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This pdf is 28 pages long, 1 page front cover/editorial/ToC, 7 1/2 pages of SRD, leaving 19 1/2 pages of content for the magical items, so let's check them out!
I really like the basic idea of the "Legendary..."-series, as weapons and items that scale with levels combat the tendency of magic item inflation and rather support PCs keeping their tools and unlocking new powers. Legendary items require set conditions to attune them to owners and come with additional minor rules. The first brooch, an espionage-tool used by elves and drow, comes for example with a CR 6 new creature, the witchwyrd. The items all come with 5 levels of power that are progressively unlocked in contrast to the 10 levels of powers featured in earlier installments of the "Legendary..."-series.
The range of new items is quite interesting: For example, there's a spellbook that enables the owner to prepare spells even when separated from the wizard. From a carpet to travel the worlds, a harp to raise the dead, a magical hat, a discordant horn (with 3 new spells as well as the song domain), a phase-spider turned living cloak (again, with a new spell), a soldier's bag of holding, to sublime boots (again, with a new spell), we get a neat variety of new items. There also is a stone that works as a combined ioun stone to a deadly pair of goggles that help by providing the deadly accuracy of raptors and come with a second progression and even the wings of an ascended devil who found redemption - the items presented herein offer some interesting new abilities and come with interesting background stories.
Conclusion:
Editing is ok - I noticed some minor editing glitches. Formatting is top-notch. Layout adheres to the classic two-column standard and the b/w-artwork is ok for the low price. The pdf comes with extensive bookmarks. In contrast to the other "Legendary..."-pdfs, we only get 5 abilities per item, which is kind of a pity. Additionally, while I did like the items, none of them really blew me away - while cool, none featured an idea that is breathtakingly unique. I'd usually rate this pdf 3.5 stars, rounded down to 3, but due to the very low and fair price, I will round up instead for a final verdict of 4 stars.
Endzeitgeist out.
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It’s no secret that I’m a fan of rakshasas. They’re among the most versatile monsters, so in addition to the inherent customization that goes along with their spellcasting abilities, their special powers work equally well in combat as they do for deception and subterfuge. Given that, I couldn’t resist taking a look at Purple Duck Games’s new Legendary Races supplement devoted to the tiger-headed fiends. Let’s peel back some layers and see what’s here.
The book opens with a history of the rakshasas, one that was fairly different from most other takes on this particular monster’s origin. The section on their physiology notes that (like what’s in the Bestiary) a particular rakshasa’s animal head is purely a cosmetic different; however, the following section on their society does state that rakshasas feel a closer kinship to other rakshasas with the same sort of head (inasmuch as they feel kinship at all.
Subsequently we have a little over a page discussing rakshasa magic. Rather interestingly, there’s a rakshasa-specific school of magic for wizards. The implication seems to be that only rakshasas can take this, though the section’s opening implies that others can learn it as well, though that seems iffy. Still, it’s an interesting development, and lends itself nicely to the idea that certain races have a different “take” on arcane spellcasting. Likewise, there’s an alternate rakshasa sorcerer bloodline – the author notes that this bloodline is in Ultimate Magic, but this one is for characters who inherit more of their ancestor’s physical prowess, rather than magical.
Following this is a ten-level racial class for those who want to play a rakshasa PC. I’ll say upfront that this class is powerful, moreso than most of the base Pathfinder classes (particularly since you can freely multiclass from this as well). The descriptive text could have done a better job here covering the nuances of a racial class progression (like stating that this class must be taken at 1st level if you want to take levels in it), but overall it wasn’t bad. Still, the author’s note saying that the trade-off for the class’s power is its lack of flexibility rubbed me the wrong way…the class features are pretty well set in stone, it’s true, but they’re still strong and come with spellcasting.
After a sample character of the aforementioned racial class is showcased, we then come to a surprisingly burly section dealing with a new half-rakshasa PC race. I call this burly because this race gets the full treatment, Advanced Player’s Guide-style. In addition to the normal description and racial traits, there’s a full section on half-rakshasa adventurers of every class (up through Ultimate Combat) along with alternate racial traits and favored class options. A sample half-rakshasa character, perfect for pick-up-and-play at 1st-level, closes this section.
An “Eastern Options” section presents a new subdomain (for the Knowledge domain) and four new class archetypes, which did a good job of presenting a “mystical India” sort of flavor. The first two felt somewhat tame to me, but the second presented much greater options for changing the feel of the classes that they modified.
A single page describes a specific magic sword. More than just a standard magic weapon, this is a Legendary Blade, from the Purple Duck Games sourcebooks of the same name. If you don’t have those, however, this part of the book may be of limited usefulness to you.
Finally, the book presents four new monsters. The asura is a powerful creature that’s presented as being a sort of “super-rakshasa,” and is the only double-digit CR monster here. The darba, by contrast, is a rakshasa-like creature that lacks the true creature’s power; similar is the ravenna, a creature that’s a weaker offshoot. Finally, the vetala is an undead that, rather oddly, seems to be created solely by a rakshasa’s tortures.
Four pages of additional material follows, which is the Open Game Content used from other books that was added here; things like archetypes and spells used for example characters are presented fully here, which is a nice nod towards making sure we get the most out of the sample builds used.
So overall, how does Legendary Races: Rakshasa do for itself? Overall, the product is a good one, but seems split on whether it wants to be a GM or player resource. Things like new monsters and a legendary blade suggest that this is for GM’s who want to up the rakshasa presence in their campaign. On the other hand, the rakshasa racial class and new half-rakshasa race clearly lend themselves to PC usage.
It’s this dichotomy, more than anything else, that stopped the book from reaching its full potential. True, everything here is thematically consistent, and it’s quite possible that splitting it up would have made the resulting products too small to stand on their own…but at the same time, that’s what should have been done. They would have needed some fleshing out, certainly, but this would have been much better if it had known precisely who it wanted to market itself to.
Having said that, there’s still a lot here for players and GMs who enjoy rakshasas, and the new options here will help make them a greater staple in your game.
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Otyughnomicon: Northern Waste Otyugh by Purple Duck Games
This product is 8 pages long. It starts with a credits and intro. (1 page)
Northern Waste Otyugh (6 pages)
It starts with a new template called the Northern Waste Otyugh. Which is a snowy and frozen land version of the Otyugh. Next there is two stats for one, one for GoW setting by Purple Duck Games and one for Pathfinder. Following that it briefly talks about a tribe of them with two full stats on two unique stat blocks, including a polar bear animal companion. After that we get 6 new spells, followed by a Otyugh Sorcerer Bloodline and 6 new bloodline spells.
It ends with a page of tokens. (1 page)
*Note the OGL is in a separate PDF file.
Closing thoughts. The art work is black and white and solid, the only artwork is on the front page and tokens. Editing and layout where pretty good. The new Otyugh was pretty cool, it is really a template but they give you a stat block with the template applied. The tribe is ok. The sorcerer bloodline is cool and utterly disgusting at the same time. The 12 new spells I thought was a mixed bag. Some I thought where cool, some I thought was either two weak or strong for the level and a couple I was pretty meh about. About half deal with filth and disease, most of the rest about cold and ice, while a couple are more generic. So what's my rating? I am going to come down on a 4 for the price. It is worth the price and the template and bloodline alone are worth the price. The rest to me was just a bonus. Though I was a little disappointed with some of the spells, cool idea's but I didn't think all of them was as good as they could have been.
Trust me, I'm a Succubus.
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Monsters Unleashed, Volume 2, is more monsters rescued from obscurity by the fine people at Purple Duck Games. If you need some interesting monsters at a bargain price, take a look.
Monsters Unleashed, Vol 2 is a 16-page PDF (12-pages if you remove the OGL pages) for the Pathfinder RPG written by Mark Gedak and Stefen Styrsky and published by Purple Duck Games. This is part of Purple Duck Games’ Monsters Unleashed Subscription.
The layout is a traditional book design, primarily two-column and easy enough to read. The monsters follow standard Pathfinder template. The art is black and white with each creature having its own illustration. A sheet of creature tokens is included on the last page.
The Challenge Ratings of the monsters unleashed here range from three to 22 (!) mostly good direct combat creatures, including the Fenris Wolf (the CR 22), yes, that Fenris Wolf. Indeed, the Clay Warriors even come in three varieties. Each creature descriptions suggests some good adventure hooks for each of the creatures. All of the creatures each has its own table of what you can find out about it on a successful knowledge check.
Additionally, there is a named and leveled version of one of the monsters, a companion creature for the named monster and a new spell.
Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.
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It’s never been said (insofar as I’m aware) but I’m of the opinion that the otyugh was created either to fill an ecological niche in the game world (as to what cleans up the poo of dungeon-dwelling monsters) or as a nasty surprise when the PCs actually stop to go to the bathroom. Either way, they seemed like a monster that was fairly one-dimensional for what they offered. Mark Gedak and Stefen Styrsky, however, are determined to prove otherwise with their Otyughnomicon series of releases. In this case, we look at the Northern Waste Otyugh.
This book is a short one, being eight pages long (albeit with a six-page OGL listing, thoughtfully included as a separate file). Despite its brevity, full nested bookmarks are present, and copy-and-paste is enabled. There’s only one illustration here, a black and white picture of an icy otyugh, but the pages have a light tentacle in the background, and there are tokens of said otyugh (and, somewhat oddly, a polar bear).
After a quick introduction, the book tackles a topic that’s clearly dear to the authors’ hearts – should the otyugh be an aberration, or a magical beast? The rules say the former, while the authors clearly think the latter. As such, the first sample otyugh for the template (see below) is reproduced twice, once as an aberration otyugh, and once as a magical beast otyugh – all further otyughs in the book are magical beasts.
In all honesty, I don’t necessarily disagree with the reasoning given in this book, but I think that there’s something of a missed opportunity here. If you’re writing your own version of something you disagree with, you should introduce it in-game as something new! Perhaps the magical beast otyughs are a new breed that are edging out their aberration forefathers (in that case, you could even call them…neo-otyughs).
Following this is the new Northern Waste Creature template. It’s a fairly simplistic template (though not a simple template, in Pathfinder parliance), and does a good job of making a creature into an arctic counterpart, though I question the decision not to add the cold subtype.
After the two sample otyughs (and a new variant disease, frost fever, to offset the usual filth fever), we then get a sample tribe of northern waste otyughs – only the two leaders are outlined, as most of the tribe are typical specimens, whereas the leaders have class levels. I wish some attempt, no matter how small, had been made to give us some flavor text about these individuals, as they’re presented only as stat blocks. Another missed opportunity.
Six new icy-themed spells are provided then, though the majority of these seem to be cold variants of existing spells (e.g. hibernate instead of sleep, ice shape instead of stone shape, etc.). I don’t necessarily dislike spells that are variants of other spells, and these did a fairly good job differentiating themselves. But it was the next section that was magical.
The authors note that one of their fans made, on their facebook page, a comment about the sex lives of otyughs. Would that that fan had remained silent, and we’d have been spared the thought of what sort of union would produce the otyugh sorcerer bloodline. The bloodline is just as disgusting as its parentage, and I foresee some truly nauseating villains using it (as well as some gross PCs). Several new spells are presented as part of the bloodline spells, and these were much more inspiring. Spells to curse the land (with disease, undead, etc.), make a creature a disease carrier, or even cause an epidemic, are very much in the theme of the otyugh.
Overall, this is a good book if you’re a fan of the otyugh, but it could have been more. What’s here is solid work, but a little more polish could have made it great. Who are these northern waste otyugh leaders? What makes aberration otyughs different from magical beast otyughs? Still, these oversights don’t diminish what’s here, which are some great options for icy otyughs and those of otyugh ancestry. Pick this book up, and let these otyughs give your PCs all sorts of crap to deal with!
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Thank you for taking the time to review this product.
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80 Awesome Feats and 2 Crappy Ones by Purple Duck Publishing
This product is 16 pages long. It starts with a credits and forward. (1 page)
Feats (12 ½ pages)
There is 64 feats, 5 meta magic feats, 1 team work feat, 12 totem feats. There is also some psionic feats but they are not broke up from the main feats, so not sure how many of them there is. I started to count and then lost count. There is far to many feats to list so I will list a few of my favorites.
As Papa Always Says – must have skill focus in knowledge but allows you to aid another in skill checks adding a +2 regardless of the skill check.
Bear Totem – gain improved grapple and +2 swim, taboo is can not preserved meats.
Beasts Sense – you can the scent ability, must be a druid, barb or ranger class.
Channel Bolt – instead of channeling in a 30ft radius instead you make a 60ft long 5ft wide bolt of channeling.
Channeled Defense – on a failed save can burn a channeling use to roll the save again at a +4.
Channeled Insight – spend a channeling use to gain a +4 on one skill for one minute.
Channeled Offense – spend a channeling use and enchant weapon +1 per 4 levels, last one minute.
Death From Afar – If you score a crit on a flat-footed target it counts as a coup-de-grace, with a ranged weapon.
Improved Orc Ferocity – gain a second use, plus using the ability can instead ignore a wide range of conditions like staggered, stunned, sickened, confused etc.
Strength in Steel – pick one weapon and while holding it gain a +4 save vs fear.
To the Hilt – You plunge a piercing weapon into a foe on a crit to the hilt. Doing double str mod dmg, and if left in will do dmg every round to the target if they take any action till it is pulled out.
Wand Mastery – can activate a wand as a swift action by expanding double the charges.
Couple wasn't completely clear, a example
Whirling Axe – Using a full round attack but only making a single attack, gain AC equal to 1/3rd … and then the sentence ends. I am guessing BaB but I am not really sure.
Ones I didn't care for.
Animal Reflexes – use dex in place of str for swim and climb checks. I like the idea of the feat just not sure how many people would blow a feat on it. I think it is a weak feat and needs more.
Ape Totem – you count as large for bonuses only and get a 10ft reach, +2 geographic knowledge. With a minor taboo. Honestly I just don't get why you get the bonuses and what they have to do with apes.
Aligned lay on Hands – another one I like the idea but just found weak. You heal if they share part of your alignment your chr bonus in extra damage on lay on hands.
Burts the Bonds – add str to escape artist checks, again neat idea. Just don't think many would use a feat on it.
Expert Weaver – you can weaver tough nets with higher hp, +2 DC vs escapes. I just can't see anyone using a feat on this.
Hawk Totem - +4 to hit and dmg on ranged weapons, +2 perception. Will not share food as a taboo. I just felt this one was to good.
Righteous Stare – Once a day you can take 2 rolls on a intimidate roll against a evil creature to demoralize it and take the higher roll. Very cool idea just felt it was a weak feat.
It ends with a OGL. (2 ½ pages)
Closing thoughts. There is no artwork. Editing and layout was so so. I liked most of the idea's of the feats and I am a fan of Purple Duck Games, normally they have some pretty good stuff. Sadly I think this is their worst product to date. I liked a lot of the idea's of feats. But there was a lot of feats I just can't see anyone taking. To many where either two weak or two strong for a feat. Taken as a whole I liked about 33% of the feats, though 33% was ok, 33% where bad and or needed work. I really wanted to like this one, but I think it needs a lot of work still and more play testing. I have said before I am not a big number cruncher or the best at spotting balance. But for me to many missed either high or more often low on balance. So what's my rating? I am going to have to give it a 3, due to the cheap price and cause I know I hate giving low scores. I was torn on giving this a 2.5 rating honestly.
Trust me, I'm a Succubus.
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Monstrous Races by Purple Duck Publishing
This product is 25 pages long. It starts with a cover, credits, toc, and forward. (2 pages)
Monstrous Races (20 pages)
Each race has a full race write up. It talks about class roles for the race. Gives new favored class options and racial traits.
Aasimar – There is 8 new alternate race feature options and 8 favor class options.
Drow – There is 11 new alternate race options and 11 favored class options.
Duergar - There is 8 new alternate race options and 9 favored class options.
Goblin - There is 11 new alternate race options and 10 favored class options.
Hobgoblin - There is 8 new alternate race options and 10 favored class options.
Kobold - There is 8 new alternate race options and 12 favored class options.
Tengu - There is 8 new alternate race options and 11 favored class options.
Tiefling - There is 10 new alternate race options and 9 favored class options.
Additional Material (1 page)
It has a new spell, Instant Armor. It can create armor on you and replaces what ever you was wearing. At 5th level it starts as chain mail, then banded, half-plate, full plate. You can choose to create a enhanced version of a lower armor if high enough level. For example if you could make full plate, you could make that or +1 half-plate, +2 banded or +3 chain. The other thing is this section is a new dark elf god to replace Lolth with. Very similar to that iconic god.
It ends with a OGL. (2 pages)
Closing thoughts. The art work is black and white quarter sized images for each race. They ranged from ok to pretty good. Editing and layout was ok, I noticed a few minor errors. Things like the first letter bolded in a word that follows a bolded word or things like that. Nothing to hurt understanding the product. I was disappointed that the stat blocks where not included, I know they are in the bestiary but I still felt they should have been included. Most of the racial traits where pretty cool, a few was meh and some was just ok. Same for the class options.
With that said I did like the book, so if you are looking for new PC races this is worth picking up. I do home they do more and possible create some. Maybe a half-nymph or half-dryad etc. I wouldn't even mind seeing for some of the stronger races, them to have base stats and then some racial levels for those that want to play such races in the future. So what's my rating? I am going to give it a 3.5 star, I think it is a solid book for those wanting more race options.
Trust me, I'm a Succubus.
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I have fond memories of bards; my last bard was in a second edition AD&D game about a year ago, using the Gallant kit. Because of the kit he was able to, and encouraged really, to wear heavy, bulky armour and it taught me an appreciation for spells I barely considered before that lacked somatic components (a small list of spells, believe me) as the GM allowed those to be used with armour. Because of this, I'm reviewing The Collected Bard Spell Lists for Paizo's Pathfinder.
First thing's first, it has a good number of sources and is very up to date (including even Ultimate Magic which was released only a few months ago) – the core Pathfinder rulebooks, Advanced Players Guide and the aforementioned Ultimate Magic as well as a number of 3rd party publishers. It covers all 7 levels of bardic spell (including cantrips) and provides a short description of each spell and it's effects without making the books themselves redundant. Though it's the first collective spell list I've looked at, one thing that really impressed me was that every spell is coded with a symbol after it to show which book it came from (or all the books it's in for a few cases).
That brings me neatly to the first thing I don't like about it – the symbols and colours used have no pattern to them. If all the official Paizo books had a particular symbol or shared a colour, I'd find it much easier to use. As it is, when I'm looking through spells in it for something interesting I often have to go to the first page again to check if it's official or 3rd party. While it may seem like a minor thing, I'm not sure which 3rd party books my GM would approve of and which he wouldn't. If that were to change in future versions, I would definitely use it and recommend it highly.
It is a fairly comprehensive list of spells and certainly good for drawing inspiration from. Though I had a solid idea in case I need a new character at short notice, this may be tempting me towards a bard. I think it's a really nice list and I'd say it's useful as is – if you can easily remember which symbols correspond to which books, it's definitely something I'd recommend but if you have a memory like mine I'd say it's good but possibly not the quickest list to reference
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Do you play Pathfinder? Play a cleric, or have a cleric in your group? Own more than one Pathfinder book? Then you want this.
It's an index of every Cleric spell thus far in the Pathfinder system, telling you which
book each one is in, and a quick one-sentence summary of what the spell does.
Everything's organised by level and alphabetically within each spell level, so it's all easy to find.
Highly useful utility document.
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Monstrous Races 2 by Purple Duck Publishing
This product is 19 pages long. It starts with a cover, credits, toc, and forward. (2 pages)
Monstrous Races (14 pages)
Each race has a full race write up, with all the stats needed to play one as a PC race. It talks about class roles for the race. Gives new favored class options and racial traits.
Dark Folk – aka dark creepers, race seems a bit strong. Not to strong to use just strong.
Dhampir – Has no PC stat block listed, I assume since it is in the beastiary 2 that they felt no need to reprint it. I was disappointed by this, it should included everything you need.
Forlarren – offspring of devils and nymphs.
Living Ghoul – another one that felt it might have been a little strong.
Lizardfolk – This one was very well done.
Sahuagin – In a undersea campaign they might be a bit strong, but in a land campaign they might be a little weak.
Skulk – a very focused race able to hide or disguise it's self well.
Slyph – Like the Dhampir there is no stats given in the book, just the new racial and favored class abilities.
It ends with a OGL. (3 pages)
Closing thoughts. The art work is black and white and ranges from fair to pretty good. Editing and layout are pretty good. I liked the book as it adds more race options for PC's for those that want them. Most of the races only get 4-5 favored classes and about the same number of racial traits. I liked the majority of them for all the races. I did comment on who I thought two of the races where strong. When I say strong I mean I feel they are above the core races but not by much. Not enough to be unbalanced, only that they felt strong. Of course after playing with them they might not be as bad as they seem at first read as well.
I was disappointed that the stat blocks where not included for the Dhampir and Slyph, I know they are in the beastiary 2 but I still felt they should have been included. With that said I did like the book, so if you are looking for new PC races this is worth picking up. I do home they do more and possible create some. Maybe a half-nymph or half-dryad etc. I wouldn't even mind seeing for some of the stronger races, them to have base stats and then some racial levels for those that want to play such races in the future. So what's my rating? I am going to give it a 4 star, I think it is a solid book for those wanting more race options.
Trust me, I'm a Succubus.
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Monsters Unleashed by Purple Duck Games
This product is 7 pages long. It starts with a cover. (1 pages)
New Monsters (6 pages)
There is 5 monsters that have been updated to Pathfinder in this section. The section ends with the introduction and credits. Each monster gets a full page with art and a DC knowledge check chart. The five monsters are.
Barrow Wight – CR4 This is a wight that is created due to Greed.
Crystalline Horror – CR5, a elemental looking aberration, made of glass.
Devil Dog – CR3, half wolf, half winter wolf.
Dragonnel – CR6, kinda a prehistoric predragon/dino of sorts. This one has a second stat block as well to be used as a non magical animal, plus rules for them as companions.
Kech – CR3, monkey's that look more human, with leathery bodies. There is rules for them as a PC race as well.
Closing thoughts. The art is black and white and pretty good. Layout and editing is good, though putting the introduction at the back of the book seemed a bit odd, plus the OGL is a separate PDF, other than that it was fine. The monsters are all updated from 3.x to Pathfinder rules. I thought the updates where pretty well done, but then I am not a huge number cruncher. If it looks like it will play well and these do, then I am happy. So what's my rating? Well I couldn't really find anything wrong with the product, it delivers what it claims and does it well. Combined with the cheap price I am going to give this one a 4.5 star review. I was tempted to give it a 5 but I wasn't blown away, it's good and worth the price though.
Trust me, I'm a Succubus.
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Legendary Races: Medusa by Purple Duck Games
This product is 16 pages long. It starts with a cover, toc, and credits. (1 page)
Medusa (4 pages)
The first part starts off with basic information about the race. This is followed by 8 new alchemist discoveries and one elixir. This section ends with a medusa racial class. Their starting stats and then a 8 level race class. It also has a sample full stat block medusa using these rules.
D10, 4 skills, simple weapons and a few more, light and medium armor/shields, 2 good saves, full BaB. All told from all 8 levels the medusa PC would get. +8 con, +4 chr and Dex. +4 natural armor, stunning gaze a few times a day, snake hair, poison bite and petrifying gaze.
Half-Medusa (3 pages)
Starts off with a bit of fluff about the race like most races. The stats are. +2 con and chr and -2 wis. Darkvision, +2 intimidate, serpents gaze(can stay others for one round, limited use). Following this is a section on how they fit in with the classes and racial options. There is 7 racial traits a new favored class option for about half the classes. It ends with a full stat block of a sample medusa.
Additional Rules (5 pages)
Sorcerer Bloodline, 1 feat, 3 variant medusa, snake-bodied template, and 3 full stat blocks of variant medusa.
It ends with a OGL (3 pages)
Closing thoughts. The artwork is mostly black and white and ranges from fair to pretty good in one case. Layout and editing where pretty good. There was a couple of odd spots with layout, such as it being in a 2 column format but on one page at the very bottom is a magic item that goes across the whole page in single format just fitting at the bottom of the page. But all and all it is pretty good. The full medusa felt a little powerful mostly due to the stat bonuses, it has a side bar about the gaze attack and while powerful I can see at higher levels it loses some of it's effectiveness. Still I felt it was a strong racial class. The half medusa is a lot better as are the extra stuff in the book. For the cheap price it is worth picking up for just those things. So what's my rating? Well the medusa I am not convinced makes a good PC, but could still be used for a NPC well and the rest I think works pretty well. So I am going to give it a 4 star review.
Trust me, I'm a Succubus.
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Otyughnomicon by Purple Duck Games
This product is 6 pages long. It starts with a cover, intro, and credits. (1 pages)
Wyvern Spawn Otyugh (1 ½ pages)
This section updates the Wyvern Spawn Otyugh to Pathfinder rules. There is a full stat block version for Pathfinder and Purple Ducks own GoW.
On Rocky Peaks (3 ½ pages)
This section has a premade mini encounter. It includes a town stat block, 4 additional stat blocks for other monsters in the encounter and a single magic item.
Closing thoughts. The artwork is black and white and pretty good. The OGL comes as a separate file for ease of printing the main work. Which is black, white with some purple but all and all very print friendly. The product also comes with with counters that can printed out and used in place of mini's. I did notice some editing errors not a lot but I did notice some. Like with the magic it, such as “This arrow container is makes of a black water-proof hide
that oozes toxin on the interior.” obviously makes should have been made. Other than that the product gives exactly what it claims it will for a cheap price, only a buck forty. So for the cheap price I am going to give this a 4 star review. If your looking for Pathfinder stats for the Wyvern Spawn Otyugh then it is worth picking up.
Trust me, I'm a Succubus.
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Forgotten Encounters: Urban by Purple Duck Games
This product is 17 pages long. It starts with a cover, credits, and ToC. (1 pages)
Encounters (8 pages)
There is five encounters each using one of the monsters from Forgotten Foes monster book by Tricky Owlbear Publishing. Each one comes with a location, whats going on, complications, advice how to expand the encounter, and a full stat block of the creature.
The Doll – CR2 Encounter with a Devil Doll. Lots of RPing, very nice.
The Snake in the Box – Ravid CR6 hard to explain but well done. Possibly very amusing.
The Haunted Organ – Grig CR3, Just like it sounds, have to deal with a haunted organ... sorta.
Lurkers in the Pool – Hydrodaemon CR8, something is in the water at the local bath house.
When Good Loot Goes Bad – Junk Elemental CR10. Hired to find a lost wand the PC's end up at a junk yard.
Additional Material (8 page)
There is two new feats, one new legendary item(noble dagger), Six full stat blocks of monsters to go along with the encounters as options, one full stat block NPC, Eight new spells all urban focused, two new magic items, and a new wizard school of sorts. City Magic, it is based on a wizard that learns magic from a city and gets a connection to urban settings.
Closing thoughts. The art is black and white and pretty good all and all, Editing and layout was well done. This one does not have a OGL, instead the OGL is a attached file in the zip file. Done for ease of printing. There is also a full set of paper tokens to be printed out for the monsters in the book. The encounters range from very well done to just pretty good, really the only one I was even remotely meh on was the Lurkers in the Pool, the rest where all very well done. I liked the new weapon, the stat blocks for NPC's and monsters was handy, the eight new spells where pretty interesting, the feats, magic items and City Magic where ok. They was solid but I wasn't blown away by them either.
So what's my rating? Well the encounters where on the whole very well done and most of the other material was as well. I didn't notice any obvious errors. So I am going to give this one a 5 star, if the topic interest you then I recommend picking it up.
Trust me, I'm a Succubus.
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Forgotten Encounters: Underground by Purple Duck Games
This product is 23 pages long. It starts with a cover, credits, and ToC. (1 pages)
Encounters (11 pages)
There is five encounters each using one of the monsters from Forgotten Foes monster book by Tricky Owlbear Publishing. Each one comes with a location, whats going on, complications, advice how to expand the encounter, and a full stat block of the creature. The monsters are,
Decapus
Destrachan
Grimlock
Crypt Thing
Delver
There is also one legendary weapon, 2 new magic items, 1 new feat, and 2 new spells in this section spread out in the varies encounters.
Additional Material (3 page)
There is five more stat blocks, one new feat, and two traps.
It ends with a OGL. (8 pages)
Closing thoughts. The art is black and white and good. Layout is decent and editing is all and all good. The layout of the additional material I think could have been laid out a little better but it's not bad. The encounters are pretty simple with some sections to help make more use out of them. I would have liked all the spells, magic items etc all put in the back in one place personally. That is my only critic of the layout.
So what's my rating? I am going to give this one a 4 star review. It is worth the money but I would have liked to have seen a page or so added to each encounter to expanded on them more. I think the encounters in this one is done a little better than the Forest book of the same series, but this one has less bonus material. Which is why I am giving them the same rating.
Trust me, I'm a Succubus.
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