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101 Magical Weapon Properties (PFRPG)
Publisher: Rite Publishing
by Ben B. [Verified Purchaser]
Date Added: 06/25/2015 20:41:38

This supplement clocks in at 25 pages, including 20 pages of content. Right at the beginning, we get a big chart of weapon properties for those who like to generate magic items randomly. This chart also functions as a table of contents. Afterwards, we get the full descriptions of all 101 weapon properties. 24 of the weapon properties have fixed cost increases: they increase the weapon cost by a set amount regardless of how many other enchancements it has. On the cheap end, adding only 400 gold pieces to the cost, is the Gripping Weapon, which gives a +2 to CMD against disarming. On the expensive end, at a whopping +42000 gold pieces, is the Revitalizing Weapon. It is…underwhelming. It is a limited use ability which allows you to heal for each successful hit. And not very much, either. There is also the Friend weapon, a class of weapon restrictions which limit who can use the abilities of a weapon, and reduce its price by either 10% or 30%. The remaining weapons all have plus-equivalent cost modifiers. At the low end, we have +1 abilities like Hexing, which applies various penalties to those struck by it, and Hindering, which can disable its target’s natural weapons. There’s the Interfering weapon, which forces casters to make concentration checks as if its damage had been continuous.
Most weapon properties are cheaper: there are only six +4 weapon properties and one +5. The +4 properties include the Spellstealing Weapon, which can dispel active buffs on its target and transfer their effects to the wielder. The single +5 weapon ability is the Perilous weapon. On a critical, it allows the wielder to repeatedly roll to ‘confirm’ the critical until you fail (-5 penalty on each successive roll), with each additional confirmation adding more damage. It isn’t as deadly as the same-price Vorpal, but it can be used on more weapon types, is compatible with weapons with wider critical threat ranges, and can still damage creatures immune to Vorpal’s effect. It’s still underwhelming for a +5, but it’s not bad if damage output is what you want in a magic weapon. The supplement has full-color illustrations of weapons spread throughout. Short Term Use: The clean organization and random chart/ToC makes it easy to drop some of these items into your campaign with very little preparation. The editing is unfortunately not up to Rite Publishing’s usual standard. You can mostly still use it without trouble, though, making for a short term rating of 4.5/5. Long Term Use: The emphasis on low-cost weapon properties makes it easy to combine them in unique combinations. Some of the weapon properties have very interesting effects, but others don’t. It’s a mixed bag, but for such a low price, you’ll probably still find enough to get your money’s worth. 4/5.



Rating:
[4 of 5 Stars!]
101 Magical Weapon Properties (PFRPG)
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Ooh, Shiny! - 20 Unique Armors, Shields, and Helmets
Publisher: Interjection Games
by Ben B. [Verified Purchaser]
Date Added: 05/08/2015 16:03:30

This supplement clocks in at seven pages, including five pages of content. After the cover, we jump right into the crunch (no table of contents). In this installment, we get 20 magic items, four helmets, seven shields, and nine armors. As in the previous installment, every item includes xp in its crafting cost, per 3.5 rules. If you are using Pathfinder crafting rules, you can simply ignore the xp cost. One piece of mundane equipment that I always wanted to like but never received enough love in the system is the tower shield. In this supplement, we get The Door, a 23500 gp magic tower shield. It opens a five-foot-long hallway which can go through solids it is attached to, and crush anyone inside when it is moved. On the cheap end, there is a 1000 gp helmet ironically called Old Reliable, which provides DR 2/-, but only against attacks which exactly match your AC. It’s a nice alteration to the usual all-or-nothing nature of the d20 system. On the high end, there is the Tortoise Plate, a 42500 full plate. It allows the wearer to retract their limbs inside the “shell” like a tortoise, granting a variety of immunities and resistances, and a slam attack. There is almost no visual artwork in this product. Short Term Use: Every item in this supplement can be dropped into a campaign without trouble. The effects are sufficiently interesting and varied to make the game immediately more enjoyable. At such a low price, this is an easy 5/5. Long Term Use: This supplement is hands down better than the rest of the [i]Ooh, Shiny![/i] series. Finally getting a well-designed tower shield is great all on its own. Some items in this supplement are more amenable to modifying with further enhancements than others, so the relative quality of each item are different in the long run than the short run. Nevertheless, there are enough interesting effects in here to merit a long term rating of 4.5/5, rounded up to 5 due to the low price.



Rating:
[5 of 5 Stars!]
Ooh, Shiny! - 20 Unique Armors, Shields, and Helmets
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Ooh, Shiny! - Entropic Equipment
Publisher: Interjection Games
by Ben B. [Verified Purchaser]
Date Added: 05/07/2015 20:27:44

This supplement clocks in at fourteen pages, including twelve pages of content. After the cover, we jump right into the crunch (no table of contents). In this installment, we get 17 magic items, all of which have some random effects. As in the previous installment, every item includes xp in its crafting cost, per 3.5 rules. If you are using Pathfinder crafting rules, you can simply ignore the xp cost. On the cheap end, we have the 200 gp Piece of Fate, a one-use item which enhances every [i]other[/i] item in this supplement, granting a +1 to the die roll on items with random-effect tables.
Then there are things like the Dilettante’s Cape, which grants one of eleven minor bonuses, each corresponding to a core base class. The bonuses last for a day and you get a different one each day. On the expensive end, for 75000 gp, we get the “Perfectly Normal Axe”. As you can probably guess, it is far from Perfectly Normal. The Axe causes the wielder to feel Empathy for one specific (random) race, and Loathing for another, triggering different effects the first time you encounter a member of either race (after which you reroll for a different race). It has the potential to cause crazy things to happen in a campaign, even more so than the other random items in this supplement. There is almost no visual artwork in this product. Short Term Use: Unlike previous installments, not all of these items can be dropped into a campaign on their own. Some of them only work in conjunction with other items in the supplement. Others, like the Perfectly Normal Axe, can cause chaos in your campaign and should be used with caution. However, if you [i]want[/i] to make things crazier, these items do a good job. Hence, it gets a 4/5. Long Term Use: While some players may not want to use items with chaotic effects, you can increase the longevity of this supplement by combining these items with more beneficial enhancements. Even if you don’t, some of these items can cause crazy outcomes which reverberate on your campaign. Hence a final long term rating of 3.5/5, rounded up to 4 due to the low price.



Rating:
[4 of 5 Stars!]
Ooh, Shiny! - Entropic Equipment
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Ooh, Shiny! - Bardic Instrumagic
Publisher: Interjection Games
by Ben B. [Verified Purchaser]
Date Added: 05/07/2015 19:02:01

This supplement clocks in at ten pages, including eight pages of content. After the cover, we jump right into the crunch (no table of contents). In this installment, we get 20 magic instruments, sorted by real-world instrument classes (brass, woodwind, string, percussion). As in the previous installment, every item includes xp in its crafting cost, per 3.5 rules. If you are using Pathfinder crafting rules, you can simply ignore the xp cost. Here, finally, we start to see a hint as to what the future of Interjection Games will be like. Rather than simply a collection of items which fit existing categories or templates, Bradley Crouch adds another layer of complexity to the game with a new type of item. A Bardic Instrument is a consumable magic item which can enhance Bardic Performance. The way they are used depends on the instrument group. Brass and woodwind instruments have magical mouthpieces, which provide additional buffs to those affected. String instruments get enhanced strings which enhance their effects. Percussion instruments get things like a drumhead which causes tremors, knocking enemies prone. There is almost no visual artwork in this product. Short Term Use: Despite introducing a whole new category of magic items, these items can be easily dropped into a campaign without trouble. Many of the effects are rather dull, but since they all have to work on top of Bardic Performance that is understandable. For such a low price, this supplement nets a 4.5/5. Long Term Use: If you have a bard in your campaign, you could be using this supplement for a while. I would have liked to see it expanded to include a wider variety of effects. As it is, though, it nets a 3.5/5 for long term use, rounded up to 4 due to the low price.



Rating:
[4 of 5 Stars!]
Ooh, Shiny! - Bardic Instrumagic
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Story Mechanics: Incremental Antimagic
Publisher: Interjection Games
by Ben B. [Verified Purchaser]
Date Added: 05/07/2015 18:39:52

I got this back when it cost money. It was a good purchase then, but it is great now that it is free. This supplement comes it at four pages, including the cover and OGL, leaving us with two pages of content. Aside from the cover, there is no visual artwork; just tightly-packed crunch.
Anti-magic fields can be difficult to handle well in the d20 system. Once an AMF turns on, magic jumps from being super powerful at everything to being completely nonfunctional. There is no middle ground. This supplement corrects the all-or-nothing nature of AMFs. There are three separate mechanics, each of which can adjust the power of magic in an area: Difficulty (to use a spell), Consequences, and Radius. Difficulty refers to a check required to overcome the effects of an AMF (the ‘traditional’ AMF in the game’s core rules has an infinite DC). Radius is self-explanatory. Consequences has four mechanics for altering the effects of magic: Chaotic magic, Delayed magic, Eliminated magic, and Hindered magic.
Afterwards, there is a sample golem which emits a Hindering anti-magic field.
Short Term Use: Incremental Antimagic can be added in to an encounter or monster statblock without much work, and can produce interesting encounters or traps. And, it’s free. 5/5 Long Term Use: The system presented is robust enough to handle a wide range of situations, while simple enough to use easily. It’s really short, but you can keep mixing these effects into encounters for as long as you are running the d20 system. For a free product, this is an easy 5/5.



Rating:
[5 of 5 Stars!]
Story Mechanics: Incremental Antimagic
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Subterranean Races: The Puddlings [PFRPG]
Publisher: Interjection Games
by Ben B. [Verified Purchaser]
Date Added: 05/07/2015 18:39:04

This PDF clocks in at 16 pages, of which 13 pages are content. This supplement introduces a race of intelligent ooze-like creatures. To start, we get a description of the puddlings’ history and society, including the species’ creation myth. It is written to be sufficiently generic to fit in to a typical campaign setting. The story also has the puddlings restricted to a relatively small region, making them easier to fit into your world. Puddlings do not have genders, and their language (Puddle) involves visual motions and effects as well as sound. Next we get the racial traits. Puddlings are humanoids with a special subtype. While this typing may disappoint those who wanted a true playable ooze, it is much easier to work with (if you really want a true ooze race, consider [i][url=http://www.drivethrurpg.com/product/146966/In-The-Company-of-Gelatinous-Cubes-PFRPG?term=in+the+company+of+gel]In the Company of Gelatinous Cubes[/url][/i] instead.) Puddlings must pick a skill as an “Obsession”, which gets a bonus and becomes a class skill, but which they are required to keep at max ranks. Their ooze-like body takes up their armor slot, but can be enhanced like a normal armor. As usual with racial write-ups, I am irked by the fact that a default alignment is included. While the default puddling alignment (neutral good) fits with the lore presented, I’m still not fond of non-neutral alignments being made the default for an entire species. Next we get a bunch of alternate racial traits which replace the standard puddling traits and mimic the abilities of “actual” oozes like Gelatinous Cubes, whilst still remaining balanced against the core races. There is a racial trait which increases your charisma when you are wearing a hat (explained via racial lore).
After that we get a bunch of racial feats which build off of the puddling’s racial features. These feats range from basic number-boosts to feats like Slimepression, which allows a puddling to squeeze through cracks significantly smaller than themselves. Next comes a bunch of new items and alchemical goods, with explanations as to how they fit in to Puddling society.
Finally comes a pair of monsters native to Puddling society. There is the Arcanoplasm, a CR 8 ooze, which disrupts and feeds on spells cast nearby, and temporarily drains the power from magic items (but without the headaches of permanent item-destruction that accompany rust monsters). There is also the Blindfish, a CR 1 animal adapted to the dark underground area of the puddlings. It reflects foreign sources of light, giving it concealment and dazzling those who looks at it. There is very little visual art in this product, and what art there is is mostly black-and-white. Short Term Rating: This supplement is sort of a grab-bag. The monsters can be easily inserted into an encounter without much trouble. The items are trickier, since they are all tied to puddlings and puddling lore, so putting them in a campaign without introducing puddling society may be difficult. It is relatively easy to add puddlings into a campaign world, though, making for a final short term rating of 3.5/5. Long Term Rating: Okay, I’ll admit it, I am biased in favor of oozes. Even so, the puddling society as presented is easily added to most campaign worlds, and provides enough information to make puddlings the focus of an adventure or even a whole campaign. It’s not perfect: not every feat or item is particularly interesting. But for such a low price, what you get is really good. 5/5.



Rating:
[5 of 5 Stars!]
Subterranean Races: The Puddlings [PFRPG]
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Ooh, Shiny! - 20 More Unique Weapons
Publisher: Interjection Games
by Ben B. [Verified Purchaser]
Date Added: 05/07/2015 18:38:17

This supplement clocks in at ten pages, including eight pages of content. After the cover, we jump right into the crunch (no table of contents). In this installment, we get 20 magic weapons. As in the previous installment, every item includes xp in its crafting cost, per 3.5 rules. If you are using Pathfinder crafting rules, you can simply ignore the xp cost. On the cheap end, we have the Mimeowand. It’s a lot like an Eternal Wand from the MiC (can be used twice per day, no total charge limit), but whenever you cast a spell of an appropriate level, it morphs into a wand of that spell. The greater version can become a wand of any level 1-3 spell, the normal version any level 1-2 spell, and the lesser version only mimics 1st level spells. It’s a curious item, as it lacks the normal advantages of wands in the d20 system, but has some other potentially creative uses.
On the other end of the price scale, we get the Spell Swallower, a 125000 gold piece short sword which drains spells and spell-like abilities from its target on a critical hit. For a creature with many different spells prepared/known, though, it doesn’t specify how to determine which spells are drained. The drained spells can then be used on command by the wielder of the weapon. There are also simpler weapons like the Keenblade, a magic falchion with a critical threat range of 13-20. There is almost no visual artwork in this product. Short Term Rating: Almost every item in this supplement can be dropped into a campaign without trouble, although a few rules ambiguities make these a bit cumbersome to use. The effects range from unique and fun to bland number boosts. 3.5/5. Long Term Rating: Most items in this supplement are either dull or won’t be used much in the long run. However, there are a couple of items that I can see myself coming back to and modifying with further enhancements. Hence, this supplement gets a 3/5.



Rating:
[3 of 5 Stars!]
Ooh, Shiny! - 20 More Unique Weapons
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Ooh, Shiny! - Long Arm of the Elf
Publisher: Interjection Games
by Ben B. [Verified Purchaser]
Date Added: 05/07/2015 18:37:16

This supplement clocks in at eleven pages, including nine pages of content. After the cover, we jump right into the crunch (no table of contents). In this installment, we get 26 magic items related to ranged weapons. As in the previous installment, every item includes xp in its crafting cost, per 3.5 rules. If you are using Pathfinder crafting rules, you can simply ignore the xp cost. On the cheap end, we have the Arrope, a 165 gold piece arrow which grapples its target rather than cause damage. It also automatically ties rope around trees or other inanimate objects it is fired at. There’s the Dragonbane Arrow, a 1280 gold piece arrow which suppresses a target’s ability to use a breath weapon. On the expensive end, there is the Arcane Arbalest, a 46500 gold piece crossbow which can store spells and imbue ammunition with their effects. While potentially fun to use, it lacks an explanation for how to add spells to its storage. There is almost no visual artwork in this product. Short Term Rating: Almost every item in this supplement can be dropped into a campaign without trouble, although a few rules ambiguities make these a bit more cumbersome to drop than previous installments. Where they work, though, the effects are more interesting, bringing the short term rating to 3/5. Long Term Rating: This supplement represents a marked improvement over previous installments in the series, although it is still a long way off from Crouch’s work two years later in the One Bling to Rule Them All series. The ammunition is the best part of this product, while the quivers are comparatively underwhelming, leading to a final long term rating of 3/5.



Rating:
[3 of 5 Stars!]
Ooh, Shiny! - Long Arm of the Elf
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Ooh, Shiny! - The Clothes Make the Man
Publisher: Interjection Games
by Ben B. [Verified Purchaser]
Date Added: 05/07/2015 18:36:37

This supplement clocks in at seven pages, including five pages of content. After the cover, we jump write into the crunch (no table of contents). In this installment, we get 16 magic items which fit on different slots (as opposed to the all-weapons previous installment). As in the previous installment, every item includes xp in its crafting cost, per 3.5 rules. If you are using Pathfinder crafting rules, you can simply ignore the xp cost. On the cheap end, we have the 2500 gp Everready Gloves. It gives the user the ability to conjure a variety of non-magical tools as a move action (with a once per day limit per tool). While potentially useful, it feels a lot like a “Swiss army knife” item. It competes for the same design space as the Handy Haversack (which can be obtained and filled with the mundane tools conjured by the Everready Gloves for less than the cost of a pair of Everready Gloves).
There’s also the 2500 gold piece Fighter’s Tabard, a chest-slot item which grants a +1 bonus to one specific combat maneuver (using Pathfinder terminology despite using 3.5 crafting cost rules). Again, not an interesting item. On the expensive end, there is the Circlet of Infinite Hues, a 61500 gold piece item. It gives a variety of spell-like effects…which seem to be one-use-each, although it is not entirely clear from the description. This item is also underwhelming, especially for such a high level item. There is almost no visual artwork in this product. Short Term Rating: Every item in this supplement can be dropped into a campaign without trouble. For the most part, they are not particularly interesting, but they do function, making for a short term rating of 3/5. Long Term Rating: Bradley Crouch eventually developed into a great game designer…but his future mojo isn’t present in this bag of magic items. Skip this, and jump to his more recent works on magic items. If it were any more expensive, I’d rate lower, but at only one dollar this gets a 2/5.



Rating:
[2 of 5 Stars!]
Ooh, Shiny! - The Clothes Make the Man
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Ooh, Shiny! - 20 Unique Weapons
Publisher: Interjection Games
by Ben B. [Verified Purchaser]
Date Added: 05/07/2015 18:35:18

This PDF supplement clocks in at nine pages, including seven pages of content. After the cover page, we jump straight in to the descriptions of magic weapons (no table of contents).
The first thing of note is that every item includes xp in its crafting cost, per 3.5 rules. If you are using Pathfinder crafting rules, you can simply ignore the xp cost. These weapons range in price from the 308 gp Bolt of the Shrubber all the way up to the 97300 gold piece Flail of the Hydra. There is a mix of ammunition, ranged weapons, and melee weapons. On the low end, the Bolt of the Shrubber can cause a small area to become overrun by shrubs, making movement in the area difficult.
On the other end, the Flail of the Hydra temporarily sprouts heads when it is used to attack, effectively giving the user multiple attacks for a single action. There are also pyro and cyro variants which do extra energy damage. The weapon gets an additional bonus when the user is under half health. While this item is very flavorful, the actual effect isn’t particularly interesting: it’s really just more damage. There are also melee weapons like the Light and Darkness quarterstaff, which can switch between flaming and frost, and grants a different power to the wielder depending on which is used. There is almost no visual artwork in this product. Short Term Rating: Each of these 20 weapons can be dropped into a campaign without much trouble. While some are basic number boosts, most have interesting effects or requirements that can make them fun loot. 4/5. Long Term Rating: Most of the items, however, are not items I can see myself coming back to campaign after campaign. Also, the best abilities don’t synergize well with other weapon abilities, limiting this product’s use in creating new magic items. Hence, my long term rating is a 2.5/5, rounded up to 3/5 due to the low price.



Rating:
[3 of 5 Stars!]
Ooh, Shiny! - 20 Unique Weapons
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