [Featured Reviewer]
Date Added: 10/25/2017 04:14:20

An Endzeitgeist.com review

This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, ½ page of SRD, leaving us with 3.5 pages of content, so let’s take a look!

All right, as almost always, we begin with a new magic item, which would be the hideaway log this time around: This item would basically be a twig that, on command, can turn into a moss-covered, hollow log, into which Medium-sized (or smaller) creatures can squeeze themselves. The item itself is concise in its presentation and has actually a second use: When uttering the command word again while inside the log, it doesn’t shrink, but instead detonates, potentially blinding targets nearby and also causing piercing damage to those outside the log. Slight problem here: there is no limit regarding the amount of explosions you can thus trigger: While not overly powerful, I am pretty sure that the item regenerating hit points while inactive in its small twig-size was supposed to cap this aspect somehow. Also problematic: The log has no weight even in its deployed form – this means that you can carry it around pretty easily – put a halfling sniper inside and you have a potent weapon. I am pretty sure that the deployed, massive version of the log was supposed to have a weight.

The pdf also contains 9 natural items: light-duplicating blindheim eyes that can be thrown as flashbangs; the alter self duplicating green hag wig; the shantak suit that helps fortify its wearer against the void between the stars; there would be lamia matriarch scales that can be added as power components to spells, causing failed saves to add minor Wisdom drain to the effects of compulsions. Stirge powder can help against poison, but does cause bleeding. Twigjack shafts can make arrows that burst into splinters, causing harm to adjacent foes on a failed Reflex save. Yeth hound fangs can be used in lieu of regular spikes, helping demoralization efforts. Xacarba runes can be used to make the covers of spellbooks, which nets 1/day access to Bouncing Spell sans changing the casting time or spell level, but only for a spell taken from the book. Not the biggest fan there, but oh well. Finally, there would be blood root vitae, which heals 1d8 points of damage and also duplicates lesser restoration (not properly italicized).

Now, the star of the book is obviously the critter, here the CR 7 Blood Root. The blood root can use sickening entanglement 1/day as a SP and is actually two plants: The conglomerate consists of a tendril network and the carnivorous predator. The latter sports a heart root, making it likely to regrow. Blood roots can move via earth glide through a symbiotic tendril network, which they may even share among others. The network also provides superior senses or the plant and blood roots can fire spray of thorns. All in all, a cool critter, though it does sport some minor hiccups; e.g. the CMD forgot the special size modifier for being Large and should be one higher. Unless I am not sorely mistaken, that’s not the only minor hiccup there – let it be known, though, that the plant can be used as provided.

Conclusion:

Editing and formatting are good, though not perfect – I noticed a few minor hiccups, some of which pertain the rules. Layout adheres to the nice two-column standard of the series. The b/w-artwork provided is nice. Big kudos: The pdf comes fully bookmarked for your convenience.

Russ Brown, Andrew Umphrey and Joe Kondrak deliver an inexpensive file with a solid critter here. I wished the pdf did something more with its cool premise of two symbiotic creatures here, but yeah. As a whole, the blood root is a nice creature to thrown at your players. Not a mind-boggling one, but for the fair price-point, the pdf is worth checking out. Still, as a whole, I can’t round up from my final verdict of 3.5 stars.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
Deadly Gardens: Blood Root
Click to show product description

Add to DriveThruRPG.com Order

vs. Ghosts Adventure: The Night Sparrow
Publisher: Fat Goblin Games
by Thilo G. [Featured Reviewer]
Date Added: 10/24/2017 07:33:44

An Endzeitgeist.com review

This mini-adventure for Vs. Ghosts clocks in at 2 pages, 1 page content, 1 page editorial/SRD/Etc., so let’s take a look!

This being a mini-module, I do not expect epic storylines or intricate plots – I’ll review this for what it is, namely a short sidetrek. As such, the module doesn’t offer in-depth details and should be considered to be more of a sketch to be fleshed out further.

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

..

.

All right, only Ghostmasters around? Great!

The J-pop band CHI48 are on tour in the US, but rumors abound that the band’s been cursed – multiple concert-goers have been struck blind after attending their shows. The band has been extremely popular (reskin to current pop phenomena for kids) and thus the PCs are assumed to be in the crowd. The concert seems to proceed rather well – but just as the latest smash hit “Night Sparrow” kicks off, people start collapsing in pain, clutching their eyes. Emergency responders act immediately, but smart characters may be able to glean additional pieces of information – like the illusion of black birds coming from the stage and the belief that they heard a strange bird call.

Investigating these folk, the band’s manager Goro Watanabe sports and hires the PCs, who then get to interview the manager, the band, Lighting and FX and the soundboard…and as the investigate the latter, they’ll see a horde of black sparrows manifesting. Special equipment may show the PCs that the computer equipment seems to sport some sort of possession – Yosuzume, a division IV yokai, has become entangled in the equipment, painfully so, and lacking means of communication, the spirit lashes out. Full stats are provided and the pdf provides a fun idea – having the exorcism spill out into the performance – after all, the show must go on!

The pdf ends on a nice high note, with meet and greet etc. and some nice further employment angles for the GM.

Conclusion:

Editing and formatting are very good, I noticed no serious hiccups. Layout adheres to a pretty busy three-column full-color standard. The pdf has no bookmarks, but doesn’t need any at this length. The pdf does not sport any artworks.

Ben Dowell’s mini-adventure is surprisingly creative: The visuals are amazing, the hook is creative. The module makes great use of its limited space and manages to provide a fun mystery for kids and adults alike. In short: This is a great little adventure, well worth 5 stars. Kudos!

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
vs. Ghosts Adventure: The Night Sparrow
Click to show product description

Add to DriveThruRPG.com Order

vs. Ghosts Adventure: The Witch of New Hope
Publisher: Fat Goblin Games
by Thilo G. [Featured Reviewer]
Date Added: 10/24/2017 07:32:02

An Endzeitgeist.com review

This adventure for Vs. Ghosts clocks in at 11 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 8 pages of content. It should be noted that the pages are formatted for A5/digest-size, which means you can fit up to 4 pages on a given sheet of paper, if you want to conserve ink/toner.

This being an adventure-review, the following obviously contains SPOILERS galore. Potential players should jump to the conclusion.

..

.

All right, only ghostmasters around? Great! The town of New Hope has seen a series of strange deaths: Each night, one member of the community is found drowned – in their homes and sometimes even in their beds. The police is baffled, as there seem to be connections between the mysterious deaths. So far, the town has managed to keep the deaths of locals hidden from tourists, but in the long run, the town is looking at a full-blown PR catastrophe, not to speak of the actual deaths of citizens! We thus begin with a summary of New Hope and its environments, which allows the ghostmaster to get a decent idea of the surrounding area, including the Branton National Forest, near idyllic lake Pawik Kachina.

Now, it’s pretty easy to involve the PCs in this adventure: The classic holiday-angle, locals seeking help, the police – the possibilities should not provide an issue for ghostmasters. Suggested additional encounters with ghost orbs and ectoplasmic mists are touched upon. The first night the characters spend in town will see the murder of Agatha Lashank at precisely 12: 12 AM – how do the PCs find that out? All clocks stopped at this time! Randy, Agatha’s son, witnessed her floating in the air, struggling for breath, and when he tried to help, a woman materialized and flung him across the room.

Nice: After this incident, the module becomes relatively free-form for such a brief adventure: The local newspaper, police files, library – the respective investigations note crunchy bits, target-values etc. – nice! Sooner or later, the PCs should manage to unearth the case of an old serial killer, one Millicent Billington, who killed 13 people, including occult symbolism and all – the bed and breakfast where she killed her victims still stands. Here, thorough PCs can find her diary – while steeped in occult topics, it lacks clear motivation for her crimes…and states the wish of being burned and then to have her ashes spread.

Either at the B&B or at her rediscovered gravesite, the PCs will sooner or later happen upon the eponymous witch-ghost: Millicent is an old lady in black, division IV, and a potent threat – she is angry and will keep on killing until her ashes have been spread as per her last wishes. Doing so will end the threat, but leave the players with a couple of question marks you can use for further adventures.

Conclusion:

Editing and formatting are very good, I noticed no serious glitches. Layout adheres to the neat one-column full-color standard and the pdf sports a nice piece of stock art. The pdf does not sport bookmarks, but doesn’t necessarily need them at this length – they would still have been nice to have.

Rick Hershey’s “The Witch of New Hope” is a nice, short investigation – it is not a complex or world-shattering adventure, but it is a solid little adventure for vs. Ghosts. While the plot won’t win any awards for being original, the module is an inexpensive offering and provides sufficient enjoyment for the low price to be considered fair. Now, if you’re playing vs. Ghosts with kids, you should be a bit careful regarding the body count herein and the drowning – making the victims comatose instead may help here, particularly when dealing with young children or particularly sensitive kids that want their happy end. It’s not hard to make the witch just a misunderstood spirit, either.

Anyway, all in all, this is a solid entry – hence, my final verdict will clock in at 3.5 stars, rounded up due to the low price and in dubio pro reo.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
vs. Ghosts Adventure: The Witch of New Hope
Click to show product description

Add to DriveThruRPG.com Order

vs. Ghosts Adventure: The Ghost Next Door
Publisher: Fat Goblin Games
by Thilo G. [Featured Reviewer]
Date Added: 10/24/2017 07:30:48

An Endzeitgeist.com review

This mini-adventure for Vs. Ghosts clocks in at 2 pages, 1 page content, 1 page editorial/SRD/Etc., so let’s take a look!

This being a mini-module, I do not expect epic storylines or intricate plots – I’ll review this for what it is, namely a short sidetrek. As such, the module doesn’t offer in-depth details and should be considered to be more of a sketch to be fleshed out further – this is particularly true in this one. You should consider this to be a pretty basic set-up.

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

..

.

All right, only Ghostmasters around? Great! So, selling property can be a pretty tricky business – and a family in the neighborhood has had trouble there. The family believes it’s because rumors are spreading that the house in question is haunted. Enter the PCs! The house, just fyi, doesn’t look haunted – it’s just old…but strange things soon will happen. As the PCs investigate, they are almost hit by a hammer thrown their way – turns out it flew right from under the face of a young man named Jack Todd, who offers to help the PCs.

As the characters spend the night, ghostly phenomena start happening – they range from Division I to II. The upper floor, we’ll see division IV haunts – remnants of the grisly things that happened. While the pdf doesn’t go into the grisly details, domestic violence and suicide are mentioned – something to bear in mind/tone down, should you run this for kids. As the night progresses, the rooms of the house start shifting between eras – for, in the attic, a confluence of activated leylines has taken hold of a mirror, which now acts as a gateway to the netherworld. In the attic, the boss of the module, Abigail Todd, is a POWERFUL ghost – division IV, the former daughter of the architect can drive PCs insane: Madness 4 vs. Mental – on a success, the PC becomes mad and is removed from play. Yeah, that’s pretty nasty and not too fun. While she has a health value, she can’t be destroyed while the mirror exists. Somewhat puzzling: The pdf doesn’t specify how the mirror can be destroyed. Would that be the 8 Health noted in Abigail’s stats? Automatic? Not sure.

Conclusion:

Editing and formatting are very good, I noticed no serious hiccups. Layout adheres to a pretty busy three-column full-color standard. The pdf has no bookmarks, but doesn’t need any at this length. We get a rather cute artwork of a ghost girl.

Rich Hershey’s “The Ghost Next Door” is a per se cool set-up: Particularly the idea of rooms moving through epochs and the hinted at dark things that happened in earlier ages makes for a cool set-up. That being said, the module suffers from its sketch-like presentation: Such classic ghost stories live and breathe via the details…details this cannot present due to its format. The story can’t really employ its full potential – neither the family angle with Jack and Abigail, nor the other aspects. The lack of a map and different descriptions for different areas (the house is not described) – all of it points towards the adventure simply requiring more room to shine. I like the writing and ideas here, but as provided, this falls short of what the product-line usually offers. Even when taking the limitations into account, I can’t really recommend this pdf as anything else but as a basic starting point. My final verdict will clock in at 2 stars.

Endzeitgeist out.



Rating:
[2 of 5 Stars!]
vs. Ghosts Adventure: The Ghost Next Door
Click to show product description

Add to DriveThruRPG.com Order

Ancient Idols
Publisher: Legendary Games
by Thilo G. [Featured Reviewer]
Date Added: 10/19/2017 03:42:36

An Endzeitgeist.com review

This pdf clocks in at 32 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page advertisement, 1 page back cover, 2 pages of introduction leaving us with 23 pages of content, so let’s take a look!

Okay, both fiction and real-world mythology are chock-full with the concept of idols – statues or physical representations of quasi-deities worshiped as false gods; whether it’s the golden calf or jade serpents found by hale Cimmerians in the depths of forbidding ruins. Considering their eminence in fiction etc., it is pretty surprising that PFRPG so far had no rules-representation of the concept of idols in game. This pdf seeks to change that.

So, how does it go about this task? Well, idols behave as something akin to quasi-deific crossover creatures that blend aspects of sentient magic items and creatures – they, for example, sport an ego-score that increases depending on the amount of people worshiping the idol in question. Similarly, other qualities are gained – senses, for example, improve, and so do the defensive capabilities of these items. Interesting: The ability to draw on power from worshipers is contingent on the idol in question actually managing to impose its ideology/alignment on the folks worshiping the idol – this provides a sensible means for the concept of the idol trying to maintain a hardliner approach to its doctrine.

Now, an interesting thing about idols would be that they can’t just be destroyed by bashing them to pieces – they are very much story-adversaries and have roleplaying thus hard-coded into their very fibers. Beyond the basic powers, idols can benefit from sacrifices, gaining additional benefits when magic items are willingly sacrificed to them – and of course, evil idols also draw sustenance from blood sacrifice, which is more abundant than magic items, obviously. This does explain the potentially bad reputation of idols in the context of the game, mirroring real-life stigmatization of idolatry via the dominant book-religions. All of these powers do come with limits – however, holy days may allow the idol to surpass the sacrificial limits. Holy days are typically 3 days a year, determined by the GM and are concisely defined. Now, the idol relying on the power of worshipers does have a downside – Idol entropy, which means that they may fall into dormancy.

Now, the idol engine presented herein provides a significant array of abilities, ranging from channel energy to animating stuff, to gaining the option to enthrall others. One ability is gained at an ego-score of 5, and for every 5 ego afterwards. At an ego-score of 10 and every 10 ego thereafter, the idol also gains an ability that is only available on holy days.

If all of that is not yet enough customization for you, there also would be the Idol Champion template – these beings would be the idol-powered champions of the idol in question, benefiting from the idol’s powers, but at the cost of servitude. Really cool: The pdf goes on to provide a really cool tool that I adored: Since idols are often created on/near ley lines, the pdf addresses one of the most annoying aspects of ley lines v- the need to plan them in advance. With an easy to grasp and quick to roll check, you can simply determine, based on terrain type, nearby sights etc., the presence of a ley line. This may just be a small tool, but I really, really liked it. Speaking of which: Idols are tied to the spirit world and as such, some of the idol abilities pertain to spirits – a category concisely and professionally defined by the pdf. Big plus there!

Okay, so we’ve seen the basic set-up…and now, we take a look at the process of idol creation, which is detailed in an impressive manner: Idol stats by ego-score, bonus hardness/hit points, save bonuses, ability-numbers, suggested CR – all collated in one handy table. One glimpse and you know the modifications. Similarly, idol sizes are assigned sizes – and the didactically-sound process of creation is admirably clear as well. The pdf goes so far as to comment on the use of mythic ranks to bypass the construct-size/CR-restrictions in a sensible manner that actually conforms to the rules – other publishers/authors would have shrugged and just assumed that the idols bypass this restriction. Going one step beyond to retain rules-integrity, even when they may not necessarily make sense…that’s a huge, huge plus, particularly as the system unlocks more freedom for the GM to customize the idol.

Don’t want to simply handcraft anything? We get the basic stats (sans the customizable components) of idols, organized by CR – a TON of them. Over 5 pages of these basic stats. Yeah, that is pretty damn amazing and, as a whole, this makes idols my favorite monster class in a long, long while.

The pdf does contain more than the rules for this evocative monster – namely class options, the first of which would be the Qahin shaman archetype. This is not a cookie-cutter archetype – it’s pretty much the antithesis of that: The Qahin modifies pretty much everything: Class skills, proficiencies (including a restriction against wearing metal armor) -pretty cool. However, where things become interesting is with idol worship. Instead of spirit animal, the qahin taps into the worship of his idol (replacement rules included) and 4th level provides wandering spirit as well as the requirement to create an idol associated to the spirit. The qahin also gains Mental Focus (1 + shaman level) and an implement school, and at first level, mental focus can be invested in the idol and used to activate focus powers. 3rd level and every 4 levels thereafter yield an additional implement school. Unlike an occultist, shamans can use a single idol to act as the collective of implements. 3rd level and whenever he gains another implement, the qahin gains the base focus power of the implement. 5th level and every 4 levels thereafter yield an additional focus power. The save-DC, if present, is governed by Wisdom and class level etc. interaction is concisely defined. The archetype also gains +1 CL when using shaman spells of the implement school when wielding the idol. Even feat-access is covered. Slight, mostly cosmetic complaint: The ability is a bit harder to grasp regarding when it’s gained than it should be.

At 10th level, the archetype can create a ley line nexus attuned to an object (or an idol/animated object), which will allow beings to tap into the nexus – a pretty cool ability. Haven’t seen the like done before! The main meat of the archetype, however, would be the vast array of exclusive hexes, with 10th level unlocking nexus hexes, basically the major hexes of the archetype. The hexes are surprisingly diverse and intriguing and make the respective focus of the archetype change significantly: We have exorcisms, covens, the option to create an arcane bond amulet, save-bonuses versus hexes, possessions, etc., focus-based rerolls, added spells and Craft Construct, less reliance on being close to the idol, ley line surges, haunt-disruptions – all in all, a meaningful, fun selection. Among the 10th level plus hexes, we have the ability to store spells in the idol nexus, merge objects and willing creatures with the idol, travel along the ley lines, spontaneous metamagic-use…basically, these hexes unlock synergy benefits with the ley line nexus in a thoroughly intriguing manner.

Okay, so while the idol focus ability could be worded slightly better, the meaningful options and cool ideas render this my favorite shaman archetype so far. Why? Because it could conceivably carry whole campaigns: If you e.g. replace all clerics and druids with these fellows, you’ll have a glorious set-up for a grim world where qahin battle for supremacy, perhaps full-blown deific ascendance. Yeah, I do want to play that.

The pdf also sports a new PrC, the idolater, who must have discovered a site of power, be capable of casting divine or psychic spells and sport a couple of skill ranks in the Knowledge skills, with 5 ranks acting as the prerequisite threshold. The PrC gain 4 + Int skills per level, ¾ BAB-progression, ½ Fort- and Will-saves, 9/10th spellcasting progression (either divine of psychic spells). The PrC nets the qahin’s idol focus, access to idol hexes…and there is a bit of an issue here: Idol worship and Idol worship’s text is identical, when it shouldn’t be. The PrC also nets spirit magic, which provides a limited number of spells to spontaneously cast. The class also gets basically the qahin’s taboos. 2nd level nets a CL and Spellcraft bonus is a chosen terrain. At 4th level, we treat weapons etc. as ghost touch (not properly italicized) and at 8th level, incorporeal creatures are fully affected by the idolater’s abilities. 5th level unlocks the improved level 10 nexus hexes and the ability to establish an idol nexus. The capstone provides a fey-apotheosis, including the assumption of incorporeal state for up to 10 rounds as a standard action.

Conclusion:

Editing and formatting are very good, bordering on excellence. Layout adheres to the nice two-column full-color standard of Legendary Games’ Mummy’s Mask-plug-ins. The pdf sports several really nice pieces of full-color artworks, though fans of Legendary Games will be familiar with most of them. The pdf comes fully bookmarked for your convenience.

Legendary Games has a ridiculously high level of quality-control regarding their books. There are few publishers that manage to achieve such a level of quality time and again. However, once in a while, Legendary Games makes something else, something that comes completely out of left field and takes me by surprise – this book is one such case.

Until I started reading this book by Julian Neale and Jason nelson, I frankly didn’t realize how much I wanted to have it: The concept of idols is glorious, their execution excellent. Their creation is explained in a concise and easy to grasp manner. The book provides, in short, a monster class that can arguably carry whole campaign settings. Looking for a way to create a world sans deities? This pdf has you covered! The qahin is by far my favorite shaman archetype ever – it unlocks whole types of campaigns, particularly in games that prefer a grittier, more Sword & Sorcery-esque type of gameplay.

This pdf is also a great example of two designers blending their strengths: Julian Neale traditionally generates math-intense, hard to design supplements, but sometimes misses attaching a concept that immediately draws you in – he isn’t about flashy concepts, more about substance in depth. The influence of Jason Nelson here is similarly palpable, providing some boosts in that regard – and the result is GLORIOUS. In spite of the minor hiccups in the class options, this pdf blew me away: The idols are amazing and the class options, in spite of the (few) minor rough patches are similarly inspired.

Now here’s the thing: This humble pdf inspired me more than a ton of comparable books; to the point where it made me come up with a vast amount of ideas. For example, I will use it extensively in conversion: Idols are, for example, found in the great DCC-module “The Falcate Idol” – with this one, I have pretty much my work cut out for me. And yes, this campaign idea of competing qahin vying for supremacy…I actually want to run it. In short: This is one fantastic book. The minor blemishes are the only reason this doesn’t make my list for the Top Ten of 2017…but seriously, if the concept interests you even slightly, get this now! My final verdict will clock in at 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Ancient Idols
Click to show product description

Add to DriveThruRPG.com Order

20 Things #18: Troublesome Treasures (System Neutral Edition)
Publisher: Raging Swan Press
by Thilo G. [Featured Reviewer]
Date Added: 10/19/2017 03:41:35

An Endzeitgeist.com review

This installment of Raging Swan Press' system-neutral #20-series clocks in at 12 pages, 1 page front cover, 2 pages of advertisement, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 5 pages of content, so let's take a look!

We all have been there: The point where the treasure to be found in a dungeon just becomes gems, coins etc. for convenience’s sake. One of the best things about RSP’s dressing files is that such aspects of the game, which generally hamper immersion, are reduced – and this is where this pdf comes in.

We begin with 10 difficult to sell treasures that include depictions of nasty Nosferatu-style vampires, bulky, but supple bundles containing high-quality torture equipment, a poisoner’s dagger and sealed boxes that may well contain magical remnants of creatures. Another aspect that often falls by the wayside would be that magic items often don’t feel unreliable, raw, magical – too scientific, sterile, if you will. 10 minor curses that may lurk in a magic item help here: Minor interference with healing magic, increasing obsession, susceptibility to bright light, a remnant werewolf’s taint…

Also a favorite of mine, since it can really test a group’s mettle and even create an adventure of its own: Bulky treasure. It can make for really hard decisions: Carry the treasure and accept the encumbrance? Or opt for quickness? What about carting all the loot back? Bulky treasures can be amazing and the 20 included here are diverse, ranging from steel cages to ball gowns or silver display bowls. Similarly fun, but for a different reason, would be the 20 fragile treasures included in the pdf – and here, we have truly amazing ideas: For example a laughably huge quill made from a roc’s feather with a silver tip. Purely ceremonial weaponry, glass chandeliers…really neat table here.

The final table once again taps into the aforementioned sense of the magical, sporting 20 minor drawbacks for items, which include inheriting gluttonous tendencies from the crafter, glowing in random lights, being bad for the user’s hair (a bane for dwarves!) or being imprinted depression/negativity – the pdf sports a neat variety here and as a whole, this section

Conclusion:

Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to Raging Swan Press' elegant two-column b/w-standard and the pdf comes fully bookmarked for your convenience. The b/w-artworks are really nice. Additionally, the pdf comes in two versions, one optimized for the printer and one for screen-use - kudos for going the extra mile there! The pdf sports several pieces of nice b/w-artworks.

Creighton Broadhurst’s treasure-dressing file is a definite highlight in the series, taking some of the most variable dressings you can ask for – from the mundane to the wondrous, this covers all bases and provides a surprising amount of cool material for such a small dressing file. Highly recommended! This receives 5 stars + my seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
20 Things #18: Troublesome Treasures (System Neutral Edition)
Click to show product description

Add to DriveThruRPG.com Order

Creator Reply:
Thank for your this review, Endzeitgeist. I'll treasure it! ;-)
1KWA-2: The Coin Purse's Strings
Publisher: Total Party Kill Games
by Thilo G. [Featured Reviewer]
Date Added: 10/19/2017 03:39:30

An Endzeitgeist.com review

All right, this little system-neutral adventure-sketch clocks in at 3 pages 1 page front cover, 2 pages of content.

This being basically a system-neutral adventure outline in precious few words, I do not expect earth-shattering storylines here.

This being an adventure review, the following contains SPOILERS. Potential players should skip ahead to the conclusion.

..

.

As the PCs travel to the bustling city of Reyston, the PCs encounter the local guard – the Untarnished, who are looking for shaven coins…and of course, they take in the PCs, with the shopkeepers caving before the guard’s pressure. Liam Cunningham, the captain of the guard, lets the PCs stew in their cells for a few days…before the PCs are sentenced and fined. He offers to let the PCs hunt down the real culprits to cleanse their name and repay their debt to society.

The PCs are given a rough map of the city (not included in the pdf). There are various trails to pursue: The sewers house cultists…and the thieves’ guild, who waste no time pointing their fingers at others, but deny being involved. The beggars can provide information, but are notoriously stingy. The local church, helmed by Archimandrite Claderus, seems to have been compromised – rumors abound that the holy man’s been seen with gaudy jewels and drunken… The lord-mayor Johann is equal parts scoundrel and businessman. The merchant guild seeks to increase its power in town…and rumors abound about shady newcomers.

Yep, this is less of one mini-adventure and more like a pretty nice frame-narrative to connect different, unrelated sidetrek – and it does that job rather well…particularly when the PCs realize who the culprit is, and why the coin-shaving operation was started in the first place…

Conclusion:

Editing and formatting are very good. Layout adheres to a relatively printer-friendly 2-column full-color standard with a mostly white background. The pdf has no bookmarks, but needs none at this length.

Brian Berg (with additional content by PJ Harn and James Lewis) delivers a cool storyline that can easily be used to connect various different scenarios: You won’t need to modify anything about the scenarios, as virtually every module sports coins. In short: This is a cool way to add a leitmotif, a context, a progression to a series of otherwise unrelated modules. As a stand-alone, the adventure is a bit sketch-like, but the classic plots employed in the respective hooks make synergy with other adventures really simple. Still, if you want to use this on its own, I’d rate this at 4 stars.

However, I really love this type of meta-plot and use the like a lot – as such, I can wholeheartedly recommend this humble, inexpensive pdf for that purpose. When used this way, this should be considered to be 5 stars. For my final verdict, I will settle on 4.5 stars, rounded up due to in dubio pro reo.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
1KWA-2: The Coin Purse's Strings
Click to show product description

Add to DriveThruRPG.com Order

Everyman Minis: Mysteries of Summer
Publisher: Rogue Genius Games
by Thilo G. [Featured Reviewer]
Date Added: 10/18/2017 04:16:46

An Endzeitgeist.com review

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

This Everyman Mini begins, as they all do, with a nice, brief introduction page that also contains, this time around, a new spell, namely the wall of light – this represents a blinding curtain of light (closing eyes can negate the blindness, unless passing through), and the wall is particularly potent versus creatures from the plane of shadow. Nice visuals! (Yeah, groan-worthy reviewer-pun. I know.)

The main meat of the mini is taken up, surprise, by the summer mystery, which adds Knowledge (nature), Perception, Survival and Swim to the list of class skills. Bonus spell-wise, we have a strong fire-and light-theme, starting off with produce flame and moving with unbearable brightness, the new spell and sirocco to the higher level sun- spells and finally, to fiery body. Now, unsurprisingly, we get the flame mystery’s heat aura (sans wasting the wordcount) among the revelations.

The revelations include a blistering touch that may stagger foes temporarily if they fail their save. Gaining Flaming Spell and being able to use it a number of times sans increasing the casting time…some solid tricks. I particularly liked Heatstroke, which can add fatigue (non-stacking) to spells with fire or light descriptors for a limited duration. I also am partial to Midsummer’s Dream, which generates a fascination-inducing effect that makes the creatures behave as though in their favorite summer retreat – and they even are warmed as though the dream was real! There is an amazing expedition to the frigid ridges angle herein! Pretty cool: There is a revelation that draws sustenance from the sun’s rays, including, at higher levels, the option to rest quicker – and kudos here, it does not break the usual limitations of spell preparation. A solar body form that can damage nearby targets and at higher level blinds them also makes for a nice image.

Gaining some illusion bonus spells is damn cool, as is being a summer child that can stand the heat. Finally, you can afflict foes with nasty sunburns with your light spells (slightly weird: fire is exempt here, when the other abilities all affect fire and light). The final revelation nets you a DC-increase and the option to cast 3/day miracle, but only to duplicate fire or light spells.

Conclusion:

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

Margherita Tramontano’s mysteries of summer are cool: The added effects, concisely-worded, make for a fun and tactical array of options and the revelations often are pretty creative. The dual focus of heat and light make sense and elevate this beyond being just another fire-specialist. That may just be me, but I had this vision of a lone oracle walking through the scorching, hot mesas with a smile on her face and a song on her lips. The revelations provide a variety of cool and meaningful options. My final verdict will clock in at 4.5 stars, rounded up for the purpose of this platform since the mystery manages to present a rather well-rounded array of options.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Everyman Minis: Mysteries of Summer
Click to show product description

Add to DriveThruRPG.com Order

20 Things #17: Goblin Lair (System Neutral Edition)
Publisher: Raging Swan Press
by Thilo G. [Featured Reviewer]
Date Added: 10/18/2017 04:14:35

An Endzeitgeist.com review

This installment of Raging Swan Press' system-neutral #20-series clocks in at 12 pages, 1 page front cover, 2 pages of advertisement, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 5 pages of content, so let's take a look!

All righty, we begin with 10 sample goblin personalities: From matron Ghalga Many-whelps to long-armed Fongoa Strangelsgood, these are pretty cool gobo-ideas – I know they made me want to generate stats for them, which is always a good sign regarding dressing.

After these, we take a look at 10 looting entries – goblin common room and goblin chieftain’s room each get 10 entries. The former can e.g. sport rickety pseudo-thrones, curtains of small bones…pretty cool. The commoner rooms can sport black cauldrons, barrels of spirits – all in all, both lists are cool. However, there are 10 more such entries for goblin guard rooms and 10 things that can be found outside a goblin lair.

The former may contain piles of firewood rigged to collapse, crude carpets, etc. – and, rather cool: There are some suggestions to add traps to the dressing pieces – big kudos. Outside of goblin lairs, tracks, trees with observation platforms – some of these dressing bits can actually make for cool complications to spontaneously insert into modules that are too easy on the PCs.

There also are 20 things to be found in a goblin’s pouch – including snacks from toasted scorpion on a stick to pickles in string. They also contain crude jewelry, teeth – weird stuff, appropriate for goblins. Sounds familiar? Well, that’s because this table uses entries from Dungeon Dressing: Goblin’s Pockets. Finally, we have a page featuring 10 basic descriptions, 10 combats and tactics and 10 sample treasures, allowing for an easy generator to create a vast diversity of goblins – including some hilarious peculiarities.

The final page of the pdf is devoted to goblin past times: 20 general activities and 10 minor encounter-set-ups complement the pdf. The general activities are solid, but not necessarily inspired – it’s more of a basic series of entries for spontaneous use at the table. Entries contain e.g. “loitering” or “arguing” – I wished this was a bit more evocative.

Conclusion:

Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to Raging Swan Press' elegant two-column b/w-standard and the pdf comes fully bookmarked for your convenience. The b/w-artworks are really nice. Additionally, the pdf comes in two versions, one optimized for the printer and one for screen-use - kudos for going the extra mile there! The pdf sports several pieces of nice b/w-artworks.

Creighton Broadhurst, Eric Hindley and Alex Riggs deliver a solid dressing file here. The entries are diverse and cool, generally well-written and cover a broad spectrum of fun entries. At the same time, I couldn’t help myself and felt that the book didn’t exactly reach genius-levels. It’s well-made and worth getting, if not necessarily brilliant. My final verdict will hence clock in at 4.5 stars, rounded down for the purpose of this platform.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
20 Things #17: Goblin Lair (System Neutral Edition)
Click to show product description

Add to DriveThruRPG.com Order

Creator Reply:
Thanks for the review, old chum. Much appreciated! Glad you liked Goblin Lairs.
Fighters of Porphyra
Publisher: Purple Duck Games
by Thilo G. [Featured Reviewer]
Date Added: 10/18/2017 04:13:01

An Endzeitgeist.com review

This installment of Purple Duck Games‘ „..of Porphyra“-series clocks in at 29 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 25 pages, though it should be noted that these are laid out for digest-size. When printing them out, you can fit up to 4 on a single page, providing your eyesight’s good enough.

Anyways, we begin, somewhat surprisingly, with global rules for fighters in the Porphyra setting: Fighters get 4 + Int skills per level (a houserule I also use) and only take a -2 penalty when wielding weapons sans proficiency. If a fighter’s Intelligence is less than 13,, it is treated as 13 for the purpose of combat feat prerequisites. They also halve the time to Craft armor, weapons and ammunition. Fighters can inflict lethal damage with unarmed strikes (but still suffer from AoOs). The one modification I have a problem with would be that two-handed weapons dealing slashing or piercing damage also deal bludgeoning damage when wielded by a fighter. This can make DR-interaction etc. pretty confusing and further devalues the two-handed bludgeoning damage. Also weird: They get a bonus skill point each level – I assume that’s intended to be in addition to the ones granted by the 4 + Int-modification, but it feels a bit clunky nonetheless.

Okay, so those global rules out of the way, let’s take a look at the archetypes herein! The first of these would be the anticavalier, who treats all two-handed weapons as though they had the trip special quality and they get +2 to Trip-attempts against quadrupedal creatures. 2nd level, they add the brace special weapon quality to two-handed weapons and +4 to CMD versus overrun. 5th level becomes a bit problematic, as they start treating two-handed weapons as reach weapons with -1 to atk, losing the penalty at 8th level. 6th level adds the deadly special property to such weapons. This replaces the bonus feats gained first, 2nd, 4th and 6th level.

The second archetype would be the giant killer, who replaces bravery with selective immunity against intimidation and fear caused by giants. 3rd level replaces armor mastery with (untyped) bonuses to Reflex saves and a dodge bonus to AC against a “larger creature’s area effects.” That’s problematic. Sure, the creature needs to be one size-category larger, but since you can play Small characters, what would be situational can pretty quickly become always-on – pretty sure that exploit for Small characters has not been intentional. Cool: Instead of making a secondary attack, the giant killer can move 5 ft. Okay, does that count as a 5-foot-step? I assume no, which means it provokes AoOs, which renders the ability less compelling. At 10th level, we have the capacity to overrun larger creatures, causing falling damage on successes – which is pretty cool, but the rules-language is a bit wonky, speaking of “giant humanoids” – does that mean the subtype? Or does it refer to a size category? No idea.

The immortal is an archetype specifically for the amazing Zendiqi ethnicity, one of my favorite cultures on Porphyra. The archetype is restricted to the planet-touched, genasi-races (i.e. those associated with the 4 elements) and zendiqi and these guys only get 2 + Int mod skills per level. They are proficient with light and medium armors, shields (excluding tower shields) and simple and martial weapons. The archetype begins play with a ramah, a special spear or longspear with a silver tip. At 6th level, this is upgraded to adamantine. The second item they get is the tiarah (a better name would have been nice), a sacred blinder that nets +1 to saves versus visual, auditory, sonic and language-dependant effects that increases to +2 at 11th level, but imposes -1 on Perception. This replaces the ability to make unarmed attacks lethal from the global rules. The archetype inflicts +1 energy damage with successful melee, ranged or unarmed attacks per 4 class levels, with the type depending on bayit or race. At 7th level, the archetype is locked into Leadership and can grant adjacent allies a +1 shield bonus that scales over the levels. Cool flavor, less than interesting benefits.

The janissary loses proficiency with heavy armors and shields in favor of firearms. He also treats scimitars as light weapons, falchions as a two-handed light weapons. Okayyy…that doesn’t work as written. Per definition, light weapons are used one-handedly and may be used in grapples. Two-hand wielding light weapons does not increase the Str-bonus to damage, so how does that interact with a falchion? No idea. Instead of bravery, the archetype gains a scaling bonus to saves vs. enchantments. Circular thrust’s ability-name has no5t been properly formatted and replaces armor training and mastery with a scaling atk-bonus while fighting defensively.

The Lone Wolf loses the armor training ability tree. When narrowly missed by an attack, the archetype inflicts minor damage on the target’s weapon (which is damn cool!) and takes unarmed/natural weapons into account. At 7th level, rolling natural 1s when facing these guys also nets this damage and an AoO. 11th level increases the damage mentioned and so does 15th and 19th level. At these higher levels, failed maneuvers can also trigger the ability, and a shield bonus or gaining the benefits while one-hand wielding a weapon complement this one. This archetype is the first herein I consider interesting - while I wish there had been done more with the engine, the idea is intriguing.

Pawns begin play with less starting wealth and only simple weapon/light armor proficiency. When gaining a bonus feat, they also gain a character trait, and are exempt from the limiting rule regarding multiple traits of the same category. 3rd level yields a scaling dodge bonus to AC 5th level nets a bonus to atk and damage equal to the difference between the character’s CR and that of the opponent faced – not a fan, since the ability’s pretty meta-gamey. 9th level lets him treat all simple weapons as a weapon group, which he may select.

The primeval loses heavy armor and martial weapon proficiency, but gains Improved Unarmed Strike. In a mind-boggling confusion, the archetype also gains slam or claw attacks (not codified) that sport a monk’s unarmed damage scaling. This shows a profound lack of understanding between unarmed strikes and natural attacks – they are NOT the same. 6th level yields an immediate action AoO-less combat maneuver when critting targets with a natural attack, which is upgraded to hitting at 10th level, provided both natural attacks hit. At 16th level, crits provide action-less maneuvers and one maneuver needs only one attack to hit.

Spellfighters add Knowledge (arcane), Spellcraft and UMD to the class skill list and lose proficiency with all armors and shields. They gain spontaneous spellcasting based on Charisma…of UP TO 9TH LEVEL, drawn from the sorcerer/wizard list. WTF. Or, as the pdf says: “Like wizards and sorcerers, spellfighters are 9 level spellcasters.”[sic!] – sure, they “only” get abjuration and EVOCATION spells, but really? The magus over there? He’s weeping in the corner, even before weapon group: touch spells wrecks the rest. The math of these already is wobbly; adding full BAB and it completely falls apart. Just NO.

The varonis gains simple and martial weapon proficiency, + one exotic weapon of choice as well as light armors, but no shields. They have a good idea: Adding damage to combat maneuvers. Alas, the rules-language of the base ability is a total MESS. “As a standard action, when making a successful combat maneuver check with which they also have an “Improved” feat, they may also add the weapon damage of the melee weapon they are wielding at the time of the combat maneuver.” As a standard action? Add “weapon damage”? I tried hard to puzzle out how this is supposed to work. I have not the slightest idea. I have a suspicion, but the rules-language is so messed up, I can only guess. While the ability tries to clarify bonus damage dice, it fails to account for magical special weapon abilities…Non-operational RAW. The archetype gains a scaling dodge bonus to AC, minor skill boosts, scaling atk and damage with AoOs and at 8th level, scaling DR...which also applies when making a Reflex save? WUT?

The elisud hybrid class is next. It needs to be LG, is a hybrid of paladin and fighter, has 4 + Int skills per level, proficiency in all armors and simple and martial weapons and shields, excluding tower shields. 1st, 2nd and every 4 levels thereafter yield a fighter bonus feat and treats class level as fighter levels for prerequisite purposes. The class gets full BAB-progression and good Fort-saves. They also treat Intimidate and Diplomacy as one skill, akin to the Middle Kingdom’s codionic knights – that was wonky back then and still is. How does that interact with skill boosts? Skill unlocks? 5th level nets Signature Skill: Sense Motive.

He also begins play with a morale bonus equal to ½ class level to Sense Motive. Okay, at first level, is that rounded down? They also get +2 to all saving throws – again, a morale bonus. And guess what: All morale bonuses of the class stack with each other. At 3rd level, they gain, bingo, a morale bonus to saves versus fear and diseases equal to ½ class level. At this level, they also get ½ class level + Cha-mod morale points, which may be expended as a swift action for a +2 morale bonus to ANY d20-roll, not only for the elusid, but also for an ally. Fun fact: Since they stack with each other, multiple elusids can do really ridiculous things…5th level yields +1/2 class level to saves versus illusion spells and spell-like abilities. I assume that to only pertain to illusion SPs. 8th level does that for charms, 11th for “chaotic spells and SPs”, 13th for “necromantic”…URGH. 17th level for evil and compulsions…The issues are so apparent. Beyond failures to properly clarify the effects, these abilities only yield boring numerical escalations.

5th level yields weapon training. 7th level allows the character to impose a minor scaling penalty on a threatened foe as an immediate action. 19th level yields DR 5/- while wearing armor or using a shield and the capstone prevents being unarmed when wielding an “instrument of justice” – whatever that’s supposed to be in the context of the class. It also renders immune versus alignment changes and being forced to violate them. Whoop-die-doo? This is the worst hybrid class I’ve read by PDG. It is BORING, has no identity of its own, is surprisingly wobbly for how basic it is…No. Just no.

The pdf also mentions the idea of feat slicing – i.e. halving the benefits of a feat, but gaining two instead. I don’t even have to explain why that’s a bad idea, considering the very basic notion of prerequisites etc….right?

Okay, so, next up would be new mundane pieces of equipment – like the Folly Kit – which allows you to heal 1 hit point as a full-round action, holding up to 100 hit points worth of healing. 300 gp., but still…Why isn’t this properly tied to Heal and Healer’s kits? There is a helm that grants a headbutt attack and lacks a damage type and treats it as a bite, which can be all sorts of weird. On the plus-side: Flammable clubs? Cool idea! Is it its own weapon or is it treated as a club? There is some coolness here, though: The concept of hybrid weapons with additional modifications is pretty cool, if explored only in a rudimentary manner– still, I’d like to see a book based on that idea at one point, though one that should get some very careful looks regarding balance.

The pdf closes with a section of magic weapon qualities and items. Here, we have gems like this: “An opportunist weapon allows the wielder an immediate attack on its opponent if that opponent rolled a natural 1 on any of its previously attempted attacks upon the wielder.[…] The wielder can make as many opportunistic attacks as there are natural 1’s rolled against him, but only 1 response attack per attacker.” I THINK I know what this tries to do, but the rules-language has some serious issues. Curving weapons further marginalize shields. Almost funny: The brand of balance, a blade that generates a constant antimagic field around its wearer. It’s a magic weapon. Yeah. It doesn’t work RAW. The spell reads: “Likewise, it prevents the functioning of any magic items or spells within its confines.” Pricing also is a bit weird in the section. And while there are other magic items here, I’ll cut this short right now.

The pdf comes with a bonus file, the Blindbraun monster by David N. Ross – CR 2, undead dwarves with a horrid wail and a blinding gaze. Easily the best part of the whole deal!

Conclusion:

Editing and formatting, on a formal level, are pretty good. On a rules-language level, there is something left to be desired here, with quite a few wording issues that influence rules-integrity. Layout adheres to Purple Duck games’ 1-column standard with some nice full-color pieces, though fans of PDG may be familiar with some of them. The pdf comes fully bookmarked for your convenience.

After the fantastic “Witches of Porphyra” (get it!), the previous installment, and after reading Aaron Hollingworth’s amazing Vessel hybrid class, I went into this file with a smile on my face, expecting to find some cool material herein. The global rules sounded promising, providing some nice tidbits to modify.

I don’t know what happened. I really don’t. The archetypes are lackluster at best, focusing on bland modifications and when they don’t, they do not properly capitalize on their ideas. I consider not a single one of them to be compelling; there are some gleams of interesting ideas here, but they are few and far in-between. The hybrid class one ups that – it is insulting. As in 1-star- or-1.5-star-bad, with the only analogues being the early Wayward Rogues Publishing offerings – their later material is better, if still problematic. The hybrid herein lacks any agenda, identity or care – it is lackluster filler of the worst sort, a class that manages to be less compelling than both of its parents.

Unfortunately, the rest of the supplemental content doesn’t really improve that much – while the unmitigated low point of this book is the hybrid, the other material isn’t close to dragging this up to levels where I’d consider it possible to recommend this. I try hard to see the positive in even flawed designs, but this pdf’s content, for the most part, looks like the author simply had no interest in writing a fighter-book, cobbled something together and went on. The fighter needs good options. Interesting abilities. And there are some herein…but the execution of these is lackluster as well.

I am, as a whole, a fan of the class-centric installments in this series – there are some amazing gems to be found. This is not such a file. In fact, I’d strongly suggest skipping this one. My final verdict will be 1.5 stars, saved to being rounded up by the bonus-pdf. Purple Duck Games deserves being supported: They give a chance to new talent and often deliver some really amazing books – the installments on samurais, witches etc. are awesome – get them instead. Heck, if you want to support the author, get his cool Vessel class instead. But steer clear of this one.

Endzeitgeist out.



Rating:
[2 of 5 Stars!]
Fighters of Porphyra
Click to show product description

Add to DriveThruRPG.com Order

20 Things #16: Necromancer's Lair (System Neutral Edition)
Publisher: Raging Swan Press
by Thilo G. [Featured Reviewer]
Date Added: 10/17/2017 04:08:26

An Endzeitgeist.com review

This installment of Raging Swan Press' system-neutral #20-series clocks in at 12 pages, 1 page front cover, 2 pages of advertisement, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 5 pages of content, so let's take a look!

Okay, we begin this dressing file with a definite winner: 8 blasphemous tomes of forbidden lore, ranging from the Libermorbus to the Sable Flame, these are evocative and really capture the reader’s attention – oh, and as a further bonus, we get 6 cool and disturbing bookmarks suitable for evil masters of magic.

Beyond these, we move on to horrible sounds and sensations – 10 of both are provided and they are really cool: From sudden out-of-body experiences to feeling watched or a miasma of vile mists…really neat. From the distant clanking of bones to sounds from previously cleared rooms, these are similarly neat.

While we’re at the subject of blasphemous things: What about spell components? 20 are provided and range from jumbled bones of mass murderers to shriveled, desiccated hearts, gems to enhance undead-animating spells, horribly disfigured rats…Really cool!

Next up would be 20 things to be found in a necromancer’s sanctum and 6 pickled and preserved things – these, however, have been previously released in 20 Things: Wizard’s Tower and the associated compilation.

The final tables sport 10 basic descriptions, 10 battle tactics and 10 pieces of treasure, which allow for the quick combination of a variety of undead: One page devoted to skeletons and zombies each is provided, allowing for a vast variety of combinations to enhance the descriptions of the undead legions.

Conclusion:

Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to Raging Swan Press' elegant two-column b/w-standard and the pdf comes fully bookmarked for your convenience. The b/w-artworks are really nice – I particularly liked the component pouch. Additionally, the pdf comes in two versions, one optimized for the printer and one for screen-use - kudos for going the extra mile there! The pdf sports several pieces of nice b/w-artworks.

Creighton Broadhurst and Jeff Gomez provide one amazing, excellent dressing file here – the respective tables are inspired, the dressing is diverse and e.g. the books can inspire whole stories. The dressing herein also makes for a great supplement for pretty much any horror context you can imagine, so yeah -this is useful beyond the confines of its theme. That being said, I would have wished for an new table instead of a reprint regarding the sanctum, though I understand its presence here. Even taking this into account, the pdf is really good, though – hence, the final verdict will clock in at 5 stars.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
20 Things #16: Necromancer's Lair (System Neutral Edition)
Click to show product description

Add to DriveThruRPG.com Order

Creator Reply:
Hooray! Thank you for the review, End. Glad you enjoyed the book!
1KWA1: The Dark Hunters
Publisher: Total Party Kill Games
by Thilo G. [Featured Reviewer]
Date Added: 10/17/2017 04:06:33

An Endzeitgeist.com review

All right, this little system-neutral adventure-sketch clocks in at 3 pages 1 page front cover, 2 pages of content.

All righty, this being basically a system-neutral adventure outline in precious few words, I do not expect earth-shattering storylines here. Structure-wise, the module provides general guideline for the GM to adapt the module and suggests, in percents of the default value, a suggested reward. Helpful: A paragraph on bringing it all together and 6 different questions for GM-consideration help plan this little sidetrek. (As an aside: The pdf does confuse “affect” with “effect” here…)

On the plus-side, we do get 6 random effects, which are basically dressing or cosmetic events and 6 random, magical effects noted.

All righty, onwards to the SPOILERS. Potential players should skip ahead to the conclusion.

..

.

Only GMs around? Great! So, 4 years ago, Captain talis was exiled from the city of Florin. Disgruntled, he started training a cadre of half-orcs and proceeded to terrorize the land, until he and all but two half-orcs were slain. The survivors, Gog and Magog, did flee into an underground warren, triggering the wrath of an ancient spirit. The small town of Quay sits atop these burial chambers.

The PCs must explore Northhaven Warren, where they must pass shelf-beds with skeletons as they wade through the mud,a s they approach the breached mausoleum…which is literally mined with defensive spells – first triggering warning-shots and then getting progressively worse. The inhabitant also animate and it becomes pretty clear pretty soon that the glyphs were left to keep something in, something the possibly horribly mutilated half-orcs set free…

Conclusion:

Editing and formatting are good, if not perfect. Layout adheres to a relatively printer-friendly 2-column full-color standard with a mostly white background. The pdf has no bookmarks, but needs none at this length.

Jim Pinto knows how to create atmosphere. In spite of the brevity and system-immanently sketch-like nature of the module, the set-up is pretty nice, the complex flavorful. While I really would have appreciated a map (since I suck at these), I get why the module doesn’t have one. Still, there are modules out there that offer just that. Anyways, the pdf does provide some cool flavor for an atmospheric sidetrek at a low and fair price-point. My final verdict will hence clock in at 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
1KWA1: The Dark Hunters
Click to show product description

Add to DriveThruRPG.com Order

Displaying 46 to 60 (of 3355 reviews) Result Pages: [<< Prev]   1  2  3  4  5  6  7  8  9 ...  [Next >>] 
Back
You must be logged in to rate this
0 items
 Gift Certificates