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In The Company of Unicorns (PFRPG)
Publisher: Rite Publishing
by Trev W. [Verified Purchaser]
Date Added: 04/25/2016 17:26:17

This is an impressive book on bringing unicorns into your Pathfinder games. It begins with a conveyance of the unicorns’ sense of transcending and surviving great epochs of time, their experiences and what they learned, their roles since the beginning of time, and their derisive observations of those proud being that walk on two legs which harmed them and drove them into secrecy. We have presented information on unicorn society, relations with others, various types of unicorns: all that is needed to run unicorns and have them feel different with their own perspectives.

The base stats are presented, and the benefits are many and well thought out. Strangely they are listed as small, but height and weight are listed if they are medium or large. This makes more sense when you look to archetypes, and the unicorn hero at 5th level becomes medium size, and at 10th becomes large. The hero gains many bonus spells, feats, and altered abilities. The unicorn sorcerer was particularly well tailored, with the very nice bloodline powers, making the unicorn quite the adept supporting character to a party. The Arboreal equine, a ranger archetype for the unicorn, gets woodland stride at first level (very nice!) and stalk at level 7, fast stealth, would make the unicorn considerably sneaky. Your unicorn can easily fit different roles, and be of an existing class, or, a new class.

The Silvermane unicorn paragon has a plethora of “Alicorn” abilities. They get teleportation, changing shape, poison horn attacks, and natural armour. There are pages upon pages of abilities to customise your unicorn. The Alicorn bolt, a nice energy line attack is one that grows in power as the Silvermane levels, making it very useful in giving a reliable magic attack. I think the Silvermane would make a particularly strong player class with a great number of options in one class, and if I were throwing in a unicorn npc ally, or a unicorn as an enemy, I would make them a Silvermane. The book ends with feats and teamwork feats.

If you like unicorns you are going to want this. If you want to put unicorn spellcasters as friends or foes into your game, the rules are here. If your players may want to run unicorns of any class with new abilities, this will excite your players. There are a large number of rules, and a great deal of choice in what is used, and in how your unicorn develops. I would try the Silvermane first, and dive into full customization.



Rating:
[5 of 5 Stars!]
In The Company of Unicorns (PFRPG)
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Creator Reply:
Thanks for taking the time to do a review of our product Trev!
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Gossamer Worlds: Ossuary Empire (Diceless)
Publisher: Rite Publishing
by Trev W. [Verified Purchaser]
Date Added: 02/07/2016 21:20:18

I like this realm. It has real flavour, and it is a place where the hashashin (the assassins) didn't perish.

The dead certainly testify to its potential dangerousness, and it is set up as a sort of tomb world in character.



Rating:
[5 of 5 Stars!]
Gossamer Worlds: Ossuary Empire (Diceless)
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#30 Haunts for Battlefields (PFRPG)
Publisher: Rite Publishing
by Trev W. [Verified Purchaser]
Date Added: 02/07/2016 21:12:57

These are great. The effects are particularly strong in their description.

I’ve started a new game, and some of these haunts will be great for the low-level players to investigate. As I later plan plenty of death, tragedy and upheaval, the rest of the haunts (and the more lethal ones) will find a place in my game as a means to add more to standard areas. My favourites were the burning barracks haunt, as it perfectly fits with the game I am going to run, and the Circle of the Sacrificed, because that was really messed up. :D The grave gasp haunt would be good to set up something else while the players are captured by skeletal hands, and Corrupted Earth is a good haunt for a TPK. It is brutal, and could dish out over 90 damage in 3 rounds. The contagion haunt (due to grave robbing) is pretty much a read-made adventure on its own for why a village or town is plagued by filth fever. That was also great to read, and ready to use for a game.

The haunts of this compact product are excellent.



Rating:
[5 of 5 Stars!]
#30 Haunts for Battlefields (PFRPG)
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Martial Arts Guidebook (PFRPG)
Publisher: Rite Publishing
by Trev W. [Verified Purchaser]
Date Added: 12/13/2015 19:22:16

There have been many products, both for D&D and Pathfinder, that have attempted to develop more rules, classes and feats for playing martial artists in roleplaying. Often they have been focused on one class, and with martial arts one thinks of the monk, but one could go further beyond options for the monk. With new technique rules fighting options could be given to all melee and warrior classes. Rite Publishing have made the attempt of adding a lot more martial art options to Pathfinder, and I will be discussing how well they did below.

The key option is the technique. These aren’t purely feats, but they can be taken as feats. The designers have been very intelligent, and techniques can be bought and spent a variety of ways. Yes, they can be taken as feats, but you also gain and use them as ki abilities or utilise them through grit. There are many options to use them and this means you don’t have to pay the feat tax, you can get them other ways. This means all these new techniques are open to not only monks and fighters, but paladins, ninjas, gunslingers and even magus as well.

On the techniques they are highly varied but bound around certain themes. Options to regain ki are very useful, as is trip attacks with ANY melee weapon flowing on from normal attacks. The Flying Axe Beak attack, whereupon you charge and throw your weapon and can stagger the opponent has great usability. There are also new debuff options like ‘Humble the Mountain’, allowing you to force a fort save and the potential to weaken your opponent in melee with a whole new type of debuff.

There is a school of Zweihander techniques, giving many new options to the old greatsword fighter. In giving options to cover some of their weaknesses (like being surrounded and their low AC being punctured profusely), the powerful attack technique to allow a free sunder attempt as you make a normal attack upon an opponent with a reach weapon is an exciting change of pace. The book consistently does this, shaking up combat by giving you new combo capabilities.

Nestled in all of these rules and techniques is plenty of context, information on monasteries and fighting associations, and fluff to add these schools and their taught techniques straight into your game. Surprisingly what is also presented are ready-made NPCs that use these techniques and represent their style, along with magic items tailored to groups and information to help these new resources and options to merge into any fantasy setting. There is a lot that is crammed into this product, but it is given space to develop and to make sense.

With so much to offer a DM would need to consider what they will use from this product. You could add a few schools and styles, limit the techniques to just a few suitable to your game, or you could go all out and add everything and all of these new styles and the highly varied new techniques. If you do so combat will never be the same again, it will not be a boring slog as there will be so many new options in combat and different ways a warrior can approach defeating their opponents. It will enrich your game, you simply have to choose how much.

5/5



Rating:
[5 of 5 Stars!]
Martial Arts Guidebook (PFRPG)
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10 Kingdom Seeds: Hills (PFRPG)
Publisher: Rite Publishing
by Trev W. [Verified Purchaser]
Date Added: 12/13/2015 18:08:02

These "seeds" are settlements on the go. Need a name of a settlement, the government info and demographics, along with a few sites within detailed and some rumours and adventure ideas? All of that is provided and they are useful to have as I have seen dms stumped on names & without much time to add character to the hamlets and villages because they are focusing so strongly on the dungeon or plot. This makes it very useful for a DM.

I personally like Borley, the Chaotic Evil little salt-cutter village, but I think it is clear that Eastdeer with its industry of raising familiars and hunting companions has more character.

I give it 4/5 because I really do like it, but I was greedy for more rumours and more information and sites for each settlement. This is easily worth the price.



Rating:
[4 of 5 Stars!]
10 Kingdom Seeds: Hills (PFRPG)
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101 1st Level Spells (5E)
Publisher: Rite Publishing
by Trev W. [Verified Purchaser]
Date Added: 10/08/2015 20:17:18

If you want very low level spells for multiple classes, and to have a lot of spellcasting options, here you are. What surprises me are two things. First, they have been very efficient in cramming the spell lists and descriptions into only 29 pages—you won’t get lost in hundreds of pages of spells. So it is quite well contained. The second thing is the art. Good quality images are here, and for spells like torchbearer the creepy humanoid bearing a torch, made me immediately want to check out the spell, which didn’t disappoint.

This is quite clearly for 5th ed and the number of spells per class is pretty well balanced, even the paladins are not left behind! Of course, the wizards/sorcerers get the most spells. Earth Charger, to enhance a mount and allow them to plough through enemies is excellent, and comes with good art; Hidden Shelter would be extremely useful (look to what it blocks out and protects you from, and it is for a large party) so that gets a mention; Id Seizure and just sapping actions from a target as you overwhelm them with “primitive urges” is quite amusing and poison weapon could really give the (painful and debilitating) edge to low level combat (everyone loves doing more damage, without the fuss of fiddling or worrying about poisons too much). Pressure spray also does a nice amount of damage and gives the “shooter” of the spray a good nonlethal option (the damage can kill, or doesn’t if you do not want it to). Good thinking went into designing this spell. Lastly, Share sacrifice where you take away half of the target’s damage and take half of that upon yourself would be great for combat spellcaster builds that have hp to spare and want to be able to help their party survive by taking away half of their damage at any time. I like this spell (and there are many others I also think are excellent).

Conclusion It is good, it is the worth the money. There are some well-designed spells here and many of them are very interesting and would add new tactical options and possible actions to an adventuring party. 5/5



Rating:
[5 of 5 Stars!]
101 1st Level Spells (5E)
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10 Kingdom Seeds: Forests (PFRPG)
Publisher: Rite Publishing
by Trev W. [Verified Purchaser]
Date Added: 10/08/2015 20:00:33

True to its title, this very inexpensive product gives you ten settlements to throw into any fantasy campaign. This is a product for Pathfinder, and follows its stat arrangements for settlements.

It is clear, quickly imparts information for a DM to use and Liz Smith has ensured that each village, thorp or hamlet has its personal character. There is well-written information on how each differs to other small settlements, along with noteworthy sites and buildings and the latest rumours that could lead to adventure. I particularly liked that the statue in the town square of Garrant is actually a petrified adventurer. I wonder from what century?

Very useful for those dms that get stuck adding character to villages or the like. With good attention to detail and plenty of leads to follow I found myself wanting more than 10 villages, 50 would have made this absolutely marvellous. However, having said that, a dm would be unlikely to get through and use all 10 settlements in one campaign.

4.5/5, rounds up to 5.



Rating:
[5 of 5 Stars!]
10 Kingdom Seeds: Forests (PFRPG)
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101 Subterranean Spells (PFRPG)
Publisher: Rite Publishing
by Trev W. [Verified Purchaser]
Date Added: 07/26/2015 21:31:28

Ever wanted to turn your character’s head into a dracolisk and use their breath and gaze attack while growing tentacles with reach that can rot the flesh off your enemy's bones? Or, create and use crystalline weapons that go straight through armour and even mage armor to help you as you summon a plague of wights to crash a party? Indeed perhaps you could give your character the DR of a zombie and added resistances, and then decide to conjure two centipede swarms to bring a “death by centipedes”. If that isn’t nasty enough, you could curse a foe so that they think ants, spiders and any vermin are talking to them. They may go insane in 2d6 days. If your dungeons or tunnels need something extra, you could summon a gelatinous cube (that comes with the advanced template if summoned underground), or afflict an enemy with the delusion that they think they are a vampire . If you ever wanted to turn into a xorn and live off nothing but earth, stone or metal, well now you can and the spells to do all of the above are within.

This book has great potential and it is all about the spells (mostly conjuration) and the new options that they offer. It also comes with some great art, which is more than a little bit trippy and alien. I really liked this and a lot of thought went into the spells, some of which are delightfully cruel.

5/5



Rating:
[5 of 5 Stars!]
101 Subterranean Spells (PFRPG)
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Designers & Dragons: The 00s
Publisher: Evil Hat Productions, LLC
by Trev W. [Verified Purchaser]
Date Added: 07/23/2015 06:57:44

We arrive at the end, at the fourth book of Designers & Dragons. This book has many parts and focuses as it tries to understand recent gaming history. Close to the present it can focus on what is still continuing, still here and around, but the previous books set in earlier decades had a clearer narrative to follow, the major players and the minor players were more clearly demarcated. Once we hit the d20 period and the rise of “indie” games the marketplace becomes even larger and more complicated.

Appelcline does a great job of going through it carefully and methodically, focusing as he has previously on companies and through their products telling their story and the stories of those involved and what they achieved (and sometimes failed to accomplish). I am pleased that although space is given to Paizo and the very popular Pathfinder it doesn’t overshadow Paizo’s many competitors and the huge breadth of tabletop games in circulation. This was a good decision, although Paizo fans may feel not enough was devoted to their beloved franchise. Appelcline is not playing favourites and everyone involved in the story gets a place. This is excellent to see.

As with the first, second and third books Appelcline shares the stories and product lines of so many different gaming companies. There is a lot to follow up on here, like or. The good news is, many of these will still be print or easily procurable (unlike things from the 70s or obscure stuff from the 80s).

We also have short departures to talk about individual designers in the great game of making tabletop games. These sections are compact but definitely present. Appelcline is clearly fascinated by indie game developers and Jared Sorensen (who I have never heard of before) gets the spotlight on pages 152-167. Lumpley Games and the strange stories around D. Vincent Baker were quite entertaining, especially his release of Kill Puppies for Satan and the results: “kill puppies for satan generated tons of hate mail, much of which Baker reprinted and mocked on his website.” So we have the legendary troll making his statements with a bizarre gaming system just before the indie gaming scene takes off. These... short stories on indie developers are done again for others, and the sheer length of this volume means Appelcline can trace what notable indie game developers have done and what influences they have drawn upon over many recent years and across numerous projects.

Speaking of Baker, what we also have is a continual discussion of the many influences coming into the hobby. Whether it be religious, cultural or pop cultural, whereas Asian content was almost completely new in the 90s, in the 2000s other voices and perspectives started to come in from previous groups that had very little say or contribution. Appelcline says later in the appendix that “roleplaying became cool” and in the 2000s we see the effects of cool roleplaying attracting new influences. This leads to products like Dogs in the Vineyard (2004) where according to Appelcline: “Dogs is set in the Old West, but an Old West centered on religion. Players take on the roles of God’s Watchdogs, who travel through communities to help protect the Faith. The moral codes of the Faith are presented so authentically that you can just feel the world that they create shimmering into existence around you. This is clearly the game’s first strength.” This game, was based on Mormonism. This is just one example of how there were no limits on what came in from the indie gaming scene. If people liked it and there was interest, more would follow.

The Appendix and its points on gaming in the 00s are still relevant for today (as of 2015). The d20 bubble has had a huge influence on the industry (both positive and negative after the crash), that is still felt, roleplaying has exploded in popularity and sometimes by some people it can be seen as cool. I cannot speak for the corporate control of 4th ed, although Appelcline has much to say there, but we are still in the time of indie games, pdfs and definitely remain in a period of new and experimential mechanics. It closes with a small mention of kickstarter, but that story has not concluded and therefore remains to be yet told.

In each decade tabletop gaming has changed. Appelcline’s last book of the four isn’t the end of the story, not by a long shot. New editions of existing games have come, we are in the indie revival, many people are making their own games, which may start out as house rules and end up wholly different rule systems in worlds of their own making. In the future there will need to be many more like this one to chart where tabletop gaming has gone and who was involved, what were their stories and what succeeded and failed. This finishes the four-part series on the history of gaming. It has been a great ride that I will return to again as a reference to better understand the history of tabletop roleplaying.

5/5



Rating:
[5 of 5 Stars!]
Designers & Dragons: The 00s
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Designers & Dragons: The 90s
Publisher: Evil Hat Productions, LLC
by Trev W. [Verified Purchaser]
Date Added: 07/23/2015 06:47:45

Continuing the grand tale of tabletop RPGs this book focuses upon the 90s. This has a considerable focus upon White Wolf and Wizards of the Coast, setting both of these gaming companies up as the juggernauts of the period. While this is meant to cover the years 90-99 as with the previous books, the nine year period that this covers is exceeded. This makes Designers & Dragons the 90s the book that is most focused upon White Wolf as it goes all the way up to 2014 discussing what White Wolf has done gaming wise and put out for to rule sets and products.

This isn’t only on White Wolf and Wizards of the Coast though or solely on their rise and creations. In Part Four we have the “Prelude to d20” section, which discusses a huge number of products. This gives time and space to talk about those that are not the two giants of the 90s, but which have their place and showed the direction gaming was really headed in the period. Appelcline focuses on the major influence of White Wolf and TSR, but there are other stories that are covered.

As with the previous books, Appelcline includes an Appendix section with ‘10 Things You Might Not Know About Roleplaying’ in the period. This is almost philosophical given how it covers the changing nature of gaming, and it is nestled in a place for comments and observations. There are some hard truths here like gaming losing some of the Old Guard in this period. This book also serves to mark those product lines that did not survive the passing of their founders which were clearly so essential for keeping them afloat and contributing to gaming history. Appelcline records them, so that they can be known and remembered.

This ends on a sombre note, but the book is full of the life and movement within the hobby. Acquisitions and new products of the time, personal anecdotes, what succeeded and what failed. There is also the mention (leading into the 00s) of new influences and experimentations with new influences. Take page 100 as an example, here The Legend of The Five Rings RPG and 7th Sea is discussed. Five Rings with its Rokugan setting marks for Appelcline and her encyclopaedic knowledge: “the first successful Asian-influenced RPG since ancient products from the ’80s like the aforementioned Bushido and TSR’s Oriental Adventures (1985). An astounding 30 supplements followed over the next few years, capped by a second edition of the rules (2000)”. Here we can see the time when new Asian influences for roleplaying broke into the market. While many roleplayers are against this today (I am not one of them), Appelcline clearly notes when change occurs and what successful products set it off. This is done again and again and it is why this is a great gaming history book.

5/5



Rating:
[5 of 5 Stars!]
Designers & Dragons: The 90s
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Designers & Dragons: The 80s
Publisher: Evil Hat Productions, LLC
by Trev W. [Verified Purchaser]
Date Added: 07/22/2015 23:48:05

The second in a four part series, Shannon Appelcline here continues his comprehensive history of roleplaying games. This time, we are in the 80s. From the opening warning on gaming by Pondsmith (who brings in a different perspective to Appelcline) to the author’s Foreward on gaming in the 80s it then dives right in. Pondsmith claims this book is for the new generation of game developers, those that are often reviving the ideas, rules and settings of the early gaming pioneers. This book simultaneously looks back and forward in time, and yes, it does indeed feel for those wanting to know about gaming history, and isn’t only for those that were there gaming in the 80s.

As with the first book in this series, dragons are the problems that plague game companies and this centrally focuses on a specific grouping of major companies. Whereas the first book had 13 central actors (companies), now Appelcline wishes to speak about 22 (I suppose this explains the 402 pages). That is a lot to cover, but it done well. The 80s is cast as the “biggest boom ever (and afterward)” in roleplaying and in this telling it begins in 1980 with “The Second Wargaming Wave”. It is an exciting tale, with some treachery, as hinted at by Pondsmith.

The story here begins with wargaming, not roleplaying, but where the two mixed may also interest, especially as roleplaying elements would find their way into war and action games on computers and consoles later. Specifically there is mention of early games like Commando (1979), which was a “man-to-man tactical combat game, but this one featuring roleplaying nuances, such as character creation and skills”. Here we can see that one influences the creation of the other, but that roleplaying elements then find their way back into wargaming.

For those used to the organised regularity of later gaming, the haphazard and unpredictable nature of the 80s must seem quite strange. Take the example of Strategy & Tactics, this was a publication that included a new game every issue. No wonder this was a time of a gaming boom and no wonder with players so eager for new ideas Strategy & Tactics has persisted from 1967 into the present. That is a very impressive run.

There is quite a lot on Star Trek inspired games here. Some focusing upon starship battles, others on group and missions. The Star Fleet universe was criticised for the increased militarism, and there are points on divergent timelines and the different focus brought to Star Trek when it was made into a space wargame. The allure of conquest and militarism of Star Trek seems to have beckoned. Some people would not be happy with that, but Star Trek: Deep Space 9 would later flirt with militarism and concentrate on war throughout its seasons.

We also find mention of games like Delta Force, with the combating of terrorism presented in black and white terms and in a way that was not popularly accepted uncritically at the time. As identified by Appelcline, gaming has touched on and is connected to serious political issues and the stances of certain games are revealing. For the curious, there are also excellent sections on further readings if you would like to know more.

Within we find plenty of Steve Jackson games and the infamous Killer, released in 1981 but which was being played in the 70s at the University of Michigan. We have rich historical detail here, and pages of it to follow. Especially a large amount on GURPS.

The sheer number of products covered is staggering. This is best read next to a computer so that you can chase some of them down. For instance I did not know about GURPS Russia, a game that came out in a very curious way in the 80s (in the “straight line” program), but which focused on gaming in a Russian setting through any point in its history. Mainly though focusing on the 10th -18th centuries. If you go and find GURPS Russia you will note that it challenges the Cold War idea that Russia is only communism and an enemy, and books like GURPS Russia challenged the prevailing ideas of the time in the United States, thus they had to be careful. Inside you will find the names and the discussion of rare products like these that many will not know about.

That is enough for now, but I will say that this is a huge book, over 400 pages. That should keep the curious very busy and provide a near never-ending list of games to follow up on. This is an excellent book, weighty and full of information, stories, summaries of game systems and their fates.

5/5



Rating:
[5 of 5 Stars!]
Designers & Dragons: The 80s
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Designers & Dragons: The 70s
Publisher: Evil Hat Productions, LLC
by Trev W. [Verified Purchaser]
Date Added: 07/07/2015 10:45:23

This is something I never expected to see, and it shows you how far gaming has come. One of a four-part series this focuses on the 70s but actually goes beyond that and discusses the pre-70s as well. You get the sense that this was a massive project by Shannon Appelcline, and once you check the appendix, the bibliography and the credits it is confirmed. This is the type of book so rich in gaming history, that it frankly made me nervous and excited.

The recounts (personal and objective) are easy to read and this is book is not hard to grasp, even as it covers so much across a great span of years. Greg Stafford offers a great foreword and some gossip on the beginning of Games Workshop and reveals the debts roleplayers owe to people like Lou Zocchi. This is history, but it is also history touched with the personal as some of those from the “primordial days” are still with us.

To help the reader make sense of it all Appelcline has broken the history of roleplaying into periods, like the “Cyberpunk Revolution” and “CCG Boom” and the reader is helped across a great deal of time and changing fortunes. The periods are very helpful ways to keep a sense of the changing times and the book is well organised and has been thoroughly edited to a fine finished product. For providing information I especially likes the small informative points such as: “TSR founded the roleplaying industry and ruled it for almost 25 years.” So that the reader gets a strong sense of what happened from even just a quick reading. Beyond that, there is a great deal of detail for the reader.

It is quite clear when it says that: “Before 1974 there was no roleplaying industry. The hobbyist game industry existed, but it centered on a different type of game: the wargame”. TSR and the other early companies are given a lot of attention, but most central is the people that were involved in the earliest days. Their journey includes what they were up to, how they were making ends meet, their first projects and how they came together or struck out on their own or in small groups. There is too much for me to fully discuss here, but how the name Dungeons & Dragons came about, and how it could have easily been called something completely different is revealed for the reader.

Money was important to the hobby even before it became an industry. It is noted that it was Brian Blume that helped the Lake Geneva Tactical Studies Association publish the first 1000 copies of D&D, and the money he gave secured his place in the company. Whereas Dave Arneson, a co-author of D&D was not welcomed into the company until 1976. In the early days Appelcline reveals there was rivalry, disagreement, winners and losers. There is also mention of gossip and legal disputes, specifically the legal threats and lawsuits that have been launched and leveled as gaming companies have grown.

It has a very nice and comprehensive index. A lot of work has been done here: Drang nach Osten is on page 157 and Flashing Blades is on page 241. You will be able to find what you are looking for.

Simply, I recommend the book. It is excellent, thorough and a fitting start to the grand project of presenting roleplaying’s history up to the present. As this reveals, roleplaying came from wargaming and the breadth that is covered is amazing—this isn’t only on roleplaying’s history and wargamers will get a lot from this. It strides across years while also taking time for personal points and amusing recounts. It is not dry, it is not dull and it is on a still living history. The history of gaming.

5/5.



Rating:
[5 of 5 Stars!]
Designers & Dragons: The 70s
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In The Company of Angels (PFRPG)
Publisher: Rite Publishing
by Trev W. [Verified Purchaser]
Date Added: 07/05/2015 21:02:42

This adds Angelic options to your Pathfinder games (and other similar systems). The art is thematically strong; it starts how you would expect with holy angels, but then changes to less typical types. I found myself intrigued where they were going and that not all angels inside are actually the typical angels of art and Western myth.

The angels, or, Empyreal Lords are called Grigori within. There is a good introduction explaining their place, who they serve and additional information to place them in your games and get a sense of how to use them. What is also found is some on the heavens and how they could be considered and presented, as well as mention of hierarchies to navigate. On where your place is, goodness and actions matter, not appearances and those in the heavens will differ immeasurably in a setting because souls have been flocking there for thousands of years. A DM could truly present the realms of the Grigori as very alien, influenced by mortals many from centuries past and have a lot of fun roleplaying this context.

So we have our unusual setting, what is next? We have name suggestions and base Grigori stats. Options to modify these are given. The Grigori are quite strong and don’t have many weaknesses but they have a lot of options and plenty of abilities “come standard” as it were. Curiously the celestial fertility ability allows Grigori to quickly reproduce with mortals, even if infertility was in play and it applies to both sides. Grigori can reproduce with the barren. As will be welcome for those wishing to multiclass, there are also the rules for Grigori of specific normal classes (like monk and paladin).

There is a great deal crammed into this book. We have the paragon class allowing further abilities to be chosen as one levels, and a ki pool of sorts called the “Pool of Providence”. These grant a range of capabilities that would make monk players highly jealous. You just don’t see options like this in base Pathfinder. Two I particularly like are soulfire, hilariously causing a target to burst into flame, and angle of terror. The Grigori are meant to be scary and these abilities would allow them to really beat about and terrify weaker creatures.

Also within are celestial gifts, a summon celestial table and many archetypes. I quite liked the seraph. Snake Grigori they have grab and constrict options, a breath weapon and immunity to fire and some other things.

Originally, I did not care much for angels or celestials, but within I found a range of options to make some very powerful Grigori and all that is needed to run Grigori adventurers or the angels as foes. They would truly be a force to reckoned with were they the enemies of the party.

4.5/5. It is also very affordable for the HUGE range of options and rules inside.



Rating:
[5 of 5 Stars!]
In The Company of Angels (PFRPG)
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101 Swamp Spells (PFRPG)
Publisher: Rite Publishing
by Trev W. [Verified Purchaser]
Date Added: 06/27/2015 20:49:29

In 101 Swamp Spells we start off with great art and get into truly ingenious great spells. The font is an excellent choice and the design is solid. After readings this I know my players are not going to trust swamps or swamp spellcasters in the future.

This is about adding spells and that is what it does. I want to mention six of my favourites so you get a sense of what is inside. First, Awaken Algae, to kill foes with an algoid that is immune to electricity and fire and has mind blast. Wonderful. I’ll take seven.

Secondly, blinding mist. An offensive spell that hides that the targets have even been blinded while they are in the bog. Nice low level group-blinding spell.

Thirdly, boiling fog. Now that’s just cruel. If you can keep them... bogged down inside the mist the damage becomes amazing.

Fourth, daemonic spit. Warps your head, grants you abilities like poison immunity and you gain a sleep-inducing spit. How horrifying.

Fifth, decay weapons. No saving throw, medium range -2 to hit and damage for weapons. A very useful spell to hinder a foe before they engage, or a spellcaster could launch this at the party before they fight a challenging boss or group of foes.

Sixth, grippli guise. Turn temporarily into a grippli to gain many benefits. The picture is rather cute.

There are many more, and I would like to talk about them all day, but I suggest you buy the book to check out these excellent new spells. Really complements the 101 forest spells if you want the wilds to be truly wild and dangerous for pcs.



Rating:
[5 of 5 Stars!]
101 Swamp Spells (PFRPG)
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101 Forest Spells (PFRPG)
Publisher: Rite Publishing
by Trev W. [Verified Purchaser]
Date Added: 06/15/2015 23:04:08

What you want in a spell book, is a lot of spells. This definitely provides and they range across the levels and classes. Even paladins, bards, witches and summoners get new spells.

Now are they any good, are they interesting, are they unusual and worth the purchase. Yes, yes and indeed yes. These spells are not all violent or offensive, some are about sensing or passive powers, the alchemist transformation spells into forest troll and mandragora really fit (and makes you think they should be in the base game). There are spells for many classes here, and a lot of thought has gone into them. I like the bard spells like Korred’s beard (entangling), the fey obsession spell forcing a target to count grains of salt is deliciously cruel, and labyrinthine forest proves that the focus isn’t solely on damage, but bafflement and confusion.

The cleric and oracle spells gain such intriguing possibilities as creating undead out of branches (very Blair witch, but they can fight for you), which I will be using next game for a evil forest cleric. As I said before, some really feel like they should have always been in Pathfinder, like Deadwood drop for dropping trees on people and mass barkskin.

I like the Magus spells (satyr form here I come), but what is central to take away from this excellent book is that any spellcaster from a forest origin or fighting the players within a forest is going to be much stronger and memorable in the unusual, atypical spells they can unleash.

Otherwise, the art is very good and fitting. The design is very light and green and quite calming actually.

Get it, and make forest encounters more interesting. The players won’t know what hit them (then probably offer them the new spells over time).



Rating:
[5 of 5 Stars!]
101 Forest Spells (PFRPG)
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