This book had a good Idea, and I really like the alternate class options, so I purchased it. The 9 animal clans each has a focus to it, the tortoise is tough (looks a bit too tough at the end) with less flexibility as they lose speed based attacks and movement increase. Tiger keeps trades defensive feats for better quick attacks, including a pounce attack. Serpant gets a jacked up attack per day by level. . . and so on.
Each seems decent witht he trade off to retain balance, some appear to be a bit too exploitable, but I haven't tested them yet so I could be wrong. May require GM to balance a bit.
Heavily based off D&D Monk and expects you to have the manual as it only offers the varients each alternate path introduces.
If you like alternate classes and don't mind doing a bit of work on them before using, this book just might be worth $3, otherwise I wouldn't make the investment.<br><br>
<b>LIKED</b>: The idea and some of the execution, the serpeant strike is well designed (maybe a bit too powerful but that can be fixed easily if it's the case.<br><br><b>DISLIKED</b>: Assumes familiarity with D&D monk, which isn't a problem for most. I wish they had more detail instead of depending on you to look it up in the D&D Book. Ex. One monk gains spellcasting at reduced level and they give you the levels and that's about it. The rest I guess you figure out. No big gripes.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>