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Evocative City Sites: The Next Inn
by Flemming [Verified Purchaser] Date Added: 02/16/2024 09:42:19

Need more details to be more than just an interesting idea. The maps are too sketchy.



Rating:
[2 of 5 Stars!]
Evocative City Sites: The Next Inn
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1001 Spells (PFRPG)
by jacob k. [Verified Purchaser] Date Added: 12/08/2023 02:46:21

Its nice to see a ton of spells for PF1e, binding is excellent and the content is excellent as well. No complaints. this was worth the money.



Rating:
[5 of 5 Stars!]
1001 Spells (PFRPG)
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Fold-N-Go: Castle Kit #1
by Tom L. [Verified Purchaser] Date Added: 04/28/2023 09:19:10

I absolutely love this, I only have a black printer so this one with the option to remove the texture and still having the line art is great so I can fill in the color on my own. could you do this with the others as well?



Rating:
[5 of 5 Stars!]
Fold-N-Go: Castle Kit #1
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In The Company of Dragons (5E)
by James B. [Verified Purchaser] Date Added: 01/24/2023 23:52:31

A product for playing dragon-like characters in D&D 5th Edition. "Dragon-like" because you're not technically playing dragons, but closely related beings called taninim. This product is converted from a Pathfinder predecessor, and much of that legacy is still plain here - including some Pathfinder-isms that slipped through like arcane mark, and a selection of decidedly Pathfinder-like feats - but the material is still quite usable in a D&D 5th Edition game. The problem with this product, however, is that they don't present a clear enough path to reproducing any particular iconic D&D dragon. The base taninim race and the Draconic Exemplar class would be the obvious route, but they provide an overwhelming array of choices that will likely take players some effort to sort through. It would also be better if the three subclasses (Scaled Juggernaut fighter, White Worm Apostate cleric, and especially the Trueblood Sorcerer) had been more clearly presented as alternative paths from the Draconic Exemplar. That all said, some players might appreciate the significant amount of customization here, even if it's not very 5E in feel. The only other issue worth raising is minor - $5.99 is a bit expensive for just 24 pages of material.



Rating:
[3 of 5 Stars!]
In The Company of Dragons (5E)
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#30 Magic Tools (PFRPG)
by Timothy B. [Featured Reviewer] Date Added: 08/29/2022 11:54:09

Originally posted here: https://theotherside.timsbrannan.com/2022/08/100-days-of-halloween-30-magic-tools.html

Going back to Pathfinder tonight with some (28) magical tools for all classes not just witches.
#30 Magic Tools (PFRPG)

PDF. 13 pages. $2.95. 1 cover page, 1 title page, 2 pages of ads, 1 page of OGL. 8 pages of content.

A collection of 28 tools for Pathfinder characters.

The tools are varied from a Brass fastener to a spoon to gloves.

Each one has an associated skill attached to it and what magical aura it gives off. It describes the item/tool, what it does, how it looks and there is even some lore attached to each item.

While built for Pathfinder, it could be used with any version of D&D really, with some tweaks. The Lore is good and the effects can be translated easily.



Rating:
[5 of 5 Stars!]
#30 Magic Tools (PFRPG)
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10 Witch Magic Items (PFRPG)
by Timothy B. [Featured Reviewer] Date Added: 07/29/2022 00:17:13

Originally posted here: https://theotherside.timsbrannan.com/2022/07/100-days-of-halloween-10-witch-magic.html

Pathfinder gave us a great witch class for their 1st Edition game (and 2nd Edition too) and there was plenty of 3rd party support for it. Here is one of many of those products.

10 Witch Magic Items

What it says on the label. PDF. 11 pages, $0.99. Color art throughout.

This PDF is 11 pages, but one is for the cover, one for the title, one for the OGL, and two for ads. This gives us five pages of content.

Inside are 10 items of various levels of power.

  • Opportunistic Hex weapon special ability (inflicts an offensive hex as part of an attack of opportunity, and reminds folks why they fear witches!)
  • Amulet of the Witch (Use a hex as a swift action and take your foes by surprise without wasting an action.)
  • Boots of the Beldam (When someone looks away you disappear, maintaining your air of the mysterious mistress of the dark arts)
  • Circlet of the Crone (Gain or enhance three of the witch's most vile hexes and maintain that sinister reputation that witches possess.)
  • Familiar Figurine (Your familiar can become a figurine of wondrous power and become an animal companion for a short time, and show why a familiar is so important to a witch.)
  • Habiliment of the Harridan (Inflict a curse upon a creature that fails a save against your spells, adding an additional effect without losing an action.)
  • Patron’s Sark (Make it easier to enhance your patron spells with metamagic feats, and show off the value of your patron over other forms of spellcasting)
  • Ring of the Virago (Use your spirit to take control of any other creature with the help of your familiar, and remind folks why you have such a sinister reputation.)
  • Talon Gloves (Your nails become dangerous weapons, more so if you already possess that hex, giving you a weapon on par with the warrior’s mightiest sword).
  • "The Fragment of Witchery" Legacy Item (Let your magic item level up with you, and provide you with a reason why the world around you will suffer a witch to live!)

So it kind of packs a punch really and really keyed to the Pathfinder witch class. I would certainly try to convert any or all of these for use with other witches I have made and I think I can find a place for them in my War of the Witch Queens campaign.



Rating:
[5 of 5 Stars!]
10 Witch Magic Items (PFRPG)
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Fantastic Maps: The Bandit's Lair
by Jane S. [Verified Purchaser] Date Added: 02/12/2022 16:03:23

I bought this for a session I am running next week with my home game. It printed beautifully on my cheap HP inkjet and is now glued to Cardboard. Would definately recommend this and wish I had time to turn into into 3D terrain.



Rating:
[5 of 5 Stars!]
Fantastic Maps: The Bandit's Lair
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#30 Haunts for Houses (PFRPG)
by Dio M. [Verified Purchaser] Date Added: 09/07/2020 00:04:03

I bought all the haunt packs and as such the review will be identical between them. I loved it. I use all of them throughout my campaigns to add some mischief or punishing traps that can't merely be detected and disarmed. Some aren't for harming but just atmosphere. Some I use for neither and merely as an effect. The entries can be used in various ways for any number of creative purposes and as such adds a lot of fun that can be had.



Rating:
[5 of 5 Stars!]
#30 Haunts for Houses (PFRPG)
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Heroes of the Jade Oath Preview #6: Shenxue (new race)
by Bruce G. [Verified Purchaser] Date Added: 05/08/2020 09:00:51

A new player characrter race for the 'Jade Oath' universe. Does make for a unique race.



Rating:
[4 of 5 Stars!]
Heroes of the Jade Oath Preview #6: Shenxue (new race)
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Heroes of the Jade Oath Preview #5: Introduction
by Bruce G. [Verified Purchaser] Date Added: 05/08/2020 08:59:23

Introduction the the "Jade Oath" setting. Did make me more interested in getting the whole setting.



Rating:
[4 of 5 Stars!]
Heroes of the Jade Oath Preview #5: Introduction
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Heroes of the Jade Oath Preview #4: New Rules
by Bruce G. [Verified Purchaser] Date Added: 05/08/2020 08:58:15

Very interesting peek at a larger volume. Try a preview and see if you like it well enough to buy the full book.



Rating:
[4 of 5 Stars!]
Heroes of the Jade Oath Preview #4: New Rules
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Heroes of the Jade Oath Preview#2; Races: Mandrgoran
by Bruce G. [Verified Purchaser] Date Added: 05/08/2020 08:57:42

Very interesting peek at a larger volume. Try a preview and see if you like it well enough to buy the full book.



Rating:
[4 of 5 Stars!]
Heroes of the Jade Oath Preview#2; Races: Mandrgoran
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Heroes of the Jade Oath Preview#1
by Bruce G. [Verified Purchaser] Date Added: 05/08/2020 08:57:11

Very interesting peek at a larger volume. Try a preview and see if you like it well enough to buy the full book.



Rating:
[4 of 5 Stars!]
Heroes of the Jade Oath Preview#1
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Pathways #88 Tricks and Trickery
by Dustin K. [Verified Purchaser] Date Added: 09/07/2019 16:34:31

Top quality material in here and totally worth the couple of bucks I tossed at it. I'm a big sucker for the trickster trope/archetype so it was hard for me to resist just putting 5 stars. I am disappointed there was no Second Edition material in the book, but I understand there will be from this point onward. That being said, this is a fabulous product and I'm sure I'll find use for the content if I find myself running a future game still using 1e.



Rating:
[4 of 5 Stars!]
Pathways #88 Tricks and Trickery
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101 Aquatic Spells (PFRPG)
by Thilo G. [Featured Reviewer] Date Added: 04/26/2019 05:17:26

An Endzeitgeist.com review

This massive collection of spells clocks in at 59 pages of content, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, 1 page back cover, leaving us with 54 pages of content, so let’s take a look!

This review was moved up in my reviewing queue as a prioritized review at the request of my patreon supporters.

The supplement kicks off with a brief introduction that acknowledges that the sub-aqueous environments may be hard to navigate, but also remain truly wondrous. As such, this book’s spells do not seek to per se normalize or negate the effects of adventuring beneath the waves (as there are options for that already), but to enhance the experience. This is a wise decision, as plenty of tables are using e.g. Alluria Publishing’s benchmark “Cerulean Seas”-book for PFRPG-rules, and this pdf thus retains optional compatibility with that book.

As far as the Paizo-books are concerned, we begin this supplement with an array of spells organized by spell-list; these lists take the classic classes as well as the magus and the Advanced Classes Guide classes into account, but the Occult Adventures classes are not covered in the spell-lists, which is a bit of a bummer if you’re like me and love them. But hey, with some luck we’ll have an update at one point…or a compilation.

But you’re here for the spells, right? So let’s take a look at what those spells do, and how they work in context. With an abaia’s gizzard’s fluid (nice touch as an exotic component!), you can cast activation transference, which is a gamechanger of a spell: It enables the subject to use spell-trigger items as though he were the caster – and the caster loses that ability! This is a super-potent spell in the right hands, but at 5th level, it also is a spell that is properly situated in the spell array. Aquatic Alacrity is probably a spell more in line with what you’d expect: The spell allows you to run when moving through water, even if you don’t have a swim speed, as though you had the Run feat, to boot. The spell has another brutal component: As a full-round action in aquatic terrain, which provokes AoOs, you can get an untyped +20 bonus to Stealth, seemingly disappearing. The spell, however, then ends after your next move action. Minor complaints regarding rules-language: RAW, only move actions trigger the end, and this should include full-round actions. Secondly, the spell should clarify whether this allows the target to hide, even when observed, which is a thing as far as Stealth rules are concerned. Now, granted, this is easy to houserule as a GM, but it’s still a minor flaw in an otherwise cool 2nd level spell.

The aqueous spell spells are really cool – they allow the caster to infuse spells in liquid, creating basically spell potions. The spells these can contain obviously cap at certain levels, but yeah – unique. Speaking of which – arcane anaesthetic is basically a spell-like injection that dulls the senses, and the spell halves the duration of magical consumables. Also interesting – the spell can be mitigated with the proper diet (salt-heavy), but this diet requires a save, and on a failure, the target is nauseated. We have aquatic aspect spells (porpoise and shark), and there is an interesting variant, namely body of water, which is a twist on greater invisibility: This one makes you invisible while completely submerged; outside of water, the spell loses 5 rounds per round spent outside. Considering how many fairy tale stories feature turning to foam and vanishing in water, this really struck a chord with me.

Blood snow, which is an option for blood subdomain casters, among others, creates a storm of swirling blood snow that also starts crystallizing the blood of those inside the cylinder, represented by Strength and Dexterity damage on a success, paralysis and nauseated (short-term both) on a successful one. Casting this spell in too warma climate reduces its duration and provides a bonus to saves. With a scale of an old or older bronze dragon, you can gain a short-range defensive aura. With drops of a bagiennik’s nasal spray, arcane casters can neutralize poisons and cure diseases in one fell swoop – though the spell does cause some fire and acid damage. As the pdf astutely observes, this does break a barrier between the arcane and divine divide, but I like how it does this – it feels like an arcane remedy – and yes, it may be used offensively! The way in which this pdf employs material components is pretty exemplary and helps render the magic herein more, well, magical.

Now, remember when I claimed that this was compatible with the most extensive underwater adventuring resource released for a d20-based game, Cerulean Seas? Well, I wasn’t kidding. Cerulean Seas features buoyancy rules, and e.g. the buoyant totem spell manages to retain perfect compatibility with these rules WITHOUT directly referencing or requiring them! Huge kudos! This spell is also a great example of a design-decision I very much enjoy – usually, bloodragers don’t get the spell. However, if you do have the greenrager archetype, you do get it added to your spell list! On the potentially funny side – if you want to reproduce the crab dance meme, there’s a spell for that – cast of crabs, which transforms you and your buddies. (Yep, there also is a dolphin-based spell, for example.) Okay, sure, it’s actually buff spell, but frankly, the crab dance thing was my first association, and it was hilarious. In my head. …yeah, I know, I’m weird. Bonus points if you follow up with the puntastic death by crabs that is BOUND to elicit some giggles, you can call forth crab swarms to slay your foes.

Alchemists, bards and sorcerer/wizards can now cast something that you’d usually associate with the divine – cone of holy water, which pretty much does what you’d expect. Here, I genuinely appreciated that the spell is focused on classes you usually wouldn’t associate with holy water, which, in a way, makes sense. There are plenty of transform into xyz/take on aspects of xyz type of spells. If you already have the excellent 101 Swamp Spells (And seriously, should get all of the author’s 101-spell-books), you’ll be delighted to hear that there are options building on the kin-engine, for example, defend the moor and its greater iteration. The latter btw. does use hero points, which is a nice touch as far as I’m concerned. Power of the electric eel is a winner – it presents a bonus, and allows for its discharging to enhance your electricity-infused touch attacks, which even arc towards the targets on misses. This is an interesting one. Spells for the creations or puddles or rain, calling forth different varieties of drakes and the like can be found.

Personally, I am rather partial to the low level spell that allows you to ingest poisons and spit them towards the targets. Kiss of death-assassin, anyone? :) If you like Risk of Rain, you may want to check out rusting rain, which, bingo, will probably make sweet player tears join the rain, as their precious metal-objects are compromised. Full of slapstick potential – slippery shoes. Duplicating a squid’s quick exit, transforming into a squall of ice and snow…and, nice touch, there is a spell to create supercooled water, and The Bends is a potent one that can make for an interesting chassis to create a rather brutal version of the well-known diver’s sickness.

Dispelling grasp is an exciting combat spell, which allows you to touch items and grasp them, subjecting them to greater dispel magic. Engine-wise, this is based on sunder, getting feat interaction done right. Many folks also associate swashbuckling with the waves, and as such, there are buffs to enhance your grace, options to breathe longer underwater, or spells that make the target’s equipment heavier – which, obviously, can be rather nasty in water. Faerie cold nets your body the option to generate a defensive nimbus that is particularly potent for casters of the fey bloodline. This enhances cold spells, and also the damage dice employed by frost or icy burst weaponry. Minor complaint – it’s resistance, not “resist” regarding energy types. A kind of combo flight/swim speed, that only allows you to fly a certain distance over water.

Gholdako’s darkness is a neat defensive spell that may be discharged in a blinding cone, and there is a language-dependent compulsion that forces the target to hold their breath until they pass out, which is a neat classic trope represented as a spell. Hydromantic insight is incredibly interesting, in that it represents a powerful buff that is contingent on having an uninterrupted pathway through water to the creature against which your defensive buff applies. It may sound like a small twist, but it is one that explains how the magic operates, and one that is entwined with roleplaying and tactics. Love it. Hydrophilia and hydrophobia do pretty much what you’d expect, and at the highest echelons of the power-scale, we have a localized and instantaneous level 9 ice age, which does melt if the climate is sufficiently warm, but yeah. And yep, you can also make instant icebergs. Your pirate foes will hate you. Luxury-liners will hate you even more. ;P

Reducing elementals to speed 0, protection versus ingested poison and diseases…and then there’d be the into the sea spell (mass version included), which includes bonuses to Constitution and Strength checks, adaption to the cold, low-light vision, etc. – basically, it’s the survive in water base package. Nice. Lightning on the sea is also really cool: Basically a misty cloud that is suffused with saltwater, making everything slippery, and the cloud does cause electricity damage. Manifest blizzard is hardcore and lets you generate truly fearsome storms, Mesopelagic pressure causes force damage, and the melt ice cantrip, well, does what it says on the tin. The pdf also includes the 4th level minor wish spell, which does pretty much what you’d expect it – the costly component accounts for the flexibility this offers.

Underwater scent, really good voice mimicry…and what about a low-level spell to entangle targets in water globules, potentially drowning them? Water runner is basically a follow-up better version of the classic water walking tricks, and on the curse-side, there is a water-breather curse. There also is a spell that allows you to make fires waterproof, GOT (or napalm)-style, and the pdf does include a variant of dimension door that focuses on jumping from wave to wave. Cone-shaped wave-battle-spells complement, finally, this massive supplement.

Conclusion: Editing and formatting re very good on both a formal and rules-language level. Considering the top-tier complexity many of these spells attempt in their operations, it’s surprising that almost no glitches have crept into this massive book. Layout adheres to Rite Publishing’s classic two-column full-color standard, and the pdf features quite a lot really nice full-color artworks from various sources. The pdf comes fully bookmarked for your convenience.

David J. Paul’s spellbooks, published by Rite Publishing, you know, all of the 101 spell-books that have a terrain or something like that in the title, are frankly my favorite series of spell-pdfs out there, it’s simple as that. The author understands complex rules-interactions, and the power-levels of the spells are suitable for the spell levels, showing a deep understanding of that aspect of game design. Beyond that, from taking domains, bloodlines and archetypes into account, these often allow for small differentiations. Clever use of material components and variants allow for some rather cool scenes, and more than that, there is an intrinsic understanding of something many a Pathfinder-supplement forgets: Magic, while somewhat arbitrary, does have some underlying rules and conventions; we all carry expectations about what magic does and how it operates with us, informed by fairy tales, fantasy literature, and the games we play.

His spells, ultimately, are cognizant of those unwritten rules, of these subtle nuances, and this makes them feel plausible and “real” - this manages to render even obvious variants as something creative beyond what you’d expect. Your consciousness may not notice it at once, but somewhere deep in your subconscious, you realize it. It’s a crucial component of the tangible appeal these sourcebooks have for me. If I had to choose a singular line of spells, and only use this one series in conjunction with my PFRPG-games to the exclusion of all others, this’d be the spell-series I’d choose. Unsurprisingly, my final verdict will account for this, clocking in at 4.5 stars, rounded up due to being closer to 5 than 4, and yes, this does receive my seal of approval.

Endzeitgeist out.



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[5 of 5 Stars!]
101 Aquatic Spells (PFRPG)
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