An interesting first foray into supplementing Spheres of Guile (from Drop Dead Studios).
What I would call the main focus of the book is the new class, the Conduit. A fun chassis that made me think of a Paizo Occultist if it was powered by Item Mastery feats (and then with Spellhacking from SoG thrown into the mix). Overall a pretty fun class with a lot of possibilities, with possibly too many Proper Noun class features to cross-reference as you build and/or play your character. Nevertheless, it is a HUGE chunk of content, with the class alone taking up 12 pages of the pdf, and archetypes for it taking up another 5.
Speaking of Archetypes (and class options), there are quite a few in here, and all are well-geared towards adding some supernatural elements to your non-casters, or some spell-twisting effects to your casters. Every single one gave me ideas for new builds, which is how you get me to love a book. The new Forte for the SoG Envoy class is terrifying.
Finally, we have a fun collection of Basic and Exceptional talents that cover several topics across all 3 Spheres subsystems. This is personally the weakest section thematically for me, as while the Spellhacking section is clearly all linked to messing with magic (the overall theme of Thaumic Potential), the other talents included are a smattering of cool ideas that don't really fit anywhere (like a Study [Utility] talent that lets you learn if gained knowledge is "important", or a Subterfuge [Plan] talent that lets you supernaturally change your equipment to that of a touched target). They are cool talents by themselves, and I want to put them on characters, but I feel like they didn't really fit the theme of this book.
Overally, quite a good book, with lots of ways to improve your characters, even if the focus felt a little bit off to me by the final chapter.
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