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[PFRPG] Player's Options: The Supplemental
by Thilo G. [Featured Reviewer] Date Added: 11/12/2014 05:27:26
An Endzeitgeist.com review

The final pdf of the "Paths of Power Player's Options"-series clocks in at 15 pages, 1 page front cover, 1 page editorial, 1.5 pages of SRD, leaving us with 11.5 pages of content, so let's take a look, shall we?



The pdf kicks off with gladiator archetypes - not for TPK Games' gladiator class, but rather for that ne introduced in the first "Paths of Power"-pdf. If you don't have that one, rest assured, though, that you should be able to scavenge some ideas from these and reappropriate them for TPK Games' class, should you choose to. A total of 3 such archetypes are provided - the Auctorati being a galadiator who is not very deep in debt, while the Bestiarius is a gladiator with less of an urban focus, translating to different skills and skill bonuses as well as a specialization in slaying (and training!) animals. Finally, the Morituri may replace 1/day a skill-check's result with Knowledge (nobility), has a fixed reputation and seeks death at the hands of a worthy foe - this is represented via bravery as well as some restrictions in life-prolonging feats and a penalty to saves vs. death effects. per se solid, if not particularly exciting archetypes.



Next up would be a new 10-level PrC, the Grave Tyrant, who receives d8, must be evil, gets 4+Int skills per level, 1/2 will-save progression and 3/4 BAB-progression. While their channel energy progression remains intact, they exchange any spellcasting progression with a slow apotheosis towards undeath. The main draw of the class, though, would be the increase in power of the command undead feat that is a requirement to enter the PrC - the Grave Tyrant provides massive benefits to all undead under his/her control and the amount of undead the class can control rises to up to 10 HD per level - which is a lot indeed and makes relatively clear why the class receives no further spellcasting progression. A solid take on the master of undead, if a bit linear for my tastes.



The LG-only Monk of the Holy Blade archetype is a master of bladed weapons and may flurry with them - which is kind of a can of worms in itself that the pdf actually manages to get somewhat decently handled -instead of going with the default flurrying rules, the two weapon fighting-feats are taken as a base-line, thus avoiding the issue with interchangeable attacks. Now rather nasty, base-damage of the blades is increased similar to a monk fighting with unarmed attacks - here by one step per 5 levels and to add insult to injury, the archetype learns smite evil and by infusing ki into the weapon, it is rendered enchanted. And usually I would complain - swords are more common, more often enchanted etc. pp. The archetype gets smite, one of the paladin's best tricks... And yes, the archetype is stronger than the default monk. Here, that's not necessarily a bad thing. The LG-restriction, the woefully underpowered base class...yes, this archetype is strong, but as a kind of holy, sword-wielding monk, I do think it works.



Speaking of the Holy Blade - a cavalier order devoted to helping those that can't help themselves - a solid order of good guys with bodyguardish abilities.



We also receive 3 archetypes for the Voyager class - the cannonier (amateur gunslinging), the Filou (who learns a very limited array of spells, may levitate vehicles and is inspired by Honoré Beaugrand's "La Chasse-galerie") and the trappeur, who receives ranger traps and appropriately modified skills. Especially the Filou, with its very distinct, unique ability is cool.



We also receive new items, with DR-granting riot-shields and kits to better break down doors as well as feats - a lot of them; 32, unless I've miscounted. A pistol/blade variant of TWF, being able to drink more - per se solid pieces. But there also are some gems here - using shields as a brace versus charges to negate bonuses granted by charging, a feat for poison use in battle, threatening adjacent squares with loaded firearms for melee gunslinging - the feats usually have some cool idea going for them. I also like a shield-based feat that allows you to negate a critical hit as an immediate action by succeeding a fort-save 1/combat...only that the 1/encounter mechanic is just bad (insert my contra-per-encounter-rant) and fort-saves versus crit-confirmation seems hardly fair - I like the idea, but the feat's limit needs to be codified differently and the save feels punitive. I'd prefer at least the shield AC to the save...



Fans of swashbuckling (and Razor Coast) may like to hear that the bind maneuver also receives some love here. Also interesting would be an all-or-nothing feat - as a full-round action, make one attack at +4; If you crit, you automatically confirm. however, until the end of your next turn, you take a -4 penalty to AC and may only take a standard action. This feat has quite some potential! Alas, not all of the feats have solid wordings - the Pirate Trick-granting feat, for example, manages to get quite a few things wrong, duplicating effects that can be achieved otherwise via less solid rules and non-scaling DCs. Not good designs, though I like the concepts. Dealing non-lethal damage with sword-pommels is neat, while Reckless Attack is broken - at a -2 penalty to AC, make a single melee attack - if you hit, you threaten a crit automatically. Prereqs: Str 13, Power Attack, BAB +1. Yeah, never gonna happen near my table and needs to be redesigned from scratch; At low levels, there's no reason ever to not use this feat and with crit x3 or x4 weapons, it becomes ridiculously broken, outclassing keen, improved critical et al - the whole trees. Yeah. Urgh. Rest assured that this is the exception, though.



Conclusion:

Editing and formatting are good - I noticed no particularly nasty glitches in here. Layout adheres to Purple Duck Games' printer-.friendly two-column b/w-standard and the pdf comes fully bookmarked for your convenience.



Perry Fehr and Sean O' Connor's final contribution to the Player's Options-line is thankfully one of the better in the series - the archetypes for classes of Path of Power and the content for the core et. al-classes actually is rather solid and the new items and feats more often than not hit the mark. The PrC is solid as well and while yes, this pdf does have some broken components that preclude it from being a "allow blind"-file, it does have some cool ideas and a very low, fair price-point. The amount of problematic content is lower than the cool bits and pieces and hence, I will rate this as 3.5 stars, rounded still down, though -the issues that are here need some help before this is "good", but I can see quite a few of the bits and pieces here show up in the final book!

Endzeitgeist out.

Rating:
[3 of 5 Stars!]
[PFRPG] Player's Options: The Supplemental
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AL 1-5 - The Stars are Falling (DCC)
by Jeremy W. [Verified Purchaser] Date Added: 10/30/2014 12:52:44
Picked this up at 3PM, ran it at 6PM. Great attention to detail, well written, chock full of DCC goodness.

One word of advice, make sure the characters are up to it. The first encounter in AL 2: Sepulcher of the Mountain God by Paul Wolfe (A Level 1 Adventure Locale for 8-10 characters) nearly resulted in a TPK when attempted by two level 1's, and 8 level 0's. Fortunately, a plot device we had worked out earlier in the session was put to good use and saved a few of the characters. Once they get over the horror of the slaughter, they may be back for encounter two.

Group consisted of a very experienced DCC player/GM and two novice gamers in case you may be interested...

Rating:
[5 of 5 Stars!]
AL 1-5 - The Stars are Falling (DCC)
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Legendary Classes: Illuminatus (PFRPG)
by Thilo G. [Featured Reviewer] Date Added: 10/08/2014 03:53:39
An Endzeitgeist.com review

This supplement clocks in at 37 pages, 1 page front cover, 1 page editorial/ToC, 3 pages of SRD, leaving us with 32 pages of content, so let's take a look!



So what is the chaos illuminate or Illuminatus? First of all, the class would need to be non-lawful. It receives d6,4+Int skills per level, proficiency with simple weapons, 1/2 BAB-progression, good ref and will-saves and spellcasting of up to 9th level via a unique spell-list. Speaking of spellcasting - while it does work via cha and spontaneous, the casting works different than for any other class - Illuminati don't cast regular spells, rather learning to cast so-called wonders instead. Each wonder is associated with a d8-throw: Wonders are cast as a standard action with V, S and F -F? Yes, for to cast spells an illuminate requires a so-called implement, which they not only require to cast wonders, but also to use marvels, the first of which they acquire at 2nd level, +1 every 6 levels thereafter, depending on the implements the illuminate uses. Marvels are full-round action and of a varying ability type, hence adhering to different base-rules - save-wise, these adhere to the 10 +1/2 class level + cha-mod formula.



What about the chaos-aspect, you ask? Well, it's simple - each casting of a wonder is accompanied by a roll of d8, with a 7 or 8 meaning that the respective illuminate can control the wonder to produce any effect. Otherwise, the illuminate has no control over the effect the wonder produces. However, the illuminate *does* have control on where the spells resulting from the wonders go off, allowing for a certain modicum of control. It should be noted that metamagic and item-use purposes et al have been covered in the system..and that this is not where the class ends.



The illuminate also receive a 1/day reroll of a d20, +1 re-roll at 5th level and every 4 levels thereafter. 3+cha-mod times per day, the illuminate may also re-roll wonder-rolls or re-draw cards for abilities of magical item purposes (which adhere to a chaotic rule-set akin to that of casting wonders...) , should you choose to utilize cards when playing the class.



Now at 4th, 6th, 10th, 12th, 16th and 18th level, the illuminatus receives a so-called attainment, which essentially can be considered as the talents of the class, with the list being expanded by greater attainments at 10th level and even more with superior attainments, which are unlocked at 16th level. Attainments generally can range from reliable spell-like abilities (with interesting mechanics, like a 1-hour cool-down) and also contain interesting options that allow for a kind of primal flux (a wonder like fluctuation), duplication of an effect by subsequent re-castings of wonders on rounds following an individual cast. The attainments provided are extremely diverse and allow for quite a different array of builds, more so than one would expect from such a class.



Now in Purple Duck Games' awesome tradition, we receive more favored class options than in any other supplement - psionic races, dragonkin, Fehr's Ethnology-races, ARG-races - heck, even living ghuls and grindylow are covered. The FCOs span more than two pages - yeah, rather neat! Two thumbs up!



Now I already mentioned implements - these are important beyond acting as a focus, also influence, somewhat like bloodlines, the selection of wonders available to the illuminate -from books to bottles, cards etc., a total of 8 such complex suites being provided, the implements also defining the capstone marvels. The respective spell-lists of illuminati are hence all micro-tables of 6 possible spell-effects that are provided by school - for each spell-level. Mishap-effects, extensions of class abilities, chaotic metamagic and increased control over wonders can all be achieved with the selection of new feats. Unlike many similar supplements, the feats more often than not, do not require illuminatus class levels, allowing other classes to dabble in chaotic powers.



Speaking of which - the opportunity and wonder cleric subdomains, 3 mishap-centric rogue talents, the primordial wildblooded sorceror mutation and the arcane experimenter wizard archetype make sure that chaotic magic that is less predictable does not remain the providence of the illuminatus. Warping magic and adding mishaps as injury to the insult of having your spells dispelled, generating wild magic zones - the new spells herein do come in a nice variety and magic items like coins that either summon good or evil outsiders and knucklebones that generate catastrophes also add a bit of excitement to the game.



Beyond even these supplemental pieces of information, we actually do receive 2 universal mythic tier abilities to influence fates and duplicate mythic spells with wonders - and we also receive support for groups utilizing hero points in the guise of 3 unique attainments in addition to the vast array provided, as well as one exclusive subdomain. Finally, a sample character of 1st level completes this extensive, massive class book.



Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to PDG's printer-friendly 2-column b/w-standard with purple accents and the pdf does sport some thematically-fitting full color artworks, though you may know some of these from other sources. The pdf comes extensively bookmarked with nested bookmarks for your convenience.



Author David Nicholas Ross tries his hand at one of the more complex themes one can tackle regarding spellcasting - getting chaos magic right. On the one hand, you want a system that by design, delivers unexpected results, while still maintaining enough control to keep the class useful and relevant in game. Balancing the wonders and the associated spells among them must have been a rather challenging endeavor and the addition of attainment and their structuring in 3 different classes of power-levels as well as the abilities granted by implements allow for an array of different options to properly exert *some* control over the playing field. Beyond being mechanically interesting and innovative, the class delivers supplemental content galore that goes above and beyond making the concepts feasible for just about every world. Small fluff-boxes, feats and chaotic caster-level adjustments, mishaps - all these add another, neat dimension to the topic at hand and help bring the unpredictability back into magic. The illuminatus is a great class with cool options and one that is actually more complex than one would expect - the moving parts are neatly tied together, the class is easy to grasp and difficult to master and there are not that many classes of this high caliber out there. My final verdict will clock in at 5 stars + seal of approval - add some chaos into your magic and make it feel magical and weird again!


Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Legendary Classes: Illuminatus (PFRPG)
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[PFRPG] Player's Options: The Infinyte
by Thilo G. [Featured Reviewer] Date Added: 10/04/2014 04:35:11
An Endzeitgeist.com review

This installment of the Player's Option-series clocks in at 10 pages, 1 page front cover, 1 page editorial, 1.5 pages of SRD, leaving us with 6.5 pages of content, so let's take a look at the Infinyte!



The Infinyte needs to be non-evil with a neutral component and is a 20-level base class that receives proficiency in light and medium armor, shields, martial and simple weapons, full BAB-progression, d10 HD, 4+Int skills per level and good fort-saves.



The Infinyte is also interesting in that the class is built around the hero point system - as champions of the multiverse, they may detect law and chaos and suffer from an interesting quirk: Proximity to other members of their class turns out to be detrimental to their well-being. Now these beings also, much like brooding heroes, receive a side-kick, a so-called consort that strengthens the resolve and prowess of the Infinyte. Now to offset that, DM's receive hero points as well to challenge the infinyte - why? Because the class receives so-called eternal hero points - which REGENERATE. Yeah. Ouch. While not as strong as Arcana Evolved's hero points, PFRPG hero points can still be used to cheat death...



Beyond that, Infinityes can also scavenge in ANY class feature, any class ability via incarnate memory -one at 1st, 5th, 9th, 13th and 17th level - this translates to recalling a talent from a previous incarnation - and can be either a class ability, a feat or skills - in any way, the nigh-non-existent progression makes this cherry-picking kind of workable - a total of 5 levels progression isn't that impressive. Feat-wise, the Infinyte counts as all classes for the purpose of this ability - however, weirdly, the text contradicts itself, once excluding races and once claiming that the infinyte counts as all races for the purposes of taking feats via this ability Some clarification would be in order here. The same goes for the rest of the ability, which, while understandable, could require some explicit statements regarding e.g. saves based on character/class level not scaling (or do they?) etc.



The Infinyte also increases hero points maximu, gains an increasing amount of rerolls of d20s etc. - so far, so good. Where any semblance of balance jumps out of the window would be via the option to, a limited amount of times per day, starting at 6th level and scaling upwards, take a additional round worth of actions - at any point in the initiative order. Not even an action. Not even an immediate action. Urgh. Compared to that, the alignment-spell immunity at 20th level and the DR gained feel a bit like a letdowner of a capstone. Especially when taking into account that the class essentially receives an item of power, a kind of DiY-scaling legendary item that you can develop over the levels - which is awesome. 3 sample items are provided with their level-assigned benefits to give you an idea here.



2 new, hero point based-feats for the infinyte are also provided, as is a comprehensive explanation of the hero point system and a sample level 1 NPC.



Conclusion:

Editing and formatting are good, if not perfect -a tad bit more streamlining regarding the rules would really help this class. Layout adheres to PDG's printer-friendly 2-column b/w-standard and the pdf comes fully bookmarked in spite of its brevity - nice.



Perry Fehr's Infinyte is...AWESOME. Yeah, I know what you're thinking - 2 hero points = cheat death, lot of rerolls, scavenging in weird class abilities...regenerating hero points...how can this be balanced? Well, it kind of is and isn't. The issue is complex, so hear me out - on the one hand, the ability/feat-wildering requires tighter wording, but is damn close to working as *intended.* What do I mean by that? This class represents a champion of the multiverse, a born hero of reality. It is kind of supposed to be a bit off the chains and by its very fluff, it makes the class rather central to a group, which ought to be cleared with all involved, especially the other players. Otherwise, the constant death-cheating will feel unfair.



Now that being said - this class represents a capital H HERO, a champion with all the associated makings - sidekick, nemesis, heirloom item of power, strange tricks no one else can do... I *love* this guy. That being said, beyond aforementioned wording issues, the bonus round should at least cost an action and probably...should be severely restricted. If some kind of time limit beyond the generous hero point regeneration is applied to the amount of times they can cheat death (perhaps based on cha? on HD? Perhaps class level x 1/2?), I would actually see me allow these guys in my game. This, in spite of the relative brevity (if you take away the hero point-explanation, this is short!), should be considered one of the finest classes to come out of the Player's Option-series so far - one intended for mature and high-power groups and players that don't wish to hog the spotlight and certainly not a class for every campaign or group, but also a class unlike any I've encountered so far - in a good way. This has all the makings of a 5 star + seal of approval class, but due to the glitches still present, I will settle, at least for now, on a final verdict of 3.5 stars, rounded down by a margin to 3...and remain very expectant of the version in the final book - with some polish, this is a gem.

Endzeitgeist out.

Rating:
[3 of 5 Stars!]
[PFRPG] Player's Options: The Infinyte
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Legendary IX: Legends of Antiquity
by Raymond L. [Verified Purchaser] Date Added: 09/14/2014 13:46:59
As fans of the series already know this book brings great back stories for very unique and interesting magic gear. James Lewis, in his first addition to the series, written a tome that should be on every gamemaster's shelf or research folder.

As I read through the work I had to stop multiple times to make notes for my campaign and new campaigns only now germinating due to the seed left by this book.

An easy read, and easy to use tool for every pathfinder GM!

Rating:
[5 of 5 Stars!]
Legendary IX: Legends of Antiquity
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Purple Duck Storeroom: Animated Skulls
by Thilo G. [Featured Reviewer] Date Added: 09/11/2014 03:05:54
An Endzeitgeist.com review

This installment of Purple Duck Games' short micro-pdfs clocks in at 14 pages, 1 page front cover, 2 pages of SRD/editorial, leaving us with 11 pages of content, so let's take a look, shall we?



So what is this - animated skulls, yeah, but instead of just a set of statblocks, this actually is a mini-generator! A kind of Monster-Dressing, if you will.



We get a d12-table to determine locations of the skull, an excessive list of 10 potential origin-legends for the skull (like being a fragment of an outsider lord's consciousness, a lich gone wrong etc.) and then, things become interesting indeed:



3 sample partial statblocks await you to roll basic stats - one of these would result in you rolling on a d12 list of PC-class levels, while a d20-table allows you to randomly fill in the skull's skills and a further d12 table covers feats. Finally, movement, from levitating to hopping (!!) and flight can be determined and voilà - that would be the basics.



The pdf does not stop there - a 5-entry appearance table can result in further spell-like abilities via implanted gems and you may optionally determine alignment via a d8 table. If the skull has an implanted magic item, a 2-entry micro table covers that.



The pdf also provides 12 sample temperaments/personalities and 10 potential special purposes for the skull. We end the pdf with one sample skull and its background. I also should mention that the pdf also covers taking an animated skull as a familiar.



Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a digest-style one-page no-frills standard and the pdf comes bookmarked in spite of its small size - kudos!.Apart from the cover, there's no art, but that's to be expected from a micro-pdf like this.



Perry Fehr's Skull-generator is GLORIOUS. I really, really love this easy-to-use skull generator, the skill/feat-selectors etc. - this makes crafting animated skulls exceedingly fast. Now this would immediately hit my best of ratings, were it not for one issue: The statblocks this generates are non-standard. Looking much more like DCC or 2nd edition statblocks, they have all you need to run the skulls, but e.g. lack CMB/CMD etc. and just feel unnecessarily obscure when adhering to standard statblock conventions would have been easy - why no simply state the senses, ini, etc. according to statblock conventions? This is baffling to me and unnecessarily opaque, especially since the generator could easily support standard statblocks. As much as I love this pdf, due o this strange, strange decision, I can't rate this higher than 4.5 stars, rounded down to 4. This is still a glorious buy for the low price.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Purple Duck Storeroom: Animated Skulls
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Purple Duck Storeroom: Tiny Monstrous Humanoids
by Thilo G. [Featured Reviewer] Date Added: 09/03/2014 03:24:28
An Endzeitgeist.com review

This Purple Duck Storeroom is 11 pages long, 1 page front cover, 2 pages of SRD, leaving us with 9 pages of content, so let's take a look!



Monstrous Physique II allows you to turn into tiny humanoids. Problem is, there aren't that many. In fact, in core, there are none. Enter this book.



So let's take a look! Gaeolings at CR 1/2 are small, furry beings that can spray blinding dirt and camouflage as dirt. Cool! CR 1 Mirelings are deadly, superbly stealthy, potentially degenerated/cursed micro-halflings that can't be detected and are adept at vanishing. And you thought certain trap-making kobolds were a nightmare to catch. Seriously, a capable DM can wreck havoc with these guys...



Also at CR 1 Nimerigar are tiny, yet deadly warriors utilizing poison while hunting even creatures of mountain lion size and above. On the very disturbing side, imagine a combination of stirges and small humanoids for the Stirgelings - yeah. The iconic imagery alone is well worth the price of admission here and I *know* I'll be using these guys.



Speaking of potentially disturbing - the Trowlings with their tiny greataxes and their regenerative qualities also make for a strange imagery - think about those guys, Gulliver-style, chopping to bits the tall folk... *shudder* On the more benevolent side, the Urslings might look like teddybears, but are actually benevolent protectors - think gummy-bears, the race.



Conclusion:

Editing and formatting are top-notch, I didn't notice any significant glitches. Layout adheres to a 1-column digest-style b/w-standard and the pdf comes bookmarked in spite of its small size - nice.



This is Purple Duck Games and author Perry Fehr at their best - no frills, cool and iconic creatures that universally have something awesome about them AND at the same time, this closes a hole in the rules? Yes, please. And take a look at the exceedingly fair price point. Believe me, you will not regret getting this one. Well worth the low costs, iconic in imagery, 5 stars + seal of approval. Two thumbs up!

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Purple Duck Storeroom: Tiny Monstrous Humanoids
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Paladins of Porphyra
by Thilo G. [Featured Reviewer] Date Added: 08/30/2014 06:41:46
An Endzeitgeist.com review

This supplement clocks in at 13 pages, 1 page front cover, 2 pages of SRD, leaving us with 10 pages, so let's take a look, shall we?



In Porphyra, paladins are servants of the NewGods and thus, we get archetypes for specific deities - Aleria, the love of life, for example, gets a paladin that receives an modified steed that is under constant pass without a trace, may speak to animals and recieves at higher levels an aura that severely penalizes all melee attacks executed nearby her - including her own. Surprisingly cool one! Codionic Knights of Gerana are more martial and inclined towards intimidation, not diplomacy. They also may shield others and partially replace mercies with power attack and cleave and gets a menacing aura at higher levels. Once again, nice.



Ithreia's Order of the Gyrfalcon (which strangely lists a patron-prerequisite the former two entries lacked) learn to deal cold damage via lay on hands (tied to uses per day and in damage-potential, to class level) and generally can be considered a more aquatic type of paladin. Solid. Now antipaladins following the apocalyptic deity Mâl receive a concentration-disrupting anti-arcane aura and sicken foes hit by their weapons and communicate with just about everything -to corrupt it. Again, neat. The Dreamcatchers of Neria become immune to illusions at 2nd level - the ability can be suppressed as a swift action. *sigh* To what does this immunity extend? Simply seeing through everything? Does it require interactions? Only extend to spells cast upon the paladin? Does e.g. mirror image work against the paladin? Even in exchange for divine grace, potentially a VERY powerful ability that imho needs further clarification. Apart from that, the archetype's prophecy/dream-focus is neat.



Rajuk Amon-Gore's Deathdancers gets bonus feats and command undead and at high levels dance of thousand cuts as a spell-like ability. Toma Thule's Darksiegers don't get detect evil and replace smite with a constant to atk/damage-bonus and receive bonus feats instead of mercies and get improved defensive fighting. Rules that align these paladins with the unorthodox paladin-rules from "Strategists & Tacticians" are also provided.



Next would be a total of 7 oaths - and these are interesting: What about an oath TO addiction for antipaladins that results in a poisonous aura and resistance to harmful substances? An anti-chaos oath? An oath that makes an antipaladin a herald of conflagration and fire, allowing you to radiate damaging heat? An oath that makes you a herald of light? One against deforestation (which is replete with roleplaying potential galore) - including the ability to quench fires and blunt weapons? Sons of Kaliban that swear the Oath of Submersion can be considered somewhat like the folk from the iron isles in "A Song of Ice and Fire", only with added swim speed and the deadly power to smite land-dwellers. Antipaladins of Korufo the Shadow may misdirect, blur and are masters of subterfuge.



We also get two new spells, one to detect faithful and one to imbue others with addictions (nasty!) - and we also get a new drug, the dread daemon seed as well as level 9 paladin and a sample level 8 antipaladin. As a nitpick - both miss their CR-ratings. As icing on the fluff, we get two awesome battle-hymns - the Dirge of the Hands of Doom and the Song of the Righteous Warriors - all lyrics ready to recite. Two thumbs up for this cool fluff!



Conclusion:

Editing and formatting can still be considered good, but aren't perfect -I noticed a couple of minor glitches, but no significant ones. Layout adheres to Purple Duck Games' printer-friendly two-column standard and the pdf comes fully bookmarked with nested, extensive bookmarks.



Perry Fehr is a wildcard author for me - he can write great fluff, but his crunch fluctuates wildly between the awesome and the sloppy. I'm not sure whether it's due to a daily shape of author and editor/developer or some other weird phenomenon, but that's irrelevant anyways. What I'm trying to say is - I did not expect to be wowed by this book. And yes, the abilities of the paladins are a bit on the conservative side here, but the wording of the crunch is actually solid, really solid. The same holds true for the oaths - and all the rest herein. The oaths are evocative and fill important niches, the sample characters are nice and the hymns are the icing on the cake. While the minor glitches would usually make me good for a 4 star rating, the great fluff of the songs and the mostly awesome oaths just wouldn't make that a just verdict. hence, I will settle for a final verdict of 4.5 stars, rounded up to 5 - author Perry Fehr delivers here.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Paladins of Porphyra
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AL 5: Stars in the Darkness [DCC]
by Tim C. [Verified Purchaser] Date Added: 08/12/2014 21:53:54
I have run this adventure twice, and it was equally crazy, and substantially different, both times.

This adventure does a great job bringing a cosmic feel -- stars disappearing, Luck is waning -- to an old-school dungeon crawl.

It's well-written, inventive, and the encounters challenged my players. Good stuff!

Rating:
[5 of 5 Stars!]
AL 5: Stars in the Darkness [DCC]
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Bards of Porphyra [PFRPG]
by Thilo G. [Featured Reviewer] Date Added: 08/12/2014 09:44:54
An Endzeitgeist.com review

This supplement clocks in at 12 pages, 1 page front cover, 1 page, 1.5 pages of SRD, leaving us with 9.5 pages of content, so let's take a look!



After a short introduction in regular text and a nice piece of in-character prose, we are introduced to the cantor archetype - an bard archetype with strict taboos that prevent taking e.g. the extra bardic performance or extra channel feats (though other channel feats are eligible). In an interesting twist, they are not proficient with most weapons and taboos also influence said choice, though they receive two-weapon fighting when using a quarterstaff (and only a quarterstaff). At 4th level, cantors may channel energy at their class level -3, with one channel eating 3 rounds of bardic performance. Add to that a nice improved aid another boost for skill use in combat. An elegant, short archetype. Nice performance by author Perry Fehr. Haha Okay, I'll put a buck in the bad pun jar.



The Holy Fool does not learn bardic knowledge, but may add a limited array of cleric spells to their bard spell list, improved will-saves and at 5th level, access to a single subdomain or domain at class level-4 and at high levels, duplicate symbol of stunning for a serious amount of bardic performance rounds. Solid and no one's fool. Sorry, couldn't resist. The Gagaku are masters of a zither-like exotic weapon, the 6-stringed Yamamogoto, a string instrumen that becomes enhanced over their levels as a ranged composite shortbow re str-rating. Additionally, they are more proficient at dodging ranged attacks and do not provoke AoOs in melee with it. On a nitpicky side, once, the archetype is called arrow courtier instead of Gagaku, but that does not influence the functionality of the pdf. An archetype that may not be the strongest choice, but which is high in concept - and honestly, I like it.



The Howler archetype exclusively for Gnoll and Catfolk. Instead of a regular bardic knowledge, these guys can yowl - a sound that requires concentration-checks from all that hear it at increasing penalties to cast spells and use skills. It can be maintained as a standard action up to 30 minutes per level, meaning the class probably won't run out of yowling. Where things become probematic would be with the range - it's a friggin' mile. And while allies only take half penalty,, this one requires nerfing -it does not provoke AoOs. It does not even count as language-dependant or mind influencing. This one needs a whack with the nerf-bat, though I like the ability's concept.



The Laulajan may not learn spells the bard has in common with the inquisitor or paladin, but may add select wizard and witch spells to their lists. They may also take metamagic feats and apply them to their spells in lieu of bardic performances. Yeah, not that blown away either. Limited reduction of metamagic-increased spell levels and unlimited, at will ghost sounds are somewhat nice. Solid. The Muzzein could have been an insensitive archetype, but isn't - using bardic performance to temporary power blindsense and calling to worship would be nice - the Call to worship increases the DC of saves versus the spells of allies, damage of the same or duration. The latter proves problematic - what about instantaneous spells? multi-round effects that change what they do over the duration of the spell? That's very problematic and requires A LOT of clarification. Still, once if this was clarified, the archetype would be rather cool.



We also are introduced to 7 new bardic masterpieces that include e.g. an homage to "The music of Eric Zann", a defensive, obscuring swirl of leaves, snow or sand or damage undead sans save. All in all, nice masterpieces.



Temporarily upgrading channeling via bard spells makes for a nice idea and the 9 new magic items also are rather cool - from magic masks to bardic performance-powered instruments - a nice array here, though the artwork of the air sitar mysteriously seems to have vanished from the pdf. We close the pdf with a sample Cr 11, level 12 Holy Fool sample NPC.



Conclusion:

Editing and formatting are okay, though I noticed a couple of non-standard, not broken, but less than optimal wording choices and minor formatting glitches. Layout adheres to Purple Duck Games' two-column standard and is rather printer-friendly. The pdf comes fully bookmarked with extensive nested bookmarks.



Perry Fehr's take on bards is steeped in awesome, cultural allusions and high-concept ideas, like in most of his writings. This time around, the significant majority of his ideas properly pay off - with high-concept archetypes that mostly work, we may have a couple of issues that require further streamlining, but the majority of the content herein is rather cool and enriches one's game via uncommon ideas. the channel/divine-synergy ties in well with the new content and generally, especially for the low asking price, this indeed can be considered a worthwhile, if not perfect purchase. Hence, my final verdict will clock in at 3.5 stars, rounded up to 4 for the purpose of this platform - not only for people interested in Porphyra, but for everyone that is looking for culturally and mechanically distinct bards.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Bards of Porphyra [PFRPG]
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[PFRPG] Player's Options: The Hetaera
by Thilo G. [Featured Reviewer] Date Added: 08/08/2014 03:23:31
An Endzeitgeist.com review

This new class clocks in at 14 pages , 1 page front cover, 1 page editorial, 1.5 pages of SRD, leaving us with 10.5 pages of content, so what does this class deliver?



The Hetaera gets d8, 6+int skills per level, a custom proficiency list (including light armors and bucklers), 3/$ BAB-progression, good ref- and will-saves and spontaneous divine spellcasting via Cha of up to 6th level spells from a custom list. Now what's VERY interesting is a very powerful ability, that still has a limit -service spell. Per spell level, she may cast +1 spell beyond her fixed allotted array- with a successful spellcraft check even one that she doesn't know, but is on her list. But ONLY if the spell provides a benefit for others for no personal compensation. Generally, that is a good way of making spellcasting less ego-centric and I applaud the intention behind this, but the execution is flawed. Take a buff that targets all in an area or an attack spell to prevent a killing stroke on the character to save innocents? Selfless or not? This ability has A LOT of roleplaying potential, but it needs a tighter definition to avoid sparking endless discussions at the table...



At almost every level (exceptions being the 4th, 7th, 13th, 16th, 19th and 20th), the Hetaera gets an endowment - the talents of the class, and partially they are interesting indeed - take "double-edged sword" - her current and former lovers treat her as one level higher for the purpose of healing, but also increase the DC versus damage-inducing spells by one. While this one could use some scaling, the concept is brilliant and offers quite a few grand roleplaying opportunities. Quite a few of the abilities presented here make the Hetaera a superb social face for the party - what about telling lies and allowing those you lied to use your bluff to convince strangers of the truth of your fabrication? Yeah. Poison Use, honeyed words or what about treating settlements as larger for the purpose of selling/buying items? It should also be noted that, in the tradition of talents/advanced talents, a hetaera's array of endowments is expanded upon 10th level to include more powerful ones.



Hetaera also get non-quantifiable boons from NPCs that go beyond even endowments, with ample examples given in the pdf to help a DM judge what's feasible and what isn't. Now at 7th level, the Hetaera can deliver spells 4+ cha-mod times per day via a kiss - they just have to have a range of touch. Oh, and yes, getting rules for kissing unwilling targets would have been nice here and can be considered an oversight, but the ability has another focus - the spells delivered thus do NOT count against her regular allotment of spells! Rather interesting and full of roleplaying potential - when crunch opens by virtue of its design story-threads, you know it has something going for it.



As a somewhat underwhelming capstone, the Hetaera gets a kiss of death, which is cool, yes, but the lack of rules for kissing unwilling targets (though I'd go with pinning if social guile doesn't work...) somewhat cripples it. The Hetaera's Spell-list is btw. thematically and spell-selection-wise solid - not too powerful and not too weak. Among the spells, which include the magical version of beer goggles (glorious) is also a level 1 spell that disrobes the target - which is crippling to armored warriors - 1/2 time to don afterwards? Congrats...That's a save-or-suck that needs some nerfing... Other than that, the sensuous and tasteful spells for heightened senses, and yes, even a genderbending spell that can be made permanent, are found herein. I'm sure some members of the LGBT-community or players who want to play such a character will greatly appreciate this one. I also like the spell that can summon a willing lover to your aid. As always, we also get a sample 1st level character.



Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to PDG's printer-friendly 2-column standard and the pdf comes fully bookmarked for your convenience.



Patricia Willenborg's Hetaera...is so far my favorite class in the whole Player's Option-series. By a long shot. The Hetaera as a concept is GLORIOUS. The implementation is tasteful. And just about EVERY ABILITY of the class has some kind of roleplaying potential, all without the class being useless in rollplaying environments - though she definitely fits better into social situations. This is the class of divine secret agent meets femme/garçon fatal(e) you never knew you needed, but suddenly realize you damn well do - as if she's cast a spell on you... Kidding aside - this class breathes adventure potential and high intrigue, and while not too well suited for dungeon crawl campaigns (though she does work there as well!), in any other context, she shines. I'd immediately slap my 5 stars + seal of approval on this beauty, were it not for the small hickups, for example regarding the kisses, the somewhat lackluster definition of the service spells and the (slightly) overpowered disrobe-spell. Still, this class has potential galore and bespeaks of a talented designer, of whom I hope to see more. Final verdict: 4.5 stars, rounded down by a slight margin to 4.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
[PFRPG] Player's Options: The Hetaera
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Purple Duck Storeroom: Alternate Class Abilities
by Thilo G. [Featured Reviewer] Date Added: 08/01/2014 06:14:16
An Endzeitgeist.com review

This pdf clocks in at 9 pages, 1 page front cover, 1 page editorial/explanation, 2 pages of SRD, leaving us with 5 pages of content, so what are these alternate class abilities?



Essentially, you could think of them as micro-archetypes - to learn one of them, you have to give up a class ability of a equal level when you level up or retrain. Bonus feats and divine auras do not qualify and spellcasting progression potentially counts as such an ability. In the end, the DM has the final say. Got that? Good!



A total of 18 1st level abilities are provided and range from access to a mount (which works as a full-blown animal companion!) to poison use, throw anything as a bonus feat or gaining animal empathy. All those nice little abilities like trapfinding, familiars etc. are part of the deal, as is the unarmed AC bonus of the monk.



At 2nd level, 5 are provided, with uncanny dodge, favored enemy and stand up some more powerful options coming into the fray.



For 3rd level, only maneuver training and trap awareness are available, whereas at 4th level, expert trainer, favored terrain adn slow fall become options. AT 5th level, you may go for solo tactics, at 6th for evasion and swift poisoning, at 10th for opportunist and at 12th for camouflage or stalwart.



Conclusion:

Editing and formatting are very good, I did not notice any significant glitches. Layout adheres to a one-column b/w-standard and the pdf has no art, but needs none at this length. The pdf does have bookmarks, which is awesome to see.



Author and mastermind of Purple Duck Games Mark Gedak provides a surprisingly complex system here for next to no cost -essentially, these can be considered a way to make all classes talented in a limited manner. And that is awesome - thief with cantrips? Done. Cleric with trapfinding? Done. And so on. The options are diverse and solid indeed, covering important abilities, but not the signature ones and thus enrich the list of valid character concepts. Now that being said, I do have gripes with the pdf - for one, the balancing is off regarding some of the options: bonus to craft versus gaining a mount that will eclipse at low levels its rider? Hmm, which do I take? Or take evasion - arguably one of the most useful defensive abilities in the game, it is too easy to get as written. Seriously, though - that can be handled by a DM. Another oversight would be that, as written, nothing prevents the stacking of these class abilities other than the usual convention. Witches with two familiars, druids with two companions. Urghs.

The concept is glorious and would warrant further expansion/ a proper, full-blown book with streamlined balancing. As written, this is still a great resource as long as you as the DM keep a tight control on what which character can exchange - a notion the pdf admittedly calls attention to. For the expansion of options and due to the low price, I will hence settle on a final verdict of 3.5 stars, rounded up to 4 for the purpose of this platform.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Purple Duck Storeroom: Alternate Class Abilities
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Stock Art: Exotic Beauty
by Jeremy Z. [Verified Purchaser] Date Added: 07/26/2014 01:48:03
I love the colored version, the B&W version is good as well, but the line art version looks...odd, at least in the face.

Rating:
[4 of 5 Stars!]
Stock Art: Exotic Beauty
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FT 0 - Prince Charming, Reanimator (PWYW)
by Clayton B. [Verified Purchaser] Date Added: 07/13/2014 23:30:46
Prince Charming is a pretty solid funnel. It is fairly short, but it gets the job done. The monsters are really tough, and we had a TFK (total funnel killed for a couple players), but the module has a nice way to generate new 0th level guys.

This is a fairytale based module, and you may or may not want to file off the serial numbers on some of the more overt markers of this (for instance, there is a guy literally named Prince Charming). There are a lot of unique items here, but you may want to modify or eliminate some of them. There is an orb that answers three questions each day and does other things too, for instance, and that may be a little powerful for 0th level characters. The items in one section cannot be taken by the players as the module is written, but I allowed the players to wish out a monkey's paw so they could wreck havoc upon themselves. The magic weapons are really strong. I immediately removed the magical pluses to attack and armor from them. I liked the item that didn't let anyone lie, but I wouldn't let them use it to find out meta information, maybe.

The prince was kinda silly, waiting for days at a time for the PCs to do their thing, and so I suggest trying a few things with him:
*Remove player rations. They have to make their way back to the Prince's camp to replenish and report on their progress.
*Have the prince spy on events with a magic falcon. Falconry is an expensive hobby, so it fits.
*Give the prince a strange henchman that follows the party. The henchman doesn't talk, moves slowly, and never seems to die.
*Provide the PCs with a couple hunting hounds. Because of how fun dogs can be in this module.

The church of Justicia was a nice touch to inject some DCC mythology into the setting. I would have placed a couple related gods and/or saints in her church, though. Also, a table for players to roll unresolved sins on would have been cool.

One of the nicer things about the module is that it brings a new patron for players to try out too. Nice RP opportunities for budding wizards there.

Rating:
[5 of 5 Stars!]
FT 0 - Prince Charming, Reanimator (PWYW)
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AL1: Bone Hoard of the Dancing Horror [DCC]
by Clayton B. [Verified Purchaser] Date Added: 07/13/2014 22:58:46
You can't beat the weird vibe of this module. Flopping, vampiric vermin. Dancing, hypnagogic horrors. Potions the party knows it shouldn't drink, but inevitably will.
There are a couple cool items. I appreciate the seeding of some spells for DCC judges who like their wizards to have to quest for them. Lots of unique monsters and hazards is very much in the spirit of DCC and is a great plus in my book.

There are a couple things that kept me from rating this a solid 5, however:
One of the most important monster's info is a bit spread out, and over two pages at that. This makes it harder to pick up and play. You'll have to study all the monster abilities and probably take notes to figure out how to run the encounter smoothly. Some kind of summary box or shorthand would have been appreciated.
Most of the room description text is short, but it runs long in a couple places. People will have different feels about boxed text, but my preference is two lines or less.
The map is rather sterile. It would have been nice if it had a few illustrations between the rooms for traps and monsters as reminders. One of the biggest rooms has bones littered about it, but that isn't conveyed on the map at all; you have to read a long boxed text to remember to convey that part to the players. The room title helps, though.

Rating:
[4 of 5 Stars!]
AL1: Bone Hoard of the Dancing Horror [DCC]
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