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I ran this adventure as a quick one-shot for an experienced group, and they seemed to like it well enough. Their experience saw them breezing through all but the last challenge.
This would probably be a GREAT adventure for players who are newer to the hobby, as most of the challenges can be tackled multiple ways, and even usually without rolling dice if you think hard enough.
This is also a pretty good adventure if you like tinkering with things, as a few changes here and there can really alter how the puzzles are faced. I can see making one single change creating a full "pacifist" run of the whole module, which quite a few players will appreciate.
This was fairly easy to build as a module in Roll20... I was able to do it in about two hours or so. By stacking two versions of the map and swapping which one is on top, you can even keep it all on one page if you want.
As a Pay-What-You-Want title... yes. Pick this up.
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I'm running the Death House with some modifications, so I went into it knowing I would need to re-write some things to accomodate those. It's a good thing I was expecting to do the work anyway because the text is constantly undercutting itself with sarcastic remarks.
As many other reviewers have said, most of the time the offending sentence is the final one, so it's usually easy to omit. I just don't know why it's there at all.
Four stars for still being mostly useful for the purpose.
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I went into this class with the wrong expectations; when I read "advanced class," I thought that it would be a base class in the same vein of the classes from the Advanced Player's Guide. It's actually a prestige class. I'm going to try to hold that part back in my review, though.
The class mechanically resembles a paladin with smatterings of rogue and monk in it; there is the interesting idea that the code is broken down into parts with keywords. Breaking an oath with a keyword (such as Pride) forces the amazon to lose all abilities tied to that particular keyword until she atones somehow. Their code also has critical portions, for which it is impossible to atone. The idea is a good one, and should be offered as an alternative to the basic paladin.
Unfortunately, the class is plagued by typos, missing letters/punctuation, awkward sentences, and copy-paste errors. It's painful to read, and on occasion it interferes with the ability to use the class; for example, there is an ability that references using Swim checks to resist non-lethal damage (seems like it should have been Con checks). The spellcasting description is a copy-paste that implies that it builds on previous class levels, but just beneath this is an artificial progression that seems to have nothing to do with it. In another example, one ability implies that it continues to scale even after the prestige class is complete. This could make sense if it were somehow based on total character level, but it isn't- it's just worded as though it inserts itself onto future class progressions.
Overall, the class is stuffed with the potent abilities of a few classes (the evasions, uncanny dodges, movement bonuses, flurry of blows disguised as rage), likely with the idea that the restrictions placed even out the increased power level. I'm not sure I buy it.
In general, the massive amount of errors will keep me from using this, and the small amount of genuinely new material makes me feel this was overpriced. The feeling isn't quite as bad as it was with the three-page acrobat, though, which is why I'm rating it slightly higher.
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I suppose I went into this product with the wrong expectations. When I saw the phrase "advanced class" I thought perhaps it was a base class in the vein of the classes in the Advanced Player's Guide. What is actually in this product is a prestige class, and not a great one.
The actual class itself breaks a few conventions of pathfinder- its HD and Base Attack don't line up with standard conventions, and it requires certain attribute scores to obtain, unlike any other prestige class. It has lots of skill points, but the fewest number of class skills I have ever seen of any class, ever. Most of its abilities are glorified Rogue Tricks (in most cases, literally), and there is no customization; just a linear progression from one ability to the next. The class makes it possible to get Improved Evasion without having Evasion first, if you want- to me, it's a sign that mechanical interactions weren't well thought out ahead of time. This isn't including the fact that even though it's clearly meant for rogues, fighters and paladins qualify for it earlier if they choose, potentially for their 4th level. Ranks in Acrobatics would have made sense as a prerequisite and would have helped push it back into the levels prestige classes normally happen at.
In the technical side, the PDF is riddled with typos and awkward sentences. An editor or proofreader could really have helped. In its favor, a printer-friendly version is included.
In all, I feel more than a bit cheated for the price this PDF is going for. This product is too short, under-designed, and poorly written to justify the expense, even before considering the offerings of other companies.
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THE GOOD: The class has some creative ideas behind it. It essentially uses an extra pool of HP as a spell point system, using the HP instead of spell levels. This gives it enviable flexibility, and the added benefit of some resilience, as the extra HP can be used to avoid death blows. There are some interesting limitations on when the pool can be formed and how it can be replenished when spent. (The usual method of replenishment is an at-will ranged touch attack that drains the HP of the target into the pool.)
THE BAD: The class is missing too much information to actually be used. Hit dice, class skills, weapon & armor proficiencies, even the key ability for the spellcasting is all missing. Most of the extra abilities key off of Intelligence, so presumably that would be it, and if the base attack can be trusted for the hit dice, it would be d6. The Soul Ward ability (the spell point pool) mentions that it starts half full each day, but then later says it can only be replenished via soul drain and consume soul. This same section also mentions preparing spells for the day at the same time as the soul ward is reformed, but the spellcasting section states that the class is a spontaneous caster rather than prepared.
The class is also incredibly strong; the spell point pool means you can use higher level spells more frequently, but having a ranged touch attack that restores "spell slots" on a 1-for-1 basis with damage dealt is incredible, even if the ranged touch attack itself isn't badly damaging- by the time you can quicken spells, you can fairly consistently get back your spell's points the same turn you cast. This also breaks one of the limits on metamagic- since there isn't a limit on how much HP you can spend to cast a spell, you can use powerful metamagics like quicken on your highest level spells as soon as you get them, instead of having to wait until you had a higher-level spell slot to spend.
The at-will touch attack deals "unholy" damage, which isn't resisted by any creatures, spells or magic items that I know of, and on a failed save, it inflicts a negative level (and does this at level 1). Negative levels stack with one another, kill just about anything when equal to their HD, and are generally wicked business. The ability also doesn't state whether the negative levels are permanent or temporary- for NPCs and monsters this won't really matter, but for PCs facing an enemy bokor, this difference can have serious consequences.
The class also gets the ability to consume souls at 4th level, which allows them to replenish their spell point pool when a nearby creature dies. Normal enough, but it also prevents the creature from resurrecting without 9th level magic... more of a danger to PCs if facing an enemy bokor at low-level, or DMs partial to returning villains.
They also get the ability to create undead rather cheaply, paying 1 spell point per HD to cast animate/create undead as a spell-like ability, therefore bypassing the need for the usual onyx gems.
The class is remarkably spartan for a Pathfinder class, as well- there are four dead levels where nothing is gained, and most of the levels are simply increases to the touch attack damage or new spell levels.
Overall: I like the feel of the core mechanics and would love to experiment with the spell point system, but it's missing too much info and is far too powerful for me as it is. If the info gets fixed, my rating goes up to two stars for being fairly interesting.
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THE GOOD: The concepts in this tome are excellent. The Noble class, unlike many other attempts at social-skill classes, actually has something it can contribute in combat encounters instead of sitting them out or trying to short-circuit them. The idea of morale damage as nonlethal damage that merely ends aggressive action (but doesn't leave them helpless or unconscious) is inspired, and has potential to create situations both players and GM can work with. The Skirmisher's Creativity ability relies on interesting descriptions of what you are doing in combat, which several players I've had have already insisted on doing, so they'll probably like this. The art is also quality work, which is impressive for this price point.
THE BAD: The classes were revised in a second file, but the text of the Noble class rebuild conflicts its class table a few times. It isn't clear exactly which one should be followed. The Noble rebuild breaks Pathfinder convention by having a D8 hit die but poor base attack (though the original followed convention). Battlefield Mobility for the Skirmisher might also benefit from clarification- it seems like it's basically Spring Attack for a full attack sequence, but that's remarkably powerful for an ability granted at 3rd level. It also states it can only be used when skirmishing, but the only way to engage skirmishing (and therefore qualify to use it) is to 5' adjust- which can't be done if you move in a round. Both of the rebuilt classes have some skills on their class skill list that seem very odd for the concepts- particularly the Skirmisher.
There are a few minor editing problems in the class rebuild document- mostly just sidebars that weren't formatted properly.
OVERALL: Definitely worth the price for the concepts alone, but some ambiguous wording and mechanical conflicts make it difficult to use without a bit of patching.
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THE GOOD: The class makes for a semi-magical melee combatant, using "recipes" as boosters to attacks with various effects like elemental damage, condition infliction, and even a bit of healing or self-buffing. Chaining meals together sacrifices flexibility for enhanced effects as the chain progresses. The class also gains quite a few little side benefits like fire resistance, resistance to poisons (and the ability to ID them with a small sample), a bite attack, silvered weapons, a swallow whole attack, the ability to prepare Heroes' Feast, and resistance to slashing weapons (from knicking yourself so much).
This is great for friends of mine who get bored from constant seriousness in games and want things a bit silly, but still playable. It looks to have a good mix of clever, usable mechanics and enough novelty over the levels to keep them from being bored with it.
THE BAD: It has a lot of editing mistakes. Abilities and items are referenced by names that are just slightly off, sentences are incomplete, capitalization is inconsistent on the class table, and the occasional word substitution creeps in. The PDF is understandable and useable, but the mistakes are distracting. The class also breaks Pathfinder convention by having a D10 hit dice and a 3/4 base attack bonus; it might have been better to have a d8 and a hit point bonus ability if having more hit points was a priority. I'm sure they could have made the ability hilarious.
OVERALL: A class I'm happy to have, and a purchase I'm quite satisfied with. A pass through an editor would probably make this the shining example of how to do a Pathfinder parody class with flair.
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Overall, some pretty good beings, especially in concept. A few things need looking over, though: for example, the mer-octopi have an effective straight-line speed of about 200' thanks to a lack of a limit on their "jet" ability. You can certainly mine worthwhile ideas, though.
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Good game. The card names are hilarious- these are some seriously twisted fans of Lovecraft, and I don't think that's a bad thing. The art is a major improvement over Hentacle, which wasn't bad to begin with. Gameplay is good- with the right people, of course. Printing took some trial and error on my home printer (I sure wasn't going to go to Kinkos with something like this!). Keep in mind the quality of paper can make a difference in the quality of your cards- two layers of ink from my printer made the generic office paper “soggy,” while some premium laserjet paper worked fine.
All in all, it is a good game, I don't regret purchasing it one bit.
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