DriveThruRPG.com
Close
New Account
 
  
 
 
You will lose your chance to get the free product of the week.
One-click unsubscribe later if you don't enjoy the newsletter.
Close
Log In
 
 Forgot password?
 

     or     Log In with your Facebook Account
Browse









Back
Other comments left for this publisher:
CE 2 - The Black Goat
by Megan R. [Featured Reviewer] Date Added: 07/04/2013 10:40:56
This is a neat little resource with the potential to become a recurring feature of your campaign world. Picture a simple community in a high mountain pass, clustered around a potent oracle... just saying that spawns concepts of somewhere your characters might want to visit, perhaps for advice... or of course they might just need to get to the other side of the mountains, and will need to negotiate their way past those who dwell in the pass.

The inhabitants are well detailed and the actual pass itself mapped out, making any encounter you choose to run very easy. Moreover, there are TWO tribes involved, the humanoids living here and another group dwelling nearby, both of whom have scope for development as recurring groups in your adventures.

The oracle herself - The Black Goat - is an interesting personage in her own right and someone who has the potential to become a Patron for an appropriate character if so wished. Even getting to see her, let alone getting a favourable outcome to a request, is quite a challenge and could prove a good adventure in its own right.

Plenty here to do and see, and to come back to again and again.

Rating:
[5 of 5 Stars!]
CE 2 - The Black Goat
Click to show product description

Add to DriveThruRPG.com Order

[M&M] Deus ex Historica: Polkovnik Oktober
by Megan R. [Featured Reviewer] Date Added: 07/03/2013 10:59:05
An interesting one, this - not really a super-villain at all... for one, he has no super-powers. Moreover, he's not a 'villain' in the strict sense of the word, although nationalistic super-heroes may find themselves in opposition to him as he is a loyal communist spy in the service of the Soviet Union.

Being firmly rooted in communist-era USSR however, unless your game is set during the Cold War you will have to decide what such a loyal communist did once the Iron Curtain came down. You may choose to have him remaining loyal to his ideals and seeking out those who wish to reestablish communism, or he may become a 'freelance' spy operating for hire. (Remember MICE - the basic reasons for anyone to become a spy: Money, Ideals, Country and Excitement!)

The background presents Polkovnik Oktober as an athletic close-combat expert with disguise skills, good at both unarmed combat and gun-play. He is a competent assassin but can lose control of himself and tends to be confrontational rather than subtle. It's not very clear where - if? - he'd fit in to a non-espionage based standard supers game.

His costume is not clear, either - vague references to a red hood and military-style garb coupled with a greyscale sketch. If you know classical Russian military uniforms, you might imagine a variant of a gymnasterka (shirt-tunic) and breeches with jack boots - a style that was dropped in the 1960s, but fits in well with his somewhat antique views on the merits of communism!

Rating:
[4 of 5 Stars!]
[M&M] Deus ex Historica: Polkovnik Oktober
Click to show product description

Add to DriveThruRPG.com Order

[M&M] Deus ex Historica: Plutonium Man
by Megan R. [Featured Reviewer] Date Added: 07/03/2013 10:31:40
Plutonium Man sums up the fascination/fear engendered by radioactivity in the 1950s... cast definitely as a villain, he can be played as a tragic victim of circumstance or as a cold vicious seeker of revenge on a society that abandoned him. Read the backstory and decide for yourself which way he will go in your campaign.

Like many supervillians there is little information about what he does when not engaged in super-villainous activities.

Both background and game statistics are presented clearly, and there is a nice - albeit black and white - illustration of Plutonium Man in his costume... although you are left to figure out just why he has the number 94 on his shirt (hint: take a look at the periodic table!). Notes are provided for those who want him at a level other than the PL12 at which he is presented.

There is also a scenario idea using this character, but apart from vague references to a fondness for robbing banks there is no clear indication about his villainous activities let alone why he pursues them. If you want to use him for anything more than a one-shot you may wish to come up with some ideas of your own as to what his overall scheme and rationale may be.

Rating:
[4 of 5 Stars!]
[M&M] Deus ex Historica: Plutonium Man
Click to show product description

Add to DriveThruRPG.com Order

[PFRPG] Player's Options: Gnomes
by Thilo G. [Verified Purchaser] Date Added: 07/02/2013 03:35:14
An Endzeitgeist.com review

This installment of the Player's Options-line is 12 pages long, 1 page editorial, 1 page SRD, leaving us with 10 pages of content, so let's take a look!



Following the format of the series, we kick this off with two new variant gnome races, first of which would be the Blood Gnomes - tainted by the blood of redcaps, they essentially are the gnomish equivalent for Tieflings - shunned and considered evil by most and stigmatized as well as rare. They get +2 to Dex and Wis, -2 to Cha, count as fey, are small and slow, get light-light vision, DR 5/cold iron, +2 to saves vs. illusions, take 5 penalty less to stealth when moving (and may run stealthily at -20), get +1 DC to necromancy-spells and Blood Gnomes with Wis of 11+ can cast bleed, chill touch, detect poison and touch of fatigue 1/day. They also gain proficiency with scythes in addition to the gnomish weapon proficiencies. While not horribly broken, the DR and unnecessary amount of spell-like abilities imho detract slightly from this race's balancing.



The second variant is also a tad bit sinister - the Shadow Gnomes (which would fit well with Jon Brazer Enterprise's Shadowsfall) are touched by the plane of shadow and hence get +2 to Dex and Int, -2 to Str, slow speed, darkvision 60 ft., light sensitivity, resistance 5 to electricity and cold, increase their miss-chance in dim light to 50%, always get Perception and Stealth as class skills and gain a bonus feat at 1st level, reduce the Stealth-penalty when moving by 5 and by 10 when sniping, +1 DC vs. shadow-spells and 1/day ghost sound, pass without a trace, ventriloquism. They also get familiarity with kukris in addition to gnomish familiarity. Honestly, this variant is also too high on the power-scale for my tastes - not by much, but the increased miss-chance combined with 2 class-skill and the improved stealth feels like too much when combined with the spell-like abilities. Also, this race is very much geared towards being rogues - a slightly more diverse focus would have been nice. Also, the spell-like abilities have not been italicized.



A total of 14 feats is up next: Among the feats, summoning monsters 1/day and gaining additional uses of their spell-like abilities are possible. Feats that net you +2 to saves versus illusions, +1 to initiative and one save of your choice, +1 to DC of your spell-like abilities, treating your craft and profession as two ranks higher for crafting purposes - you get the idea. Generally, these feats are highly specific and where the races are too strong, the feats generally are too weak. With one exception: One feat easily nets you Hide in Plain Sight (!!!) with a caveat that larger sized foes must watch you - even with this caveat imho broken.



Much like previous installments, the 6 new flaws are roleplaying gold and deliver plenty options to develop.4 gnomish items, from gnomish absinth and clockwork hurdy-gurdys to massage oil and toys are reprinted herein is well, making for more worthwhile content to round out the pdf.



Conclusion:

Editing and formatting aren't perfect - especially the flawed italicization of spells/spell-like abilities hits a pet-peeve of mine. Layout adheres to 4WFG's two-column b/w-standard and the full-color artworks for the gnomes are nice, the b/w-illustrations for the items awesome. The pdf comes fully bookmarked for your convenience.



This is by far not the worst of the installments in the series - Robert W. Thompson has delivered some cool concepts - though honestly, I still don't consider these alternate races balanced and the feats in this installment are uninspired filler - not in their cool fluff, but in their utterly forgettable crunch. The flaws and items are awesome, but make only up a fraction of the content - hence, I will once again settle for a final verdict of 3 stars.

Endzeitgeist out.

Rating:
[3 of 5 Stars!]
[PFRPG] Player's Options: Gnomes
Click to show product description

Add to DriveThruRPG.com Order

AL 5: Stars in the Darkness [DCC]
by Thilo G. [Verified Purchaser] Date Added: 06/24/2013 03:55:42
An Endzeitgeist.com review

The fifth module/adventure location for the Dungeon Crawl Classics-system, now released by Purple Duck Games and penned by Daniel J. Bishop, is 38 pages long, 1 page front cover, 2 pages SRD, 1/2 a page advertisement, leaving us with 34 1/2 pages of content, so let's take a look!



This being a review of an adventure-sandbox-locale, this review contains SPOILERS. Potential players will wish to jump to the conclusion.



All right, still here? The world is suffering - the pdf kicks off with a list of 30 different entries that align a lucky star to each birth augur - why? Because the skies are in turmoil. One by one, the lucky stars are vanishing from the skies - and the PC's luck is starting to suffer. In order to reclaim their luck, the PCs will have to undertake a journey into a conceptual space - think rabbit-hole, the transcendent journey throughout space and time into a space below the celestial tree, where a complex at the juncture of places and times not only holds the dread secret behind the disappearance of stars.



As the PCs may find out via visions and interactions, there once was a race of progenitors for elves, tasked with guarding and shepherding the stars - these winged beings have since degenerated, via the fell influence of a dread being as well as a vile drug - fully statted, of course. The PCs will have to combat the massive opposition awaiting them. Thankfully, they will have some support via a second, fully statted party that doubles as replacement characters - heroes from another world and time of the Praexi race - weird and alien, yet coincidentally speaking the same languages.



In order to truly liberate the stars that are being consumed, the PCs will have to brave bridges of the infinity of stars and defeat an indestructible dwarven incarnation of the true culprit - essentially a sentient black hole, complete with directional gravity that makes for one of the coolest show-downs I've seen in quite a while. The pdf also features full maps of the dungeon, both for GMs and player-friendly versions of the maps.



Conclusion:



Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to an elegant, printer-friendly 2-column b/w-standard with plenty of original pieces of b/w-artwork, with especially the depictions of the iconic locales being awesome and not something I expected in this product. The pdf unfortunately lacks bookmarks, which is imho a mayor comfort-detriment at this length.



Daniel J. Bishop has once again created a glorious supplement with iconic, weird and awesome foes, brimming with imaginative imagery - and were it not for the missing bookmarks, I'd immediately settle for a final verdict of 5 stars + seal of approval. Due to the lack of bookmarks, though, I'll omit my seal of approval and still recommend this wholeheartedly also for DMs of other systems, if only for idea-scavenging.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
AL 5: Stars in the Darkness [DCC]
Click to show product description

Add to DriveThruRPG.com Order

[PFRPG] Player's Options: Elves
by Megan R. [Featured Reviewer] Date Added: 06/16/2013 11:59:25
Elves... a standard fantasy race, those pointy ears are found everywhere - I've played enough of them. But here's a new twist or two, a few ideas for elves as other than flower-bestrewn, nature loving, musical and magical folks.

Variant races, or at least distinctive communities who may or may not be an actual different sub-race (we'll let the geneticists decide!). There's the necroms, who have become obsessed with longevity to the exclusion of everything else - including good taste, never mind ethics, to many people's opinions... although they rarely care what other people think of them anyway. Given their tendency to play it safe and avoid taking risks (well, in person, anyway), they might make an interesting NPC colony, although full details are provided should anyone want to play one.

Then there's the twistborn: elven shapeshifters who have become specialist spies and infiltrators. In their 'natural' form they are nowhere near as good-looking as most elves. They cannot interbreed with other races, being fertile only with elves and other twistborn, and are generally found in their target community or back with the elves. They generally become adventurers either when sent on a mission or for purely selfish reasons; and are often found doing their best to fit in and make themselves useful to the party they've joined. Definitely some potential there!

Several feats suitable for elves (any sort, not just necrons and twistborn) are presented, interesting ones include craftsmanship, enhanced lowlight vision (called moon runner), and ones involving their close bonds with nature and utilising their longevity to give them increased knowledge of lore... some nice stuff here.

If you are using Flaws - as introduced in Player's Options: Flaws - there are some elf-specific ones making good use of the stereotypes of elves: arrogant, disdain, laziness and even a sweet tooth! Finally there are notes on elven armour, equipment and item qualities to help you bring a slight air of otherness to the things that they make.

An interesting little collection, particularly if you enjoy the little quirks that make each race (or even sub-race) distinctive and different from each other.

Rating:
[4 of 5 Stars!]
[PFRPG] Player's Options: Elves
Click to show product description

Add to DriveThruRPG.com Order

Stock Art: Wendigo
by steven r. [Verified Purchaser] Date Added: 06/14/2013 12:49:07
Mark Hyzer is an amazingly talented artist, who has worked for WoTC on MtG and draws some of the the creepiest monsters I know, always awesome. A full color pick like this would normally run someone $45+ at a minimum and to get it from somone like Mark for $3.00 is a steal. I ended up using this in 101 Not So Random Encounters: Winter and it fit perfectly.

Special Thanks to Mark Gedek of PDG for making this stock art line available.

Steven D. Russell
Rite Publishing

Rating:
[5 of 5 Stars!]
Stock Art: Wendigo
Click to show product description

Add to DriveThruRPG.com Order

[PFRPG] GM's Options: NPCs 2: Druids, Fighters, and Monks
by Megan R. [Featured Reviewer] Date Added: 06/14/2013 11:22:17
Here is a collection of fully-developed NPCs to populate your world. There are two druids, two monks and two fighters, each presented at 1st, 5th and 10th level so hopefully they can fit in with your adventurers - as allies, adversaries, competitors, patrons.... whatever it is you happen to need a full-blown NPC of one of these classes for, but don't have time to create them for yourself.

Each NPC is presented in the same way. First there's his backstory, which tells you a bit about him, what he is like and how he behaves. Then come the traits selected for him (if you use the traits system from the Advanced Players' Guide, if you do not they are split out here so that they are easy to leave out!) and a note 'On Porphyra' - this is a campaign world being developed by 4 Winds Fantasy Gaming and Purple Duck Games, and again can be left out if you are not using it, as it generally ties the NPC to specific locations or events there.

Next comes complete stat blocks for that character at each of 1st, 5th and 10th level. Finally there's a head and shoulders sketch. The sketches are surrounded by text and the character notes are split over several pages and not separated so if you want to show the sketch to your players or just carry the details you need rather than the whole product to your game, you will have to do some selective printing and editing.

They are interesting well-rounded characters with a variety of races and backgrounds and tending to good or at least neutral alignments - no out-and-out villains here, although their interests could easily run contrary to those of the player-characters... often a much more interesting conflict as it can end up based on matters of opinion rather than stark right or wrong.

Useful to have around, against the need of appropriate characters when you don't have the time or inclination to create your own.

Rating:
[4 of 5 Stars!]
[PFRPG] GM's Options: NPCs 2: Druids, Fighters, and Monks
Click to show product description

Add to DriveThruRPG.com Order

AL 4 - The Waystation (DCC)
by Megan R. [Featured Reviewer] Date Added: 06/14/2013 10:47:31
Poking around deserted ancient dwarf complexes is standard dungeon crawl fare... but this one has a fascinating twist to it that ought to make players sit up and take notice.

The backstory presents the familiar ancient dwarf community amassing fabulous wealth, coming to grief when attacked and leaving mysterious remains behind... but these dwarves had invented the magical equivalent of the subway or underground railway, the remains of which survive to baffle present-day (in the campaign world) adventurers who stumble across it.

The means of ingress are pyramidal stele that dot the landscape and are, unbeknownst to all, ventilation shafts leading to the depths below. A few reasons, from mere curiosity to small creatures falling down them, are given for the characters to explore in the first place but once they do there is a well-detailed and fantastical world, copiously supplied with monsters (just because the dwarves are long gone doesn't mean the place is deserted) and quite a few treasures to loot... and the dwarves' patron deity is taking an interest.

Perhaps a short excursion or the gateway to more extensive underground adventures, this is a thoroughly entertaining 'crawl.

Rating:
[5 of 5 Stars!]
AL 4 - The Waystation (DCC)
Click to show product description

Add to DriveThruRPG.com Order

Fehr's Ethnology: Dragonblood [PFRPG]
by Megan R. [Featured Reviewer] Date Added: 06/14/2013 09:21:01
The Dragonblood are a new race - even if it's a long-standing concept - which exists in Purple Duck's campaign world of The Land of Porphyra... and should you wish to play one, you will find everything that you need here.

We begin with a short piece of fiction that sets the scene of an individual almost haunted by an otherness, something that marks him out from everyone else; and as we read further we learn just how unusual dragonborn are. It is a little unclear just how they arise, although they apparently display traces of a draconic ancestor - just how that happened is a matter for genealogists, geneticists or the gossip columns! Be that as it may, dragonborn are found amongst humans and elves, occasionally half-orcs and very rarely in dwarf or halfling communities.

On to specifics: they tend to be tougher and more striking than other sentient beings, but maybe a bit headstrong as shown by the ability modifiers. Otherwise they vary little from the norm except for an affinity for magic, a naturally tough hide (which may show signs of scales) and the ability to withstand poisons. It's not clear if the dragonblood modifiers are to be applied 'cold' or if you first apply those of the racial stock that your dragonblood comes from and then apply the dragonblood ones. They tend to be imposing individuals, taller than the norm for their race with sharp features, distinctive eyes and large canine teeth - the sort of person who turns heads when they pass by.

Socially, they are often outcast or at least regarded askance. For a start, they are pretty uncommon - many folk haven't even heard of them - and sometimes they are mistaken for other hostile reptilian species. Even those who know what they are can be wary of them, never quite sure where their allegiances lie or what their powers might be. Racial traits and characteristics, and a selection of feats, follow, while the notes on attitudes and how they cope as members of and in dealings with the various classes give plenty of food for thought as to how to make them different - indeed, several plot ideas spawn for things that might happen to a dragonblooded should he come into my game!

An interesting race, a potent and fascinating concept, worth considering if you want something that little bit different - but, as always, work with your GM to ensure that a dragonblooded has a place in his game.

Rating:
[5 of 5 Stars!]
Fehr's Ethnology: Dragonblood [PFRPG]
Click to show product description

Add to DriveThruRPG.com Order

[M&M] Deus ex Historica: The Second Chance Squad
by Megan R. [Featured Reviewer] Date Added: 06/12/2013 03:08:28
Idealism and government rarely mix - and this is just as true for teams of superheroes as in more mundane matters! The Second Chance Squad was formed for all the right reasons - people with exceptional capabilities brought together by a visionary leader to put those skills to good use - and naturally tensions arise between what they think they ought to be doing and government policy and directions.

The group is designed along the familiar lines of one formed of people with specific abilities and used to deal with specific problems. With talents as varied as fast driving and flying, archaeology, physics and a talking gorilla one challenge is going to be coming up with appropriate challenges for them. Still one use for the group as a whole is to use them as government troubleshooters, possibly sticking their noses in when your party really doesn't want the government looking over their shoulders!

Each member of the group is given a full write-up including stat block, background and 'adventure seeds' for use if you want to introduce them into your game as individuals rather than a team. Of course, that doesn't preclude the rest of the team turning up later once your characters have got embroiled with one individual member... in fact, that could prove most effective particularly given their government involvement.

Alternatively, if you enjoy the conflict between governmental and idealistic aims and the use of skilled yet diverse teams, you might wish to consider using them as player-characters and make them the focus of your adventures as they pick their way through ethical issues as well as the challenges you provide for them in terms of villains to combat and mysterious events to figure out. That could be fun too...

A neat group worth a look.

Rating:
[4 of 5 Stars!]
[M&M] Deus ex Historica: The Second Chance Squad
Click to show product description

Add to DriveThruRPG.com Order

[M&M] Deus ex Historica: The Watchful Gaze
by Megan R. [Featured Reviewer] Date Added: 06/12/2013 02:46:20
The Watchful Gaze are an eclectic bunch, mostly Native American, with a mystical bent who enjoy solving mysteries - especially those involving the supernatural. Each individual within the group is detailed fully, as is the group itself, making it a nice coherent unit to incorporate into your game... perhaps as allies or chance encounters if your characters are investigating the sort of mystery that the Watchful Gaze takes an interest in; or you may even wish to play them... they could be quite entertaining as characters.

If you prefer, individual characters might turn up - and 'adventure seeds' are provided for each one separately to facilitate this. There aren't any seeds for the group as a whole although as they are the sort of folks who, whilst not well-provided with resources themselves, know lots of people and are known by them, so when appropriate you might choose to have one of your party's contacts mention them as folks worth talking to...

The group as a whole are well-developed and have a certain charm, an interesting variation on more commonplace superhero concepts. If you fancy a bit of the mystical entering your game, particularly shamanic traditions or shapeshifters, these are worth a look.

Rating:
[4 of 5 Stars!]
[M&M] Deus ex Historica: The Watchful Gaze
Click to show product description

Add to DriveThruRPG.com Order

Heroes of the Fenian Triarchy [PFRPG] - Print
by Thilo G. [Verified Purchaser] Date Added: 06/02/2013 05:27:38
An Endzeitgeist.com review

The first of the Porphyra-region books is 53 pages long, 1 page front cover, 1 page editorial/ToC, 2 pages of SRD, 1 page advertisement, 1 blank page, leaving us with 47 pages of content, so let's take a look!



After a short, fluffy introduction into life in the swampy triarchy, we kick off with new races: Power-wise, they are built with 10 to 12 points via the flawed ARG-guidelines, which per se does not bode particularly well, so let's see how significant the power-fluctuations/levels will turn out to be, shall we? The first race would be the boggards that get +2 to Str and Con, -2 to Int, slow speed, dakrvision, low-light vision, can hold their breath 4xcon score rounds, get a secondary attack with their sticky tongues, may ignore natural difficult terrain in swamps and emit the terrifying croak of boggards. Per se an ok race, though for my tastes slightly too strong - making tongue and croak available via feats instead of generally and getting rid of one of the senses would have made them imho balanced with the base races.



Next up are the feykissed - those with fey blood i their veins. The flavor text mentions a settlement called "MacCool", which I SO hope will be renamed in the final setting -seriously, what next? The hamlet DocAwesome? Bodacialisciousson, the metropolis? Yes, it's a name, but one I consider jarring. Crunch-wise, they get +2 to Dex and Cha, -2 to Str, count as fey, get low-light vision, DR 5/cold iron, escape artist and perform as class skills, +2 to stealth and perception and may use charm person 1/day. A solid race, though I consider the DR MUCH too strong at low levels - dagger + commoner couldn't even hurt a feykissed at level 1! In my game, I wouldn't allow these, though I can see them work for other campaigns.



The Grippli are also covered - basically, we get the base race from the ARG (which imho is already stronger than the core-races, albeit only slightly) and add MORE powers: They HALVE falling damage, are always considered to have a running jump, ignore difficult natural swamp terrain AND get a toxic skin usable 1/day - all in addition to the ARG races already considerable powers. Not gonna happen in my game, though I'll probably take some of the rules and make them alternate racial traits, but balanced, imho, this race as written is not.



Half-elves get also a slight power-boost, with an added +2 to sense motive and +1 to DCs of sleep and divination-spells they cast as well as the option for half-elves of Cha 15+ to cast dream1/day. I actually like this slight power-upgrade for the half-elf, since I always thought the base race needed something distinct that sets them apart from their respective parent-races. Humans born in teh Triarchy can traverse hedgerows faster and suffer no penalties to acrobatics and stealth while in bogs and may use survival to detect quicksand even while running. What's rather cool - there's a chant of the reedlanders depicted and reciting it flawlessly by heart is suggested to provide a circumstance bonus to get rafts unstuck - this kind of information is what makes a given culture come alive and feel distinct, so kudos and two thumbs up!



The final race covered by the book would be the lizardfolk, who get +2 Con and Wis, -2 Int, can hold their breath longer, get 1d3 bite and 1d4 claws as natural attacks, +4 to acrobatics and +2 to AC. Honestly my favorite of the races, execution-wise - while I'm not a big fan of the natural attacks, they remain not particularly strong and honestly - I can actually see myself allowing this race in my VERY restrictive home-game, so yeah - nice job there! It should be noted that each race I mentioned comes with at least one new trait to anchor them in the triarchy.



But enough on the topic of races, what about the triarchy itself? Well, we kick off the gazetteer-like section of the book with an overview of how lordship, an elected, non-hereditary title, is determined as well as that there's the Triarch, a kind of high lord overseeing the whole triarchy, but also on an elected basis. We also get an AWESOME full-color map of the triarchy that is player-friendly to boot and which should enhance immersion in the region before we delve into the write-ups of the different settlements, all of which come with a full-blown settlement statblock, a short piece of aptly-written prose as well as several settlement qualities - and guess what: Apart from the stupid name, MacCool is actually a cool settlement! I'm now hitting myself for this dumb pun. We also get a full color player-friendly map of a typical village in the triarchy, based on one of Raging Swan's b/w Village Backdrops - the color does add to the maps appeal, though.



Next up is the section on new archetypes, wherein barbarians may elect to become warrior poets, who may grant morale bonuses to allies upon critical hits or take 1/day 20 on a knowledge check or take 10. Rather nice - each one of the archetypes comes with a sample character - including a nice piece of fluff. The otherworldly druid is limited in domain-selection via nature's bond and may opt to gain a fey animal as companion instead of a regular one. Furthermore, their wild-shape form is modified by further bonuses to reflect their closer ties to the realms of the fey - it should be noted that the sample character comes with a companion - something all too often neglected in publications.



Two new traps for the Trapper ranger archetype lead into the Wild Huntsman ranger-archetype, exclusively intended for the feykissed race. Escaping from these is problematic, since they may react as an immediate action to a withdraw by moving their double movement rate in pursuit a limited amount of times per day, making them pernicious foes indeed. Worse, their horns may strike fear into the hearts of mortals and the most powerful see their companions turn into unseelie creatures (as per the new template also included). Rogues may now become whisky runners, experts of drunken boxing that may fuel their grapples and dirty tricks via the alcohol they consume.



Wilders (as per Dreamscarred Press' superb Psionic Unleashed) may now take up the Cunning-folk's method, netting allies temporary HP when surging and we also get to see a new Vitalist method (from the APG of Psionics, Psionics Expanded - an imho must-have book...): Gaining endorphin surge as a power, the Taseck is interesting indeed - upon transferring wounds, they grant the target a massive, but short-lived bonus to Str and Con, but leave the target fatigued after the initial rush has waned. An issue here is that the ability does not specify how the temporary hit points gained from the con-increase are handled: Akin to the barbarian's rage? I assume so, for another cool option for the Taseck may trade powers for rage powers and use endorphin surge to enhance barbarians by letting them treat endorphin surge as their own rage. If you opt to choose rage powers, you don't have to multiclass, btw. - they are available to you while in psychic frenzy or under the effect of the signature power of this method.



The final new archetype would be the bog witch, a witch that replaces her familiar with a bog mummy, making her companion more powerful, but for the tradeoff of a higher risk of losing the mummy to fireballs, foes etc. After that, we get a new 5-level spanning prestige class, the Vate of Chiuta, who gets d8, up to +2 BAB, +2 fort- and ref-saves and +3 will as well as full divine spellcasting progression. These clerics may choose whether to channel positive or negative energy anew each day, breathe underwater and learn to automatically reincarnate and sense their bodies for 7 days- making it possible to potentially reclaim the original form. Dying anew within this time-frame, though, permanently ends the life of the Vate. Nice little PrC that lives very much from its great fluff.



We also get 4 new feats, all of which are interesting - what's more exciting, at least for me, is the section on herbalism: 19 new herbs, complete with value, perception DCs to spot them, DCs to use them and side effects are covered - and I love them! From prolonging life to curing damage incurred by electrical attacks, duplicating eagle's splendor or making the rejuvenation from fatigue faster, the herbalism-section is cool, oozes flair and just rocks!



Via 11 new spells, you may now gain a bird's eye view, create seelie and unseelie henges to guard against aligned and summoned creatures and quicken natural HP-recovery, create mires or obscure a road. All in all, a nice, flavorful array of spells. 3 new magic items, 2 new psionic ioun stones, 3 new artifacts (one of which is actually a psionic tattoo - damn cool!) as well as 3 new psionic powers complete the deal before we get a massive array of equipment tables that not only cover Ultimate Equipment, but also the stellar Inkantations and Luven Lightfinger's Gear and Weapon Shop before closing with two pages of cool, new mundane items.



Conclusion:

Editing and formatting are good, though not perfect - I noticed a couple of minor glitches here and there - nothing too glaring, though. Layout adheres to PDG's printer-friendly two-column standard and the full color artworks are nice - especially since, at least to my knowledge, several of them are new. The pdf comes fully bookmarked with nested bookmarks for your convenience.



Let's start with the bad - I don't like the races - while not as broken as other races based on the ARG I recently reviewed and at least mostly balanced among themselves, they feel too powerful for me when compared to the core races. MacCool is a terrible name for a settlement and the new archetypes, with the exception of the vitalist method, didn't really excite me that much.

On the plus-side, this pdf has a great map, interesting settlements, a flavorful PrC, cool spells, nice equipment both mundane and magical (though I wished we also got magical whiskeys in addition to the non-magical variants featured herein...) - and the excellent herbalism-section is a boon for my eyes. The archetype-sample NPCs are also a great innovation - I wished every archetype had such a sample creature - it would take a lot of number-crunching from DM-shoulders.



When I started analyzing this book, it first looked like I wouldn't get warm with the Triarchy, but as a region with interesting and uncommon race dynamics, it works rather well and could easily be plugged into a given world. However, I still feel like the pdf falls flat of its own potential: Beyond the aforementioned complaints I can muster against it, I also feel that if this book had focused more on the fluff, the region, its cities, its flora, its produce - it could have been even better.



When rating this, I was rather stumped and didn't really know what to settle on. In the end, I decided that the pros outweigh the cons, that the races, while not perfect, at least won't break a game and that the great fluff, characters, statblocks and ideas contained herein still warrant a verdict in the upper echelons. hence my final verdict will clock in at 4 stars - with the caveat that those as picky with regards to race-balance as I am should consider themselves warned, though not warned away - spurning this pdf based on said grounds would imho be a mistake. Author Josh McCrowell has done a nice job and I look forward to reading more Porphyra-supplements by PDG.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Heroes of the Fenian Triarchy [PFRPG] - Print
Click to show product description

Add to DriveThruRPG.com Order

Godmetals of Porphyra [PFRPG]
by Matthew M. T. [Verified Purchaser] Date Added: 05/31/2013 15:45:52
This is a fair-sized PDF document offered free of charge. I do not remember if "Porphyra" refers to a certain fantasy universe. Without spoiling the experience, the "Godmetals" of the title are drawn from divine essences. This seemed intriguing, but I became disillusioned. The names (one was related to "stone", therefore not a "metal" in my mind) and characteristics (proving player character tactical combat benefits) didn't fit with the kind of adventures and stories I would like to create. I attempted to use write a small list of the names/characteristics to spur my own creativity, but stopped because this simply wasn't useful to me in any fashion. However, it is provided free of charge.

Rating:
[2 of 5 Stars!]
Godmetals of Porphyra [PFRPG]
Click to show product description

Add to DriveThruRPG.com Order

Purple Duck Stock 13 - Drow Quiver
by Thomas C. [Verified Purchaser] Date Added: 05/31/2013 12:19:30
Fantastic art. Dead Goblin games is glad to have included this in our latest module, "The Slaver Caves of Dorden". Well done..this art rocks!

Rating:
[4 of 5 Stars!]
Purple Duck Stock 13 - Drow Quiver
Click to show product description

Add to DriveThruRPG.com Order

Displaying 106 to 120 (of 368 reviews) Result Pages: [<< Prev]   1  2  3  4  5  6  7  8  9 ...  [Next >>] 
0 items
 Hottest Titles
 Gift Certificates