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The Stonehewn Legacy 3: Veins of Corruption
by Jonathan S. [Verified Purchaser] Date Added: 07/12/2023 21:20:02

We have written a more detailed review of the second book here: https://ko-fi.com/post/TTRPG-Review--Lands-of-Theia--The-Stonehewn-Lega-O4O7MZRJJ

It is a really nice 3rd book, with cool monsters and exploration mechanics!



Rating:
[5 of 5 Stars!]
The Stonehewn Legacy 3: Veins of Corruption
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Name's Games 2022 Exclusive Collection
by A customer [Verified Purchaser] Date Added: 04/08/2023 03:05:00

As usual another great collection of Pathfinder 1E content. Thank you for the continued support of PF1E. So many nice options for 1E, and really liked the "Black Leaf" class! Hopefully later down the line we see more support, as there are probably alot more options with the spellbooks. Looking forward to next year's 2023 collection.



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[5 of 5 Stars!]
Name's Games 2022 Exclusive Collection
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The Pantheon and Pagan Faiths
by Timothy B. [Featured Reviewer] Date Added: 09/20/2022 13:13:48

Originally posted here: https://theotherside.timsbrannan.com/2022/09/100-days-of-halloween-pantheon-and.html

Tonight I am doing my third Samurai Sheepdog product, but this was not planned out that way. Also, this is another former Mystic Eye Games product that Samurai Sheepdog has brought back. It is also one of my favorite books from the early d20 days.

The Pantheon and Pagan Faiths

PDF. 208 pages. Color cover. Black & White interior art.

Released originally in 2003 by Mystic Eye Games this was part of their campaign "Hunt the Rise of Evil" for their World of Gothos world. I remember at the time thinking it was a touch cliché but still fun and it kept my attention. This was my favorite book in all their publications to that point.

Samurai Sheepdog is, as far as I can tell, the same people that made up Mystic Eye Games. So this is not a case of a new publisher buying the right to old stock, it is a new publisher re-organized from the remains of the old. Does this mean we could get more "Hunt the Rise of Evil" products? Maybe! But until then let's discuss this older product.

The obvious spiritual parent of this book is AD&D 2nd edition Faiths & Avatars book. Right up the art of the various priests, shamans, and witches of the various faiths in a lineup. I will not lie, it did appeal to me and help me know right away what this book was about.

While this book is overtly for the Hunt the Rise of Evil campaign and the World of Gothos I used it rather nicely with my D&D 3.x games where I feel added materials from a lot of different d20 publishers. It is "labeled" but also flexible.

This is also a good-sized book at 208 page and 10 Chapters.

Introduction

This covers what this book is and how to use it.

Chapter 1: Piety and Conversion

This covers the rules of dealing with the various gods and how they can grant favor. This is where we get to see our lineup of clerics. Additionally, there are rules for conversions. So if you are playing clerics in a d20/D&D 3.x game then this a great source of information.

Chapter 2: Core Divine Character Classes

Covers the expected classes like Clerics, Druids, Paladins, and Rangers. We also get Shamans and Witches/Warlocks. Both classes are well-detailed. These witches are, naturally, divine spellcasters not arcane. The witch can also choose to be a White Witch or a Black Witch which is also called a Warlock. Witches are even further divided into covens associated with a different god of faith. The covens are actually very interesting and kept me coming back to this book. They are also fairly tied to this world and these gods.

Chapter 3: Prestige Classes

I will not lie. I do like Prestige Classes. I like the idea of being able to further differentiate your character later inplay. I do wish that 5e had prestige classes not tied to their base classes so much.

These Prestige Classes are tied to this world but it looks a little easier to detangle them given the way Prestige Classes were most often constructed at the time. Here we have the Beast Friend, Covenant to the Hunt, Furies of Destruction, Hammers of Justice, Inquisitor of Justice, Ovate Bards (one of my favorites here), Slaughter Priest, Sorcerer Priest of Vlag, Strictor, and The Taken. I did not try many of these but I did try the Ovate Bard and thought it was really great.

Chapter 4: Feats

There are some interesting feats tied with faith, birth, and how people can approach the divine. It takes a game mechanic and weaves it back into the structure of the world. I rather like it to be honest. But, let's be honest, there are a lot of feats here. Maybe more than we really need.

Chapter 5: Spells in Gothos

Ok. You know I love my magic and this chapter does not disappoint. We get new cleric domains and new witch and shaman spells. Nearly 40 pages worth. There are new spells as expected for Bards, Clerics, Druids, Paladins, and Rangers. There are even some new one for Sorcerers/Wizards.

Chapter 6: Saints and Sainthood

Now, this is an interesting chapter. Back in my starting days of D&D Basic I played a Cleric. We decided that this cleric would later be a Saint of those who fight undead and demons in my AD&D world. (Interestingly enough that same said cleric is a Patron Saint in the Duchy of Valnwall now.) This chapter lists a numbers of saints and the benefit to having a patron saint. There are both good and evil ones here.

I think most gamers of a certain age will agree that the Patron Saint of Adventures is St. Aleena the Brave.

Chapter 7: The Pantheon

This covers the gods, the major clerics, and centers of worship or divine power in the world of Gothos. The gods are wonderfully detailed though like gods should they are tied to their world.

Chapter 8: Outscat Gods

Ah, now here is something not often covered in campaign books. (well. the Forgotten Realms does a good job here too). This covers all the gods that have fallen, been kicked out, or have left the main pantheons including our cover boy Chargrond. The gods here also get some special rituals. These gods are all evil.

Chapter 9: Outsider Gods

Like the outcasts, these gods are not part of the main pantheons. Unlike the outcast gods, they never were a part of it to begin with. Their alignments vary. Like the previous two chapters in addition to gods, we get major clerics/worshipers and some rituals.

Chapter 10: Pagan Gods

In modern parlance, these are the "Old Gods" to The Pantheon's "New Gods." These are the gods followed by Druids and Witches. Like the previous three chapters we gets gods, major worshipers including some specialty priests, and rituals.

We end with the OGL and a very nice index.

This book packs a lot into its 200+ pages and for less than the price of a Grande PSL you get a good value. The print option has long been OOP, but sometimes you can still find them on eBay or Noble Knight. I unloaded mine in my D&D 3.x purge. Well. At least I still have the PDF!



Rating:
[5 of 5 Stars!]
The Pantheon and Pagan Faiths
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Tarot Magic
by Timothy B. [Featured Reviewer] Date Added: 09/20/2022 13:10:18

Originally posted here: https://theotherside.timsbrannan.com/2022/09/100-days-of-halloween-tarot-magic.html

Digging deep tonight with one going all the way back to the d20 days. Everything about it just fills me with early 2000s nostalgia. Is it the lens flare on the logo? Is it the repeated use of the Morpheus font (which I STILL like)? I don't know. But whatever it is this one has been sitting on my hard drive for nearly 15 years or more (20 if you count the softcover I used to have) waiting for me to review it.

Tarot Magic

PDF. 90 pages, color cover, black & white interior art.

This book had been published originally back in 2002-2003 by Mystic Eye Games for the d20 OGL and STL. Yes we are going all the way back to the d20 System Trademark License here.

Now it has been updated in a 2016 re-upload by Samurai Sheepdog. I still have my original PDF on a backup drive so I can compare them. The cover is the same, but a bit brighter and the Samurai Sheepdog logo and website is there. Also, all mention of Mystic Eye Games is gone. The back cover is missing as well. But the PDF is also clearer to read and generally of better quality.

I will note that this book is filed under the D&D 3.5 category, but it is really D&D 3.0. I don't think it makes much practical difference to be honest.

The book is divided into five major sections.

Chapter 1: Tarot Reading in the Game

This cover the basics of card layout and meaning and how they can be used in a game situation. In most cases, the book advises the GM to control what the deck will be saying to fit the narrative/structure of the game. The most value here are the card meanings, though that information is also widely available elsewhere.

Chapter 2: Tarot Mage Class and Prestige Class

Now, this is fun. Presents the Tarot Mage class that can be used as a regular class or as a prestige class. Honestly, I like the option. I think it works well as a Prestige Class with someone starting as a wizard, sorcerer, witch, or even a thief with some arcane ability. Example NPCs of both a Tarot Mage and a Wizard/Tarot Mage are given.

Chapter 3: Tarot Mage Spells

This is a meaty chapter and kudos for coming up with all these spells. There are 38 pages worth of spells. Not a lot of art means a lot of text.

The spells are all "Arcane" so they are also listed by their school.

Chapter 4: Magic Items

These come in three major types; cards, materials to make cards, and items related to what are on the tarot cards.

Chapter 5: Foul Locales

Ok. This one is odd. Chapters 1 to 4 all proper headers with large fonts. This one starts at the bottom of a column when the magic items end. The only thing connecting it to the book is the fact that members of the family living in this locale are all Tarot Mages.

In any case it is an interesting book and one I tried many times to use back in the 3.x days. It is high on concept but the usability of the core class was limited compared to the Wizard/Sorcerer. The prestige class was much more useful.

Still it was rather fun.



Rating:
[5 of 5 Stars!]
Tarot Magic
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Beyond the Mundane: Magical Options for Spellcasters
by Timothy B. [Featured Reviewer] Date Added: 09/15/2022 09:34:09

Orignally posted here: https://theotherside.timsbrannan.com/2022/09/100-days-of-halloween-beyond-mundane.html

Beyond the Mundane

PDF. 30 pages. Title page, 1-page OGL. Color cover and interior art.

This book has archetypes for all the spellcasting classes for Pathfinder.

Among the ones I like the most are the Choreographer (Bard), Blood-Spiller (Bloodrager), Primal Growler (Cleric), Lunar Touched (Druid), Agent of the Green (Hunter), and Cupbearer (Witch).

There are a lot here and each one does ad something interesting to their base class. It is really good and if you play Pathfinder and want to try something new then grab this.

There is also a new race, the Shadiir, who are naturally magic, so a good race choice for any and all of these archetypes.

I did not see anything I could use with my witches or my Winter Witch in particular, but it was fun all the same.



Rating:
[5 of 5 Stars!]
Beyond the Mundane: Magical Options for Spellcasters
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The Stonehewn Legacy 2: Sailing the Steaming Seas
by Jonathan S. [Verified Purchaser] Date Added: 08/27/2022 20:23:32

We have written a more detailed review of the second book here: https://ko-fi.com/post/TTRPG-Review--Lands-of-Theia--The-Stonehewn-Lega-A0A8EMZ75

It is a really nice 2nd book, with cool monsters and social encounters!



Rating:
[5 of 5 Stars!]
The Stonehewn Legacy 2: Sailing the Steaming Seas
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The Stonehewn Legacy 1: The Many Facets of the Diamond City
by Jonathan S. [Verified Purchaser] Date Added: 04/29/2022 08:49:22

A really cool Pathfinder 1st edition adventure, mixing politics and dungeon delving.

We have written a more detailed review here: https://ko-fi.com/post/TTRPG-Review--Lands-of-Theia--The-Stonehewn-Lega-D1D2CF05E



Rating:
[5 of 5 Stars!]
The Stonehewn Legacy 1: The Many Facets of the Diamond City
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Lands of Theia - Pathfinder 1st Edition
by Jonathan S. [Verified Purchaser] Date Added: 03/23/2022 11:02:14

We have written a review of Lands of Theia, you can check it out here:

https://ko-fi.com/post/TTRPG-Review--Land-of-Theia-for-Pathfinder-1st-Ed-U6U7BQLJ9

A very cool Pathfinder 1st edition book!



Rating:
[5 of 5 Stars!]
Lands of Theia - Pathfinder 1st Edition
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The Deep
by B C C. [Verified Purchaser] Date Added: 01/22/2022 17:40:44

This is, hands down, the best and most comprehensive underwater/nautical sourcebook I have ever owned (I've bought over a dozen) - d20 or any other system for that matter. What I would love to see is this book slightly updated to Pathfinder 1st Edition and maybe expanded a little. Because hey, even though it's awesome, we all secretly want awesomer.



Rating:
[5 of 5 Stars!]
The Deep
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Phantom Train for C&C
by Bob V. G. [Verified Purchaser] Date Added: 07/18/2020 18:37:41

Recently, I soloed my way through Phantom Train. It is a Castle & Crusades adventure available for free at DriveThruRPG. This linear ten page adventure is for third level characters. It is designed for a Dungeon Master and several players. I used The Dungeon Oracle to solo it. The game system I used to run it was Suited Free Sample Edition with the fantasy supplement. I used four characters. This adventure has lots of combat. My suggestion is that you take out two of the combat encounters and replace them with a puzzle room and a riddle room. My characters did discover a way to get on another similar train, but it had a nasty demon on it. Pot the apothecary tried to send it back to hell with his Holy Symbol. He botched the attempt. He went to hell instead of the demon. At this point, the characters decided to get back to the original train. At the Big Boss fight, Kirill the Magus was able to turn the Big Bad into a normal skeleton. They then hacked it to pieces and completed the adventure. Good luck!



Rating:
[4 of 5 Stars!]
Phantom Train for C&C
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Mystical: Kingdom of Monsters Anniversary Edition
by Thilo G. [Featured Reviewer] Date Added: 04/21/2020 08:19:30

An Endzeitgeist.com review

This book’s content clocks in at 193 pages if you already disregard the front cover, editorial, ToC, etc. – these pages also include massive lists, but we’ll get back to that!

So, this book’s a first – this is the third time that I’m going in depth through an iteration of this book, so let’s see whether this version has improved over its predecessor. This review is based on the full-color hardcover of the supplement, which I have received in exchange for moving this book’s review up in my reviewing queue. As always, and as many a publisher/author can ascertain, this does not change the rating, just when I’m covering it.

So what is this book? In one sentence: Pokémon for Pathfinder. But it can be more than that – I was never a big fan of Pokémon, but I am a huge fan of e.g. the Shin Megami Tensei franchise, and the engine and content presented herein is only one reskin away from being usable in such a context: In short, you can run this in a kid-friendly manner, or reskin it and still get something out of this.

The book begins with a pretty concise introduction to be then supplemented by easy to grasp fast-play rules. These include the notion of “heart” – which represents a benefit to the monster’s stats based on CR faced. This captures, to an extent, how power-levels of characters in Anime tend to fluctuate with the challenges faced. The result of this rule is that lower level creatures have a higher chance of being capable of contributing in fights against more potent adversaries. Whether you like that or not depends ultimately on your own vision. Personally, I do dislike it, but it helps duplicate the circumstances featured in e.g. the Pokémon anime.

Anyways, the main meat, the nexus of this book if you will, would be the new Monster Trainer base class. These guys can see the aura of a monster, which allows them to determine whether they can capture a given monster – this is concisely-presented: The creature can’t have class level, may not be summoned/captured or gained through feat or class ability; the monster’s CR must be equal or less than the monster trainer’s level – that should probably be class level. Creatures sans Intelligence score must btw. be awakened prior to capture.

                                                                               

Mechanics-wise, the monster trainer gets d8 HD, 6+Int skills per level, proficiency with simple weapons, all bows and the whip as well as light armor and they may cast trainer spells while wearing light armor sans spell failure chance. Spells? Yes, and this would be one of the mechanically most interesting features of the class: While monster trainers cast Charisma-based arcane spells like a sorcerer, of up to 9th spell level, with Eschew Materials gained at first level. They can only cast spells granted by their active monster and only if the trainer is high enough a level to cast the spell and uses the active monster as a channel of sorts – it is the origin of line of effect and sight. The latter is a bit weird, since RAW, the monster hunter still needs to cast the spell himself and line of sight of monster hunter and active monster are bound to be different, but rules-wise, this is precise, and the monster does incur the AoO of the spellcasting, if relevant.

The class also gets 3/4 BAB-progression and good Ref- and Will-saves. The monster capturing engine has been tweaked: Additionally, each monster trainer may cast the capture monster spell at will, which may be heightened as if they had Heighten Spell, and begins play with one monster already caught. This spell is crucial for the functionality of the class, so let me give you the details: It has a casting time of 1 full round (an essential change), a close range and targets one monster. (What does and does not constitute a monster is defined, just fyi.) The cantrip can be resisted via a Will-save, which is modified in the following manner: Monsters above 1/2 of their hit points receive a +5 bonus, +2 when above one quarter of the monster's hit points instead, and SR, if applicable, applies. At 9th level, the monster trainer may spend one use of talented trainer to cast a heightened capture monster as a standard action, as swift action if she also applies Quicken Spell.

At 13th level, spellcasting is further modified: When resting, the trainer can choose a monster and may cast a spell of the monster from each of the spell levels available as granted by the monster, regardless of active monster. At 17th level, the monster hunter may catch a monster sans saves, SR, etc. – RAW, exactly ONCE. Not once per day or the like, ONCE. This ability erroneously refers to itself as “master trainer”, when that should be “perfect capture.” This ability only resets if a monster thus caught is released, which makes sense.

Starting at 2nd level and every even level thereafter, the monster trainer gets to choose a spell that may now be cast regardless of active monster.

Big plus, on the other hand: A sidebar now mentions more powerful creatures (since the CR-system is more precise than HDs, but still not perfect) and templates in particular and explains why the captured monsters do lose templates while captured. The book presents a valid in-game justification for why monsters with class levels can’t be captured.

Deploying monsters in combat is, rules-wise, inspired by drawing weapons - you need a move action to call a monster, but do not require the BAB +1 prerequisite to do so. Big kudos: The engine has gotten rid of the nonsensical combat-based limitation, instead using the stress, and when in such a distraction/potentially dangerous situation, all but one monster are returned to the trainer’s essence. Monsters manifest with the trainer’s HP, and when “sheathed”, the trainer reduced their HP to that of the recalled monster, if it was less than that of the trainer – and this loss of HP cannot be redirected or reduced. Kudos for the anti-cheese caveat here. This change of the engine, away from the CR-based approach previously featured, is seriously clever – it prevents the trainer from cycling tricks, emphasizes the need to care for the monster, and not simply throw it in the meat-grinder, and represents rather well the bond, also on a meta-level, between trainer and monster. It looks deceptively simple, when it really isn’t; it eliminates the big soak-cycling exploit that existed in the last iteration of this book.

A monster does not gain its own actions in combat, instead being directed by the trainer – this uses a telepathic bond with 100-ft. range as the means of conveying orders.

At 15th level, the monster trainer may recall and redeploy a monster as the same action and may assign its HP to the new monster instead of herself – at this high a level, this cycling option, paired with the new base engine, actually did surprisingly well in playtest – potent if handled properly, but not broken. The improvement of monsters via monster growth has been hard-wired into the progression of the class – much like e.g. Pikachu in the series, favorite monsters thus retain their significance at higher levels.

First level also yields the ability that makes the aura of a trainer is harder to discern. 2nd level provides a variant of favored enemy that caps at +2, with an additional one granted at 5th level and every 5 levels thereafter.  The previous exploit’s been taken care of. This is particularly relevant, since 3rd level unlocks empathy, which means that creatures that qualify for favored enemy also increase their starting attitude, with influence as a 1d20 + class level + Charisma modifier check that takes one minute.

Also at 3rd level, we have that new talented trainer ability: Charisma modifier + ½ class level uses per day, which may be used to direct monsters to use their special attacks, defenses, etc., and monster spells not on the trainer’s list are properly codified. SPs can be directed at 3rd, Sus at 7th and EX abilities at 11th level, and the trainer can treat herself as the ability’s point of origin, which is a rather interesting trick. Restrictions such as daily uses are covered.

5th level grants the ability to share some senses between monster and trainer – the ability has been cleaned up. At 10th level, the trainer can spend one use of talented trainer to cast charm monster as a SP, but only while no active monster is in play. The capstone provides a master perk or three trainer perks.

4th level unlocks the talents of the class, trainer perks, which now properly states when new perks are unlocked. These include making a monster gain the benefits of animal companion at -3 levels; swift action boosts for the monster, having monsters manifest within 30 ft., natural armor sharing, etc. and the class can choose both evasion and its improved benefit and, at higher levels, stalwart. While the perks sport a few cosmetic hiccups, the list is significantly improved.

Speaking of improvements: We actually can catch monsters in downtime now, which is a definite plus. As a whole, I consider the monster trainer to be still a very strong class, but one that is certainly in its most elegant, smooth and streamlined iteration so far. Two thumbs up for the changes made.

A total of 6 archetypes are provided - the monster auror has been completely rewired – where the previous iteration was pretty much broken, the new version gets the ability to mimic temporarily spells, and even better, limitations by day, round, etc. are maintained: From a “get-every-spell-ever botchjob, this has improved to a valid blue mage-style trainer variant that retains the original vision and significantly improves upon it.

Monster Breeders replace 4th  level’s trainer perk and channel monster with either an animal companion, beloved monster (think Pikachu) or familiar, which do not count as monsters for the purpose of the active monster cap. The archetype also makes the active monster treat its BAB as rthe breeder’s monster trainer level, unless its own is higher, and it gets + the trainer’s Charisma bonus to damage; at 9th level, this bonus also applies to saves. The archetype also presents some rules for breeders making templated monsters – which provides a good balance of firm guidelines and GM empowerment regarding what goes.

Monster Gamblers or their active monsters can take up to -5 to a single d20-roll as a free action and grant it as a bonus to the other or use it themselves to the next attempt to perform such an action – and yes, this is tied to action and target. The archetype also gets sneak attack and a 1/day reroll.

Monster Performers get limited spells (only up to 6th level) and bardic performance that can be maintained by the creature. Monster researchers use Int as key ability modifier, get no proficiencies and d6, but better skill-checks and channel monster. We also have Knowledge-themed bonuses and prepared spellcasting. Oh, and they get a bonus feat like Augment Summoning, which builds on summon-themed perks.

Monster scouts would be the d10 martial monster trainers with 4 levels of spells (as a ranger) and Sidekick as a bonus feat at first level, while also gaining smite monster at 2nd level or the option to upgrade favored enemy analogue to the ranger. Per se interesting: There are two scout’s factions – one gets smite monster, the other favored enemy. Slightly annoying: The general text of the rules of the archetype sometimes refer to one of these sub-factions.

Next, we have a massive list of trainer spells by level as well as new ones - like Battlefield Adept, which grants you Dodge, Mobility and Spring Attack for while it lasts; its wording has been cleaned up. Nice! Speaking of nice: layout has been cleaned up here, so that e.g. the capture monster spell is no longer cut in half by turning the page. We can also temporarily disrupt links, etc..

The pdf does sport a toolkit for making regular monsters into monstorin as a race, i.e. Pokémon-like creatures. While certainly not perfect, it does do its job surprisingly well and provides such stats, handily, for each of the monsters - and yes, this book is chock-full with them.

The race also comes with extensive favored class options, with all Paizo-classes minus vigilante and shifter covered. The vast array of the critters and their available spells granted to monster trainers is interesting and while some monstorin end up as slightly lopsided on the physical or mental attribute side (+2 to two mental or physical ability scores, instead of one bonus to physical and one to mental), the respective entries do sport some nice ideas and a vast array of downright cuddly Pokémon-style artworks that help visualize the creatures featured. It should also be noted that the guidelines here try to mitigate issues. We also get a racial archetype for a monstorin trainer – think Mewto, essentially.

How much monsters are here? More than 122 pages. While the first section of the book, used to sports some hiccups in previous iterations, the following, massive write-up of these creatures has always been pretty nice and remains so…in fact, I consider it to be better than before. Why? Well, for one, the layout. While it’s busier than previously, we now get more creatures per page, and the monsters are now grouped by family first, then internally alphabetically – so you’d have the ancestral, then all ancestral, then the next family. This may be contentious, but I actually found it made memorizing the monsters easier. Beyond that, the improved layout also uses more colors, and, though this might be a misconception, I do think that the book’s color saturation is higher than that in the previous iteration. The artworks and layout really pop from the page in this one, and some previously rather pale-looking artworks seem more vibrant when comparing both books.

Oh, and yes, I know that I’m using lots of Pokémon references in the review – so what about a Dr. Who one, for a change? Did you know that there’s stone angel monster here? Told you that adult fans who don’t like Pokémon have benefits here as well! Moreover, each page-spread provides comparisons of monster-sizes in relation to an adult human (cool!) and has small icons/pictures of the monsters on the next page on the side – this makes navigation of the hardcover a VASTLY improved task when compared to the previous iteration. Big kudos!

The third chapter then provides more supplemental material regarding monster training: For example, there are feats that allow you to cast spells through allies at +2 level increase; granting a limited evolution pool to a monster is interesting and minor monster trainer tricks for non-trainers may be found. One of the strongest feats previously has been made a part of the main class, with the feat now here as an expansion. Nice. We have better AC, dabbling in monster engine, etc.. Monstrous Cohort also deserves mention, it’s now broken in a different manner: "If your cohort is a The new Sidekick feat actually delivers, finally, on a good cohort-style feat for the engine without breaking it.

The items provided here don’t all live up to the precision of rules-language required, and some slipped past the refinement process. Take this 140K item: “An orb of the master trainer is a consumable item that allows a monster trainer to capture a single monster without fail. The monster must still be one the trainer is able to capture.” Okay, how? Activation? Is a roll required? That’s a non-entity of rules-language. Worse, while it refers to the correct ability of the class in its cost, it still seems to be based on the previous book’s version of it, as the item maintains that the level’s use of the ability is consumed – in this version, however, the ability can only be used once anyway…

We also get alternate summon-lists, an amorphous eidolon base form and a few new evolutions.

The final section of the book, which provides an all too brief (14 pages) glimpse at the eponymous kingdom of monsters, alongside random monster tables for respective environments, is interesting- and the writing here is really nice. The level of passion that went into this is also mirrored by the copious indices: Monsters by CR, by spell granted and even those not covered in the book (provide page upon page of handy information. Kudos! EXTRA Kudos: We even get artworks here, and the new version includes ALL Paizo Bestiaries – yep, including #6!

Conclusion:

Editing and formatting have significantly improved on both a formal and rules-language level, particularly considering balancing. The only significant concentration of formatting hiccups I could find, is in sidebars, where spell-references are a couple of times not in italics- but frankly, that matters little, as these tend to be explanatory, and not rules-language per se. The layout improvements get two big thumbs up. Seriously. It may be a bit ore busy, but that FITS the book. It made it more FUN to read, and there’s some cool art going on pretty much everywhere. The use of icons in the monster lists is super helpful, and makes navigation and flipping through the book seriously more fun. I’m usually not a fan of busy presentations, but here, it’s pitch-perfect. As noted, the color-saturation, back to back with the previous edition, also helped here. The book feels more lively on an aesthetic level throughout. The hardcover has the name on the spine, as proper. I can’t comment on the pdf, since I don’t own, but all previous iterations had a TON of bookmarks.

I have dreaded going through this book’s latest iteration. I positively loathe reading (or watching) most forms of media more than once, and this’d be the third run for me. And I dreaded the snking feeling of seeing yet new issues, of having to complain once more about some snafus…or worse, unresolved ones. Then, something unexpected happened: I genuinely started SMILING.

I had issues with the last incarnations of the book, improved though it may have been. Almost all of my nitpicks have been addressed.

Better yet: The new engine is both SIMPLER without sacrificing complexity in what it can do (making it easier for kids to grasp) and actually uses a well-executed blend of GM control and rules-integrity to make the experience of playing the monster trainer work MUCH better than it ever previously has. It’s only once you give the new trainer a spin that you realize how much better it runs, how much more organic everything feels. From class features to archetypes to feats, this just WORKS.

It’s genuinely beautiful and made me grin from ear to ear. Lead designer Kevin Glusing, with additional design by Hel Greenberg, Ken Shannon, Doug Herring, Jenny Bradshaw, Scott Gladstein, Amy Glusing, Eric Glusing, Autumn Glusing, Timothy Ott Sr., Anthony Russel, and Zaaron Winn, has finally succeeded at the lofty goal this vision always had.

Mystical: Kingdom of Monsters Anniversary Edition is finally a book I can’t only recommend to fans of Pokémon, or within limitations and caveats – if you’re a fan of Shin Megami Tensei, mode-based classes or the like, do check this out. The trainer is a strong class, but actually plays rather well with the other classes; beyond that, its massive improvements regarding layout, and presentation should not be ignored either. This is a better book; it is a more beautiful book, and both in content and actual use at the table, it runs smoother than ever before. I genuinely find myself wanting to use this.

Oh, and, you know - this class is perfect for a 1-on-1-campaign...just saying...

Sometimes, third time’s the charm – 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Mystical: Kingdom of Monsters Anniversary Edition
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The Book of Many Things
by Christen S. [Verified Purchaser] Date Added: 04/17/2018 16:48:17

I wasn't really sure what to expect when I got this. Previous work had led me to expect tight thematic packages that were very well developed and focused. Looking at the solicitaiton this was clearly kind of something more like a cornucopia or shotgun blast of random fun pieces. Usually such products are fields of debris with a few quality bits to really lock on to. The wall of content I got after the download was nearly intimidating, but I quickly realized that each piece was gathered into nice consumable sections and it is rapidly become one of my favorite things to browse. And it keeps getting updated through the course of the year! This collection simply floored me on release and then continued to get more and more valuable. The sheer tidal wave of content is amazing. Piles of interesting racial options, a dozen new classes. Dollar for dollar you can't find a value in mechanical crunch that touches this product. Here are a few favorites:

  • Accelerist - One of the coolest speedster-themed classes I have ever seen for Pathfinder. It has great mechanics that are robust without being bogged down in complexity and covers the concept 4 ways in its base design before you even get to the archetypes.
  • Battle Augur - I loved Blue Magic in the Final Fantasy series and this is another battle/monster mimic class that really delivers on presentation of that theme. Presented in a concise manner that covers a large variety of abilities it is hard to believe how much it packs into 3 pages of text.
  • Darkseeker - Divine servants of Shadow that combine magic with stealth and sneak-attacks to round out any campaign where the power of the Shadow Plane is felt.
  • Dalits - Playable otyugh-kin. drops mic
  • Mushroom Leshys - Leshys are one of the most adorable monsters in the game and I have a soft spot for another playable option for unique family-friendly game experiences.
  • Archetypes for old standbys like Fighter to the newest Shifter in the Pathfinder core are sure to open up options you never thought you'd see.

180 pages of delicious crunch makes this a steal at the price.



Rating:
[5 of 5 Stars!]
The Book of Many Things
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Interludes: A Brief Expedition to Bluffside for C&C
by Brian S. [Verified Purchaser] Date Added: 10/07/2013 12:35:43

“Interludes: Brief Expeditions to Bluffside” is a module (do they still use that term anymore?) for use with the Castles and Crusades RPG. For second level characters, the module is more of a launching pad for The Bluffside Campaign Setting. It sells for a meager $5.00 and has a print option. Taking place in a small town outside of Bluffside called Kirkwood, Interludes serves as a Sandbox setting giving the Castle Keeper just enough to work with if they are not prepared with a plot line. Content wise, this module shines in the npc descriptions, giving you many different story lines that the Castle Keeper can run with. I also liked the idea of the prisoner pits. Presentation is a mixed bag here. Coming from a fine arts background I believe presentation is half the piece. The cover does nothing to make me want to even look in the pdf which is a shame since there was a lot of useful stuff in it. The interior art was sparse but decent and illustrated what was actually in the book, instead of being included because it might have looked cool. The new monster in the back was not illustrated which was a bummer. The type layout was clear and very readable. Also a plus in presentation are character handouts of letters and correspondents. Personally I believe that I will most certainly use many of the npc’s in the book if nothing else.
One thing that had me stumped was the new character class in the back. In my opinion it made me think that the person who wrote it up didn’t have a clear idea of the classes in the main rule book. The Sisters of Mercy should in my opinion, be a cleric denomination but certainly not it’s own class. In the end the class left me confused, thinking that it was put there as filler. In the end, I feel that it’s not a bad deal at Five Dollars. I do not think I would get the print version, but as a pdf it does great.



Rating:
[4 of 5 Stars!]
Interludes: A Brief Expedition to Bluffside for C&C
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Interludes: A Brief Expedition to Bluffside for C&C
by Michael B. [Verified Purchaser] Date Added: 03/23/2013 20:54:53

For those who are not familiar, Bluffside is a mini setting originally designed and written for OGL D20 systems. Here is the marketing blurb from 2002:

"Civilization is still picking up the pieces from an asteroid strike hundreds of thousand of years ago. The epicenter? Bluffside. Only 200 years after being rediscovered, Bluffside is a boom town boasting the most precious metal in the known world adamantine. From the ancient ruins, to the vast Undercity, to the floating port of Sordadon, Bluffside: City on the Edge is a city that promises to become the home port for thousands of adventures."

Sounds pretty cool right? I'd certainly want to have an adventure or two there. And in the Castles & Crusades ruleset? Even moreso! Ok, so let's see if this adventure lives up to the promise of both Bluffside the setting and C&C the game.

The adventure starts you off in the small woodland village of Kirkwood. This village lies south of the city of Bluffside along the Coldwind road. This road is long and dangerous as the woods are crawling with nasties such as, Orcs Rakers (the Bluffside version of Goblins) and Rippers (the trained wolves they ride on). Unfortunately, the background on the Rakers and Rippers are not present. The module refers us to the setting book for Bluffside, which, to my knowledge has not yet been converted to C&C. Were you to own the D20 version, you'd probably be just fine. Regardless, it's a quibble because how different can Goblins and their wolves be from traditional fantasy versions?

So, you arrive at the Hamlet and in traditional D&D fashion, a kidnapping is brought to your attention. Investigation and Roleplay opportunities abound in this portion of the module. You're tasked with identifying, locating and apprehending the villains and unlocking the mystery of why it happened in the first place. There is a nice plot twist and several points of resolution that reward smart play, rather than a purely hack-n-slash approach. Although hack-n-slash is still viable. I really appreciate this in an adventure. You can push forward by the point of your sword but outcomes will be messier, as they should be. I like adventures with this kind of sensibility.

It wraps up nicely with a multilayered conclusion, a solid final battle and a story that wants to pull you forward, into Bluffside proper. I say Bluffside proper because despite what one might think from the title, the adventure is only loosely taking place in Bluffside. It's kind of on the outskirts of Bluffside as I understand it. More specifically, the wilds surrounding the city of Bluffside.

The downside of this, obviously, is that by playing the adventure, you still don't get a strong idea of what the Bluffside setting is all about. The upside though, is that it makes the adventure very portable. You could easily implant it in most any traditional D&D or fantasy setting. It would serve as a good bridge from your existing fantasy setting into the Bluffside setting.

The PDF is 42 pages long, including the usual OGL proclamations. It also includes 7 indexes covering things from NPCs (there are many!), new enemies, spells, player handouts, local poison and even a class. The story is well put together and the adventure provides ample background information for groups of players who like to talk to everyone in town. It also provides lots of rumors and something they call "hooks" for pretty much every NPC. I would describe them more as motivations though, than hooks. Perhaps one could use those motivations to create what is more traditionally thought of as hooks, those being bits of story that grab the players and require some action on their part to resolve. These hooks are really more to help you roleplay the NPCs. So, despite the odd application of the term, they are VERY helpful in running the adventure and getting a feel for the place and its inhabitants.

The artwork is somewhat sparse however there is a nice traditional piece showing a male warrior and female fighter/magic-user of some sort. The maps are probably the weakest part of the adventure. They are very rudimentary and blocky. The regional map is better but the others feel like they're out of an 8 bit video game, rather than a fantasy literary adventure. It's a quibble but it's worth noting for those who really enjoy cartography.

My main gripes with the adventure are mostly all along the same lines. There are lots of references to things that it is assumed the player knows about the setting, in particular about the monster ecology and stats. But most of that information is not present. There are actually very few stats for encounters. There is generally a small paragraph about tactics and one can find stats for important NPCs and enemies in the appendix, but you're given very little information on what the unnamed enemies can do mechanically. To be fair, if you are willing to pull straight from C&C monster books, you'll be just fine. But plan to do that when you run this one. In particular, there was one area: BASEMENT 9: GUARD POST. The description reads "The goblins in this room are playing at cards and aren’t paying much attention to you." But it never mentions how many goblins there are, if they are armed or what. Perhaps the author assumes you'll sneak by? Anyway, there are a few oddities like this throughout. Nothing earth shattering, but it could use a little polish.

Over all, I think it's a simple and solid entry level adventure. It's not breaking new ground for the genre but few low level adventures do. I think a group with new players or a new DM would be well served by running this adventure. It's the perfect level of complexity (low) for a group that is still sorting out a ruleset, in this case, Castles & Crusades. If you've got years of experience under your belt and C&C is old hat to you, this adventure might not scratch the itch, but if you're looking for a reason to take a group into Bluffside, this would start such a campaign nicely. For $5 at RPGNow, it's hard not to recommend it for such gamers.

If you are interested in Bluffside, I'd also bring your attention to Bluffside: Right Under Our Noses, another Bluffside related adventure for Castles & Crusades, currently free on RPGNow. Between to the two of them, you'd surely have what you need to get a Bluffside campaign started off right.



Rating:
[4 of 5 Stars!]
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