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Advanced Options: Slayer Talents & Lethalities
Publisher: Rogue Genius Games
by Thilo G. [Featured Reviewer]
Date Added: 01/29/2015 15:51:40
An Endzeitgeist.com review

This installment of the advanced options line, now dealing with the slayer base-class from the ACG, clocks in at 12 pages, 1 page front cover, 1 page advertisement, 2 pages editorial/SRD, leaving us with 8 pages of content, so let's take a look!



Now first of all, even if you do *not* like the slayer hybrid-class, this actually has some merit in owning - why? Well, are you aware of the rather popular talented versions of base classes RGG puts out? Well, the slayer talents and lethalities herein can be potentially used in conjunction with just that system! SO yes, even if, due to (imho partially more than valid) balance concerns or just fluff-preference you have elected not to use the ACG, this may have something for you, especially since the guidelines provided for the use of either turn out to be pretty conservative.



That out of the way, let us take a look at the talents first. A total of 16 talents are provided herein. The talents include a non-kitten-able heal upon defeating adversaries or converting the sneak attack bonus damage into energy damage (for the love of all that's holy, be *very* careful when allowing that one for rogues, even as an advanced talent!) - the latter here would be something a tad bit too powerful for my admittedly conservative tastes. On the other hand - why would I ever waste a valuable talent slot on increasing my crit multiplier while coup-de-gracing? Don't get me wrong - I *get* the style behind this feat and I *like* the executioner idea - but as a talent, it probably isn't particularly valid. How many times do you get to coup-de-grace an opponent and have that foe actually survive? Most of the times, unless a target is extremely hardy, the save boils down to nat-20-or-dead anyways. So yeah, that one...pretty useless.



The total opposite would be the face-stealer tree, which allows you to disguise yourself as the enemy you've defeated - if you can't see the glorious potential of that one, I don't know. Suffice to say, the narrative potential and "Did you see what I just did there"-level of coolness is quite pronounced here - kudos! On the functional and useful, but not world-shattering-level, we would have options to better infiltrate certain groups by gaining class skills and ways to use UMD via int and become generally more adept at hunting down foes. The shank-mini-talent-tree that allows you to substitute a 1d6 (1d4 for small, 1d8 for large - + 1 dice step for the better versions) base damage plus 19-20 threat range for light melee weapons thankfully avoids the issues of shuriken/flurry of star-abuse and does allow for efficient whips and the like. While certainly a matter of taste, this talent-tree may actually allow for certain builds that otherwise would be unfeasible. On the downside, one could argue that specific exotic weapons are balanced via a decreased damage/threat range to account for their improved versatility in other areas...then again, exotic weapons do usually require the steep cost of feat investment... What I'm trying to say here is that these particular talents are not for every round, but for some, they may just be awesome.



Rewarding brains over brawn, a specific talent enables you to meditate on a specific poison and net yourself a massive +8 bonus after meditation against it. If you've been following my reviews, it will come to no surprise to you that I absolutely love this school of design, where clever roleplaying and planning can provide more than tangible benefits. Two thumbs up! Tossing aside unconscious foes is also a pretty cool idea- until you realize that this lets you toss aside slain dragons due to no restriction whatsoever regarding the weight of the creatures subjected to the ability. As cool as shoving a carcass str-score, rounded down to 5 ft. increments is, I can't see that one. Stylish, yes, but I wished it had a weight cap (e.g. the weight allotted to lifting or dragging...) and a slightly more tangible benefit. Directly opposite that would be Zealous Drive, which lets you 1+Int-mod times per day add +1/2 class level to any single opposed skill or ability-check or to any Str, Dex or Con-based ability check - this can be pretty nasty when used for a demoralize/feinting build, but on the other hand, it is also thematically consistent.



A total of 12 advanced talents are part of the deal, with follow-ups to the face-stealing tricks and shanks providing a nice linear progression of concepts. Being able to declare one strike per round an aching strike is interesting as a concept -if the slayer hits, the caster treats the damage as ongoing for concentration purposes, rendering slayers with this talent pretty dangerous to casters - one sneak attack = almost guaranteed casting failure. While this level of power is probably intended and the need to declare the ability in advance acts as a limitation, I still feel the talent should sport a (scaling) save against its effects. (And/or declare that this is a [pain]-based effect - can't see e.g. Kuthonites being hampered by pain-effects like this, but that may just be me...)



5-foot steps whenever a target is downed, on the other hand...well, that makes for interesting tactical options. Death-effect and even Angel of Death-like resurrection-prevention on the other hand should be considered a pretty nifty tool to have in a slayer's arsenal - especially since it blocks a source after a failed attempt. Nice, especially since it explains why high priest xyz couldn't resurrect noble zyx to shed some light on the dastardly plot threatening the kingdom...



Mathematically interesting would be the option to only deal regular damage on a crit that would not be eligible for a sneak attack and instead add sneak attack damage. Why? Well, because there are quite a few feats out there that exchange sneak damage for negative conditions and this slightly increased crit-control that trades in superior damage output for more versatility can, once again, result in interesting tactical options. Rather odd - follow through: The talent allows you to execute a combat maneuver against an adjacent opponent as a swift action after dispatching an enemy - without provoking an AoO. Why odd? Because it theoretically lets you game the wording rather easily: Throw kitten in adjacent field, kill kitten, AoO-free attack. Now don't get me wrong, I do not suggest that this abuse is a *good* strategy, but it is one that could have been easily prevented by a tighter wording with a liberal HD-cap that at least prevents use with mook-level adversaries.



+ 1 crit multiplier is also something pretty nasty, while focusing on one studied target via a Vendetta makes for a pretty nice add-on of flexibility.



So what are lethalities? Essentially, they are edges by any other name (and btw. -the pdf *does* call them edge here and there - so don't be confused by these minor terminology inconsistencies) - studied target and sneak attack, respectively. This pdf rewires studied target and sneak attack as edges and allows you to choose different options, rendering this basically the "talented" slayer, "light" version. The lethalities herein include divine prepared spellcasting with a restriction on necromancy, [shadow]-spells and those of the shadow subschool, governed (somewhat oddly) by Int. This can be further improved by allowing for spellcasting while holding a weapon.



Utterly odd - the Blood Rage lethality. First of all - why impose the arbitrary restriction of only allowing for this rage while below 1/2 max hit points? Bloodied, anyone? Secondly - why call it "Blood Rage" when there's the Bloodrager class with the Bloodrage ability that does something completely different? Unfortunate nomenclature that could have easily been avoided... More interesting and quite frankly, the stars among the lethalities, would be the death blows and steal power lethalities. Death blows adds +1 death blow every two levels after the lethality is taken. Each of these strikes can be used 1/2 class level + int-mod per day, adding more choice to combat. Doing the Batman and letting targets take the brunt of falling damage (and remaining standing!), swift feints, rolling twice an attack as a standard action at the cost of being flat footed versus other targets - a total of 10 such strikes are provided and I quite like them. Kudos! Steal power has varying benefits depending on the creature type the slayer - the slayer kills a target creature and receives a part of the spiritual essence of what makes the type "tick" - the creature does not need to exhibit the ability gained. This one is a pretty awesome take on the "draw from vanquished foe's power" trope. Preventing vocalization while grappling foes further helps the implied anti-caster angle of the class.



The pdf also provides 3 archetypes. The first would be the headsman, a specialist of all 2-handed weapons (free weapon focus for all of them!) who may receive less studied targets, but does gain temporary, more flexible studied targets based on who or what authorities condemn. Additionally, sneak attack damage dice are increased to d8 and coup de grace damage is always maximized, but he pays for this with a lack of proficiency in medium armors. The Seditionist receives trapfinding and selective spell resistance against determining his true causes or enforce truth-telling. He also receives alchemist bombs at effective class level =slayer level-2 instead of sneak attack and the trapper's trap feature. This archetype is concise and thematically really cool - hard to pin down, explosives, traps - what could you want more? Really like this guy! The third would be. The Warhound, who gains an animal companion and instead of stalker and slayer's advance and delays studied target's acquisition to 2nd level, may be an okay archetype, but elicited more or less a yawn from me - sure it's solid in concept, but I think streamlining an animal companion into the edges (pardon, lethalities) would have been a more elegant option - perhaps at class level -4 or with similar restrictions. Oh, have I mentioned this archetype's big glitch? It doesn't have Handle Animal as a class skill. Without traits etc., the warhound can't train his animal companion.



Conclusion:

Editing and formatting are good, though not perfect - I noticed a couple of minor glitches. Layout adheres to RGG's two-column full-color standard with color stock art. The pdf comes fully bookmarked for your convenience, with bookmarks to each talent AND hyperlinks.

There is a reason Owen K.C. Stephens was hired by Paizo and this pdf does offer some glimpses as to why. That being said, it is my unfortunate duty to report that he has done better work than this. On the one hand I really enjoy the futureproofing of this pdf and the synergy with the talented class options. On the other hand, I don't really get why the pdf had to introduce the term "lethality" in the first place - it sounds cool, yeah, but apart from that...well, it needlessly complicates the talented-terminology.



But back to less meta concerns - It took me some time to get to this one mainly due to the ACG-classes not being among my favorites regarding their balance and execution- but that's for another rant. I applaud their concepts and this pdf does something the slayer was in dire need off: Provide unique benefits. The issue with this pdf is that the internal balance of these options is all over the place - from what amounts to "cool, but tactically useless or highly circumstantial"-fluff abilities to ones that are *very* strong (energy sneak attack, verbal-casting-negating grab-attacks with flails etc....ouch!), the balancing is pretty much all over the place. Now the options are not necessarily broken, but they do very much feel like they've been written for two completely different gamer-groups. The death strikes (again, perhaps slightly unfortunately named) and abilities to draw powers from defeated foes once again are pretty awesome. The archetypes once again show well this discrepancy again - the hangman being pretty strong, the warhound somewhat like an extended, flawed edge and the seditionist being downright awesome.



This pdf was a roller coaster ride for me - it felt uncharacteristically rushed for something Owen K.C. Stephens made, at least to me. There are more flaws and balance-concerns in here than I'm accustomed to from his usually rather airtight designs and the inconsistency of the internal balancing is so pronounced, it is almost jarring at times. That being said, on the other hand, the superb face-stealing tricks and cool, complex and unique options do have something to add to one's game. This pdf is a mixed bag of awesomeness and problematic and hence, my final verdict will clock in at 3 stars.

Endzeitgeist out.

Rating:
[3 of 5 Stars!]
Advanced Options: Slayer Talents & Lethalities
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Mythic Minis 31: Feats of Acrobatics
Publisher: Legendary Games
by Thilo G. [Featured Reviewer]
Date Added: 01/29/2015 15:48:31
An Endzeitgeist.com review

All right, you know the deal - 3 pages - 1 page front cover, 1 page SRD, 1 page content, let's go!



-Cartwheel Dodge: Your movement below 1/2 base movement does not provoke AoOs, any excess movement of up to your movement rate does. Use mythic power to take an ally along for the ride at the cost of 1/2 your speed. See this is the level of awesomeness I love to see in this series!



-Disorienting maneuver: +1/2 mythic tier to acrobatics checks to move through enemy squares. Also increase bonuses granted. Okay, I guess.



-Duck and Cover: Better bonuses, also depending on shield type, and use it even without adjacent allies. Nice.



-Sidestep: You do not have to remain in the threatened area of an adversary when sidestepping. Additionally, sidestep as an immediate action within the threatened area for a bonus to AC. More uses per round for mythic power. Cool!



-Improved Sidestep: Withdraw as an immediate action when an opponent misses you. + dodge bonus; for mythic power, move 2x movement rate.



-Landing Roll: Stand up as part of the immediate action, provoke no AoOs while doing so for mythic power. Alternatively, move half movement rate before falling prone. Power slide, anyone? Nice!



-Passing Tricks: Feint as a free action rather than as a swift one. Use mythic power to feint opponents against which your acrobatics check failed regarding moving through their squares.



-Swap Places: Allies may move as free action when swapping, enable allies that don't have the feat to use it as an immediate action; this can be executed as a swift action. use mythic power to decrease this action economy-wise to a free action each. Complex, tactical, hard to get right, awesome!



-Underfoot: Numerical escalation; decrease size-bonuses against your movement and use mythic power to keep moving even after an AoO, but not through an opponent's square. Nice!



Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to Legendary Games' 2-column full color standard and the pdf has no bookmarks, but needs none at this length.



Tork Shaw and Jason Nelson manage to do it this time around - the magic that the best of Mythic Minis-files exude does suffuse each and every feat herein -not one is a straight, boring numerical escalation. They are complex and utilize complex stratagems to deliver new tactical options that are glorious indeed. One of the best Mythic Minis to date and an easy 5 stars + seal of approval recommendation!

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Mythic Minis 31: Feats of Acrobatics
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Alternate Dungeons: Infested Sewer
Publisher: Raging Swan Press
by Thilo G. [Featured Reviewer]
Date Added: 01/29/2015 03:18:20
An Endzeitgeist.com review

This installment of Raging Swan Press' Alternate Dungeon-series clocks in at 12 pages, 1 page front cover, 1 page advertisement, 1 page editorial/ToC, 1 page SRD, 1 page back cover, leaving us with 7 pages of content, so let's take a look!



So this time around, Alexander Augunas guides us through the process of making a sewer an interesting dungeon experience - unlike the last installment , the peculiar considerations for the traits of a sewer have been made adjusted more to the matter at hand, sporting rules for filth fever, flowing water, unkempt and landless sewers etc. - this goes on to mention slickness, better sneaking (there's a reason thieves' guilds tend to be down there) etc.



Back to the file - one of my primary concerns with the installment on haunted houses would have been that the sacking aspect simply hasn't been properly modified for the environment - the same cannot be said here: From punishment by immurement (Amontillado, anyone?), to hoards, working as sewer guards (!!) and harvesting exotic fungi, the means of receiving enough compensation for adventuring are extensive - taxidermists can e.g. potentially use what the PCs slay down there. Great section, two thumbs up!



We also receive a one-page spanning table of dressings and general advice for determining functionality and general dressing-theme. It should also be noted that quite a few entries in the table sport some sort of minor crunch, making the table more than cosmetically relevant.



One page deals with suggested denizens of the sewers - the usual suspects from lycanthropes to ratfolk and otyugh and how to handle them within the context of the dungeon should be helpful for novice DMs.



Now my first draft of this review had a note after the first chapter reading "hazards? bad air? parasites?" - well they're all here - rules for rut grubs, green slime, bad air etc. are in here alongside 4 unique, new hazards that range from tainted water to the exceedingly lethal mindwarper mold spores and the vampiric mold - deadly and cool - two thumbs up! Heck, even the CR 2 Wall of immurement trap is neat.



The pdf closes with 3 sample hooks, each of which would be more inspired than the collective of the last pdf's - otyughs and elections, sudden green mold floods and the legend of the rat king make for feasible, easily integrated and yet inspired little hooks.



Conclusion:

Editing and formatting are very good, but not as flawless as I've come to expect from Raging Swan Press. Layout adheres to RSP's elegant 2-column b/w-standard and the pdf comes with nice b/w-artworks as well as fully bookmarked. Additionally, you receive two versions, one optimized for screen-use, one optimized for the printer.



Alexander Augunas' sewers are rather nice - more so than I expected them to be. I assumed a sewer level-standard and instead received the tools to make possibly the blandest of all dungeon-like environments to shine. While not groundbreaking, this pdf ought to help any DM seeking to run a sewer and make them more memorable - and that is the very task of this pdf. Add the small bits and pieces, from neat hazards to collecting a bunch of rules in one handy place, and we have a fun pdf that all DMs (and players) who are bored by non-descript sewers should get- My only gripe would be that I could have used a pdf of twice this size with flooding rules, more parasites and hazards, more dressing, perhaps different valves and modifications, etc! My final verdict will clock in at 5 stars + seal of approval and a hope for an expansion one day.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Alternate Dungeons: Infested Sewer
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10 Wizard Magic Items (PFRPG)
Publisher: Rite Publishing
by Thilo G. [Featured Reviewer]
Date Added: 01/29/2015 03:16:19
An Endzeitgeist.com review

This pdf clocks in at 11 pages, 1 page front cover, 1 page editorial, 1 page SRD and 2 pages of advertisement, leaving us with 6 pages of content, so let's take a look!



As always with Rite Publishing's 10-items-series, the first thing you may wish to know is that you actually receive much more bang for buck than the 10 items promised on the cover - quite a few of the items herein come in a bunch of variations - e.g. a lesser, standard and greater version with increasing power. Now another peculiarity established by the series would be that this improved versions do not simply provide numerical escalations of bonuses, but instead provide additional abilities, making the better versions of the items a whole slew more unique than one would expect.



That out of the way, let's take a look at the items, shall we? The first item, the boots of jaunting, will probably immediately end on the wish-list of any wizard interested in a longer lifespan - they grant motes of movement, a mini-pool of 3 points per day. The lesser ones allow the wizard to use a swift action to escape grapples or teleport into a standing position. The standard version lets the wizard blink automatically away from critical hits or any attacks that would reduce the wizard to below 0 hp - if the wizard manages a second save equal to DC 10 + 1/2 attack bonus or DC of the ability, the damage is negated. Inspired by death roll, this one does have one remnant that refers to "rogue" instead of "character" or "wizard." The greater set also has the option for short-range teleportation. Damn cool items that would be utterly op, were it not for their limited uses. Still pretty strong for the price point (greater boots cost a mere 6300 GP - that is *very* liberal...), but that may just be me.



The next item, the Emerald Familiar, is pretty cool - it can be tossed to the floor (and reforms the following day) and increase the size of the wizard's familiar into...let's say, nasty dimensions - the greater variant increases sizes by 3 categories, including natural weapons, attribute bonuses, etc.! Yes, that is awesome. However, the item fails to tell us what its lesser and standard versions do - I assume +1 and +2 size categories with respective bonuses, but I can't be sure. Odd how such a glaring omission could creep in.



The emerald of expectation comes in no less than 10 variants - one for each spell level and one that can contain up to two spell levels. What does this item-class do? It allows the wizard to swap a prepared spell with a spell of an equal level or lower (provided the spell is upgraded to the target spell level via metamagic) from her spellbook 1/day. Generally, i enjoy this type of item since it allows for an increased flexibility, without treading too hard on the toes of spontaneous casters. that being said, the item-class fails to specify how long the transfer takes - 1 minute? A swift action? I can't say whether this is balanced or not since it lacks this crucial piece of information, rendering the whole item-class wide open to DM-interpretation and unusable as written.



Eyes of the Studious Failure are interesting - the more a creature saves against your single-target spells, the more insight-bonuses to your spell's DCs against said target you accumulate. The lesser version can activate this once per day, the standard thrice per day and the greater one always triggers it.



Gloves of the Ray allow you to increase the range of spells with a range of touch to close as per the Reach Spell feat a limited amount of times per day, but they now require ranged touch attacks. The different item qualities denote the spell level at which these items cap - lesser can cast up to 3rd, standard up to 6th and greater up to 9th level spells this way. Additionally, the gloves can 3/day as an immediate action completely negate an incoming ray, with the max level of the incoming ray following the same formula. And here, we have an issue in my book - flat-out negation sans any caster level checks or the like feel pretty op to me, especially in addition to the already significant tricks the gloves provide anyway. On a more nitpicky side, could e.g. a 3rd level spell modified by metamagic beyond 3rd level be negated thus by the lesser gloves or not? I don't know.



The Mantle of the Schoolmaster doubles the duration of the 8th level wizard school class feature, while diviners and scryers may 1/day spontaneously convert a spell into a divination (scrying) spell of equal level or lower. Cool item that enhances one of the few truly iconic wizard tricks - kudos! That being said, the class feature is called "arcane" schools, not "wizard's" school. Yeah, I know, nitpicky.



The Robe of the Schooled instead allows activation of the 1st level school ability as a swift action or temporarily extend a continuous 1st level school ability to an ally within 30 ft. as an immediate action. Nitpickery as above applies again, other than that - neat.



The Wizard's Battered Hat is high in concept and imagery-wise - it acts as a handy haversack for spellbooks only. Additionally, though, whenever the wizard identifies a spell from his spell-list being cast (here at DC 15 + double spell-level), the spell is automatically inscribed in the book without cost or space required in the spellbook. Wait. What? Come again? So: No cost. Makes spellbooks contains suddenly and mysteriously infinite spells. And allows you to learn spells ON SIGHT? Instantly? WUT??? This is ARTIFACT-level power, not an item for 1,800 GP! Beyond breaking the obvious restrictions on spellbooks (and time management, when playing in time-critical situations or e.g. the downtime rules), this allows wizards extremely easy access to just about all spells they can wish for. Plus: Studying? PFF, got mah hat! Easy step to wizard supremacy: Collect wizards. Craft items for 900 GP per item. Cast all spells you can find. Failed? Cast again. Done. You could disperse vast quantities of spells within days among legions of wizards. This beats in-game logic, even in a high-fantasy context, so hard it goes into the corner to cry its eyeballs out. And even if you make this a unique item, the hat does not specify whether this means that every Spellcraft check has the potential to trigger this or whether the learning-check has to be made with that specific intent. This item needs a bludgeoning with the nerf-bat, even more so than any of the other items herein.



Wizard's Journeymen Rings allow for the 1/day reroll of d20-rolls, with lesser applying only to concentration, higher ones also applying to caster level checks, failed melee/ranged touch attacks and dispel-checks.



The pdf also provides a minor artifact/legacy item with Alymmanthar, "the Dire Wand" - to give you a brief run-down: legacy items are specific items that grow in power with your character level, increase their potency thus and require specific tasks to become better. Their chosen wielder senses an omen. This item has been crafted by some of the legends of Questhaven from a new special material and sports generally some nice abilities that involve dampening magic items, high jacking them and yes, even golems, as well as dire magic item related curses. The base ability of the staff could have used some minor streamlining in its wording - the staff allows you to eat magic items to turn it into custom wands, but the separation of the charge-gaining and assimilation somewhat make the item a bit *harder* to get.



Conclusion:

Editing and formatting of this pdf are, more so than even in the installment of paladin items, its weak point - the pdf has a number of cosmetic glitches, missing text and rules rendered opaque and some typos are in here. Layout adheres to Rite Publishing's 2-column full-color standard. The pdf comes with nice full-color artworks I haven't seen before and is fully bookmarked for your convenience, in spite of its short size.



Steven D. Russell can craft superb crunch and yes, once again, just about all items herein are high concept and cool. That being said, they also, more often than not, feel underpriced this time around. And yes, I know, we get a lot bang for buck and even with the glitches, you probably get cooler items than in many comparable publications. But this pdf is also deeply flawed, to the point where some items lack crucial information, while others are utterly broken. This pdf's high concept content would be worth 5 stars + seal of approval, easily. Its execution, though, is haunted by lack of rules-editing and editing one's own work is hard - I know that from experience. Hence, I can imagine how these glitches have crept in. Be that as it may, in spite of loving the concepts herein, I'm afraid I cannot rate this higher than a 3 stars, though the ideas deserve better.

Endzeitgeist out.

Rating:
[3 of 5 Stars!]
10 Wizard Magic Items (PFRPG)
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Akashic Mysteries: Vizier
Publisher: Dreamscarred Press
by Thilo G. [Featured Reviewer]
Date Added: 01/27/2015 13:59:44
An Endzeitgeist.com review

This first installment of the Akashic Mysteries-series clocks in at 31 pages, 1 page front cover, 1 page editorial, 1 page advertisement and 1 page SRD, leaving us with 27 pages of content, so let's take a look, shall we?



First of all, in case you don't know - this is the PFRPG-version of "Magic of Incarnum", updated, refined and refluffed. But it's more than that. Let me elaborate - back in teh day, i liked the basic concept of Incarnum; its balancing may not always have been perfect, but it was an interesting system, one I wished had come out sooner and wish better cost/benefit ratios. I didn't enjoy the fluff, but that could be changed easily. Still, the system didn't seem to gel well with my group, until we went gestalt - in that playstyle, it excelled.



Fast-forward to this series - has it inherited the weaknesses of its parent-system? What about the flavor? We'll see!



The class introduced herein would be the vizier, who receives d6, 2+Int skills per level, proficiency with light armor, bucklers and simple weapons. The class has 1/2 BAB-progression and, uncommon for a full caster, but not unheard of, good fort and will-saves. The main schtick of the class, though, would be veilweaving, which is grouped into two categories, namely veils and essences. A 1st level vizier begins play with 2 veils and 1 essence and increases that to a total of 11 veils and 30 essences at 20th level.



Viziers receive instant access to all veils on the vizier's list, apart from those of an alignment opposing that of the vizier. When required, a veil's save DC is 10 + number of essence points invested + vizier's Intelligence modifier. A vizier may invest up to his character level in essence into a given veil or given receptacle. Here, the wording is slightly non-standard - not to a point where I'd complain about this or detract from the verdict, but still, making this one slightly more linear in its wording would help. At 3rd level, 11th and 19th, the vizier increases the maximum capacity of a receptacle by +1. DCs also increase by +1 on these levels. Re-allocating essence into veils can be done as a swift action each round. Veils are prepared much like spells each day after rest etc.



You may have noticed that the vizier, in spite of what the base frame of the class might look like, is NOT a spellcaster - however, they do treat vizier-levels as arcane caster levels for purposes of qualifying for feats and abilities. Now I mentioned that essence can be freely re-distributed between veils - well the same does *NOT* hold true regarding the investiture of essence into magic items with charges: Wands, staves and wondrous items can be infused with essence, gaining additional charges that last for 24 hours before dissipating. These cannot be reassigned and remain essentially locked in the item. Here, there's issue, though - (warning: nitpickery!) balance is a bit opaque, since the basic veilweaving does not specify when the essence-pool refreshes, instead stating "A vizier must have at least 8 hours rest or meditation to achieve a clear and focused state, and must meditate for one hour to shape his veils for the day." One could argue that you could theoretically invest essence twice into an item in a given 24 hour-period. Would that be smart? In most of the cases, it wouldn't be. I'd hence suggest to include a sentence that clearly states that essence invested in items does not regenerate before 24 hours have elapsed. Also, since the duration and essence capacity maximum (see waaaay down in the section on veilweaving) could cause confusion here, I'd strongly suggest rewiring the rest/essence-regain-wording.



There is another issue - an item that has essence invested in it not only gains the temporary charges, it also does never prompt UMD checks to use. While the ability can only be used to activate spells of 8th level or lower, it can still lead to problems.



What do I mean by this? Surprisingly, I'm not complaining about items with few charges being left as treasure to have some "smart bombs" here; What I'm not sold on is simply the flat-out "no UMD"-section AND the non-scaling nature of this ability. What if the players find a wand with precious few charges or a unique staff and can just flat-out use it? I am aware that these are fringe-cases, but it would theoretically allow the vizier to utilize charge-based items beyond his level's capacity (if the DM foolishly drops them into the treasure...) - and there is a pretty easy solution that prevents the issue: Just make the highest spell level of the item the governing factor for whether or not you have to UMD and make it scale with class level progression, by e.g. tying it to twice essence capacity. Now, yes, the base ability isn't broken, but I maintain that such a solution would be much more elegant and prevent fringe-case abuse.



Now there also are so-called chakra-binds - these are gained at 2nd level in a linear manner, +1 at every 2nd level, in a fixed progression from Hands, feet, head, wrist, shoulders, headband, neck, belt chest and finally, at 20th level, body. At 9th level, the vizier can bind veils in the ring slot and at 15th level, you can bind them into both ring slots. On a nitpicky-side, I don't get why the ring-slots are not wrapped in the chakra-ability, but that is purely a cosmetic gripe.



At 3rd level, viziers may reshape a veil 1/day (+1/day for every 4 levels thereafter) as a standard action that provokes AoOs into a new veil. Additionally, each time the daily uses increase, you may also shift one additional veil per ability use. The capstone allows for at-will veilshaping - and whenever the class uses the veilshaping ability, he regains 3+Int temporary essence.



Viziers also receive a kind of bloodline-ish linear ability chosen at first level - a total of 3 are provided and I hope we'll see more of those. The Path of the Crafter, Path of the Seer and Path of the Ruler.



The Path of the Crafter gain a bonus equal to 1/2 class level (rounded up or down?) on all skill-checks made as part of the crafting process. That is *pretty* powerful. Allies within 30 ft. that activate a magic item, treat caster level and DC of the activated item as +1. That is nasty, but will also make the vizier rather popular with his adventuring companions. Okay, where things get rather unique would be in one particular ability - transfer essence. This allows you to meditate on items and exchange their bonuses and special abilities. - Found a cool weapon, but don't have the proficiency for it? just exchange the enchantment with those on your trusty sword. I applaud the fact that you can't cherry-pick abilities. Now, on the other hand, wand/staff charges can also be exchanged if the items have the same highest spell level - a fitting restriction, but one I'd suggest to be supplemented with an analogue caster level (or lower) restriction to prevent spells that increase their potency with caster level having their charges cheaply upped by using charges from items that do not scale with CL. Once again, not a bad glitch, but rather one that can easily be fixed.



The path also grants item creation feats and a decreased craft-price at higher levels. Oh, and kudos for the intelligent item/cursed item/artifact caveat!



The path of the ruler is all about granting a will-save/sense motive debuff aura, with selective exclusion of allies. Enforcing a reroll at high levels is nice, but when compare to the Crafter's benefits, the path of the ruler feels pretty meek. The poor guy could use an upgrade for his aura.



The path of the seer increases movement of all allies within 60 ft. by +5 ft, +5 more at 9th and 17th level - neat. Now the interesting part comes next - the seer learns teamwork feats and for each point invested, the class may share ALL teamwork feats granted by this ability (1 is gained at 1st, 5th, 9th and 13th level) with an ally; additionally, veils tied to hand or feat may be shared alongside with allies. High-level seer-viziers may freely retrain the teamwork feats. See, that one is a competent, powerful commander-style path and once again, mops the floor with the relatively uninspired ruler-path.



Next up would be an array of new feats, 37 if I'm not mistaken. There are some feats for non-akashic classes to wilder in the system. Feats with the new [Akashic]-descriptor increase the essence pool by +1. The feats very much do support one aspect I loved about the original incarnum - gestalting and multiclassing. Investing essence into one school to have the school's spells at CL+1? Can see that. On the downside, these feats constitute neither veils, nor charge-bearing items, so not sure whether one can freely re-allocate essence invested via feats of this formula. Free reallocation would amount to pretty much free CL+1 for all spells of that school. While not too bad in this example, when one takes a look at the power point-reducing feat in the same line (reduce PP-cost by essence invested, thankfully with power-level based additional restrictions), it becomes apparent that free reallocation is something that needs to be addressed, otherwise, you could decrease the cost of ALL powers subsequently. This is especially puzzling since the feat that allows you to invest essence in favor of getting power points *does* specify the 24 hours-no-reassignment cap. This also becomes also apparent when taking a look at the otherwise interesting veilbound metamagic, which once again uses a 1/day formula.



The pdf ought to specify whether it uses the 24-hour bind-and-locked wording or whether it imposes a cap on how many times per day essence can be invested in a feat - utilizing both models quickly becomes confusing. After multiple extensive playtesting sessions, I'd suggest the former, i.e. going analogue to charge-investment, for what it's worth.



Conversely, not all feats suffer from this specific issue -akashic charge allows you to 1/day invest essence in the feat, granting a bonus to atk and damage when charging equal to the essence invested. Its missing no-reassignment clause has been addressed in the errata and I'm willing to believe that this component will feature in the next update. This type of complaint, however, can be fielded against a whole feat-class herein - I assume that to be oversights in layout/editing, since some feats clearly sport this caveat. There are *a lot* of feats interacting and enhancing existing feats here and math-wizards *will* have a field day here. I just hope that all those cool feats receive the "no reassignment for 24 hours"-caveat in the next update - as provided here, the feats that lack it can be broken pretty easily.



Essentially, the point boils down to the following scenario:

Does the feat grant a significant bonus based on essence-investment? If yes, it should have the essence bound analogue to charge items.

Does the feat instead grant a highly situational or very restricted bonus? Then essence should remain flexible to justify the feat investment.

In any case, adding the 1/day restrictions feels a bit tacked on; with just a bit of minor streamlining, this whole section can be rid of its minor issues and made more smooth.



Beyond these, I also noticed that "Essence of the Immortals" has the [Akashic]-descriptor, but has neither an essence pool as a prerequisite, nor does it grant +1 essence -the same holds true for some other feats, but I have not yet determined whether that's intentional or an oversight.



This may all have sounded terribly negative - it's not my intent to do so. It's just that this one glitch in how the whole feat-class works makes it very hard to judge whether these work as intended or not. The plus-side here is that the math underlying the feats can be considered powerful, but NOT overpowered - at least once the 24-hour lock-caveat has been implemented. To close my discussion on the feats with something positive - the massive gestalting potential of incarnum is not only maintained, it is surpassed - the feats here have something for just about everyone to utilize, which is downright awesome.



All right, so let's get to veilweaving, shall we? Every veil is associated with a chakra and *can* be bound to the chakra if the akashic class is powerful enough to do so, gaining more benefits. Each chakra corresponds to an equipment slot and some veils can occupy one or two or even more different slots. It is very important to note that veils bound to chakras do *NOT* interfere with items worn in the same slot - the biggest suckage-factor of incarnum is GONE.



Upon manifesting the veil, you can choose which slot the veil is applied to. If you remember the above discussion of the class, you'll realize that new chakras become unlocked at a fixed progression. Veils interact with spells and spell-like abilities as if they were spells. Veils, unless they modify/grant natural attacks or weapons, are subject to SR. Veils can be targeted and even sundered to temporarily suppress them. identifying veils works via Knowledge (arcana), which may seem a bit odd, seeing the usual adherence to Spellcraft for such a task...but I actually really like this decision. it adds a "different" flavor to the magic-class. Now before you all start screaming regarding how huge, highly circumstantial bonuses can be stacked up - there *is* a pretty conservative essence capacity limit based on character level - no more than this fixed amount can be invested in any one veil, feat, etc.



Now the veils...ooohhh, if you like customizable classes, you'll have a field day here! Fascination-auras with customizable aura size may be nice...but what if a target is freed from the effect and you have bound the veil to your wrist? Well, then you can deliver what my group called the "akashic pimp slap" with a free action ranged touch attack. Eyes of fiery death? Yup. Veils that improve starting attitude (and this one ACTUALLY manages to achieve the "disarming smile/diplomancer-trope *so much* better than comparable options, it's really cool) can be found herein alongside those helping with elemental affinities. Want a veil that allows you to spontaneously create zombies (or cairn wights in ring-slot-bound-form?) from the deceased? Channel-like effects of veils have thankfully daily limits imposed upon them to prevent abuse - that's how it's done.



On a nitpicky side that will not influence the final verdict, the veil that grants a draconic breath weapon could have used a short list of what dragon-colors net lines and which cones - while *I* know them by hard, many players will have to look that one up. As mentioned, nitpicking here and not gonna penalize the pdf for one page-skip required. Pretty awesome - by binding the aforementioned veil to the neck, you can further increase your draconic breath's power; alternatively, you can grow wings with increasing maneuverability. Now the hand cannons combined with target of Opportunity are a pretty nasty combo -especially when combined with a sniper as deadly as the one I have in my group - but come on. Hand cannons. I actually made a hand cannon in an archetype once. I'm a berserk fanboy. I can't hate on magical hand cannons. (Plus, while powerful, they're not broken.)



Want whips of light? Yup. What about binding it to make trip attempts against every enemy in range whenever the veil is triggered? Yep, that's crazy awesome to not be flooded by groups of moderately competent mooks. And yes, in playtest, a defense scenario against floods of foes actually saw the vizier shine pretty nicely.



Conclusion:

Editing and formatting are good, but not perfect - here and there, the wording's flow could be improved, especially among the feats, which feel like 2 versions of rules-language collide for a section that is more confusing than it ought to be. Layout adheres to Dreamscarred Press' two-column full-color standard and the pdf comes bookmarked, though not extensively so. The pdf does come in two versions, with the second being more printer-friendly.



Okay, after reading this review, I'd really love to know what you think follows next. Admittedly, the vizier, to me, has a very much WiP-feel - the wording of essence-regaining/veil-redistribution could be clearer, feats feel a bit over the place regarding the system they utilize and one of the 3 paths is not only much more boring than the other two, it is also significantly weaker. So that would be the downsides.



On the plus-side - this MOPS THE FLOOR with Magic of Incarnum! The vizier is so much cooler than the incarnate, it's not even funny anymore. Seriously, it's so much better, it's not even funny! The fluff is better. The execution is better. The math is more elegant and if the wording issues are ironed out and there's no ambiguity left (especially re item interaction), this will be a total and utter blast. I honestly did not expect to like this due to several factors:

1) Fluff. Done. Not only is the new fluff cooler, the writing actually dares to be funny once in a while in an unobtrusive manner. Take this one: "Binding this wicked veil to your Shoulders chakra makes you slightly less cuddly than a rabid dire porcupine." Win.

2) Item-slot issue. Resolved.

3) Massive combo-potential requires plenty of foresight and solid math to prevent ridiculous abuse.



Number 3...oh, how I dreaded you. I had never before read a book by author Michael Sayre. Know what? This man knows his math. The vizier turned out to be a strong class, yes, but it is not overpowered - it requires continuous resource-management, is highly customizable and manages to maintain the gestalting capacities of the original system. Bonus-types are applied consistently. Options are cool, unique and fun. I did not expect to like this pdf to this extent.



The good news here is: Michael, you are talented indeed and I'm stoked for future installments of the series, though they are a colossal pain to review. The issues this pdf has can easily and quickly be fixed and boil down to wording, flow and making mechanics more explicit by establishing a slightly more concise terminology. For example, 24-hour-essence-storage = binding essence to; otherwise: investing essence into x. Simple, easy and once established and explained, prevents a lot of confusion and allows for easy streamlining of feats etc. and may actually save space regarding word count!



So yes, this pdf has some WiP-level rough patches. But its potential is GLORIOUS and exceedingly fun. The flexibility provided is glorious (and on par with PFRPG's versatility - no two viziers need to be alike!) and the veils are fitting and unique. Combo-potential galore rules. Were it not for the glitches and rough patches I complained about, this would be a no-brainer 5 star+ seal of approval file. The glitches would usually make me harp on this harder than I did here, probably for something around the 3.5 star-area. BUT: They can easily be fixed, mostly boil down to requiring slightly more precise wording and do not reflect badly on the system provided here. After using this and analyzing it, I can't, not for the life of me, bash this as something even remotely mediocre. It's not. This pdf is fun and I am stoked for future Akashic Mysteries and a cleaning of the glitches that still haunt this. My final verdict will clock in at 4 stars, with an explicit recommendation for everyone who likes complex, customizable classes (and, of course, fans of incarnum!) to check this out.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Akashic Mysteries: Vizier
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Mythic Minis 30: Mythic Martial Arts VI
Publisher: Legendary Games
by Thilo G. [Featured Reviewer]
Date Added: 01/27/2015 13:57:32
An Endzeitgeist.com review

All right, you know the deal - 2 pages - 1 page front cover, 1 page SRD, 2 pages content (double the usual!), let's go!



-Djinni Style: +1/2 mythic tier elemental fist uses and icnreased damage output with them. Bypass resistance, immunity and partially hardness etc. when using elemental fist or Djinni Style-feat attacks with mythic power.



-Djinni Spin: Increase damage output and temporarily penalize ranged attacks against you. Creatures of any size may be pushed away 5 feet (or staggered) and non-mythic creatures receive no benefits regarding this, even if they make the save. Nice.



-Djinni Spirit: Higher electricity resistance and enter the style reflexively. Similar movement-causing trick to Djinni Spin, plus clad yourself in a defensive electricity-damage causing sheathe that may also deafen adversaries.



-Efreeti Style: Like Djinni Style, but with regards to fire; Also use mythic power to temporarily increase reach by +5 feet.



-Efreeti Stance: More fire resistance and reflexive entering of the style; has a typo that confuses mythic tier with mythic power - you can expend mythic POWER to receive temporary immunity to fire. (Expending a tier would be a steep cost indeed!) Has a defensive sheathe like Djinni Spirit, just fire-themed and causing the target to catch on fire and potentially be dazzled.



-Efreeti Touch: Add mythic tier to damage and add a nausea-causing fog cloud to your Efreeti Touch. Awesome!



-Janni Style: No penalty to AC when charging, decrease atk-bonus of flanking creatures against you. Use mythic power to freely charge through allies and make as many turns as you want while charging. Now this is cool!



-Janni Rush: +mythic tier to acrobatics checks while executing Janni Rush. Expend mythic power for + 5 x tier to jump checks and when also charging, add mythic tier as a damage bonus that multiplies in crits. Pretty badass!



-Janni Tempest: Trips targets as a swift action, bull rushes them as a move action or executes a maneuver that works as both bull rush and trip as a standard action...which makes no sense. An attack is usually already at least a standard action, so in order to qualify here, one has to hit with an AoO in the round before one's turn. Problem 1: You can't expend the required actions when executing AoOs...so next turn? Problem 2: Do bonuses to one of the combat maneuvers (trip or bull rush) apply to the check? Do bonuses stack (e.g. bonus to trip + bonus to bull rush?); Using mythic power, you can execute one as a free action or the combined maneuver that doesn't work as a swift action. Cool idea, needs clarification.



-Marid Style: As Djinni Style for cold energy; Extend reach by 5 foot, for unarmed attacks only, via mythic power.



-Mardi Spirit: Defensive sheathe that entangles, add fatiguing hypothermia to elemental fist instead of movement; other than that, a cold-themed Djinni Spirit.



-Marid Coldsnap: Increased damage output and add grease-effect to the coldsnap. Creatures falling prone take cold damage and those remaining in the area also take damage. Creatures damaged become entangled. powerful and nasty - nice!



-Shaitan Style: Acid-themed version of the Djinni Style.



-Shaitan Skin: Acid-themed copy of the X Spirit-feat with chance for causing the sickened condition via the reflexive sheathe.



-Shaitan Earthblast: Increase damage output and turn the area into difficult terrain; Creatures that fail their save are knocked prone. Cool!



Conclusion:

Editing and formatting are good; while I noticed minor glitches and a couple of the hyperlinks on the first page have a different font size, nothing too bad. Layout adheres to Legendary Games' 2-column full color standard and the pdf has no bookmarks, but needs none at this length.



I'm not a fan of elemental-themed class options unless they do something different for each element, rendering them more than reskins of the same ability. I've read too many elemental groups of abilities that boil down to "as the one with fire, but with acid" - and this pdf does suffer from this issue, at least partially. That being said, Jason Nelson does add some unique options to each of the styles and there *are* differences, even in the cloned abilities, which is neat indeed. I am honestly somewhat torn here and have probably spent too much time contemplating the final rating for such a short pdf - while the combined maneuver bonus-glitch is somewhat annoying, it is also part of the most interesting style-tree herein. The elemental-themed benefits are pretty similar, yes, but they also tend to bring something unique to the respective styles. In the end, I'm going to settle on a final verdict of a solid 4 stars.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Mythic Minis 30: Mythic Martial Arts VI
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Occult Options 1 — Binder Secrets
Publisher: Everyman Gaming, LLC
by Thilo G. [Featured Reviewer]
Date Added: 01/24/2015 05:15:26
An Endzeitgeist.com review

This expansion for Pact Magic clocks in at 10 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 7 pages of content, so let's take a look, shall we?



Okay, in case you forgot - binder secrets require you to have an occultist level and can be taken in place of regular feats or bonus feats. This pdf provides 3 special types of binder secrets: Aspects, Alterations and Rituals.



Alterations secrets alter the mayor granted ability of a spirit and increase the number of rounds it is expended by 10, 8 if the binder has the rapid recovery feat. Only one aspect can be applied at a given time.



Aspect secrets modify the constellation or monstrous aspects with the secret's aspects. a binder can only benefit from a given aspect once, even if she makes multiple good pacts. She can, however, benefit from multiple different aspects secrets. It should be noted that high-level binders can learn new secrets herein to mitigate the restrictions imposed on these secrets.



Rituals take 10 minutes unless otherwise specified and require the execution of knowledge tasks as well as spirits.



All right, got that? Among the aspects, we receive the option to receive aligned strikes and benefit from the associated protection from... alignment's effects, reduced armor check penalties, healing (thankfully limited to 3+cha-mod times per day to avoid abuse), reroll skills or even gain wings at higher levels! Aforementioned healing can be upgraded by charismatic high-level binder to be usable as a means of raising the dead or to affect an area of targets, btw.



The alteration secrets tend to be more impressive, seeing how they interact with mayor abilities - they including clinging damage for acid and fire-based abilities, the option to exclude a creature type from the effects of mayor granted abilities as well as making mayor granted abilities disruptive. Replacing a mayor granted ability's damage type with elemental damage may be nice, but isn't that interesting to me - more exciting would be the option to delay the onset of a given ability - this can *really* change the dynamics of combat and open up some great tactical avenues - kudos! Electricity or fire damage may be supplemented by a dazzle-effect and yes, the obvious choices à la enlarge etc. are part of the deal as well. Maximizing damage against the favored enemy of a given spirit may be a bit hardcore. Also interesting would be the ability to maintain precarious concentration on an ability before unleashing it upon foes, increasing the save DC. Forcing rerolls is also possible and if you can think of one of the regular metamagical enhancements, it probably has a representation here.



Rituals include some of the stars herein -what about a ritual that allows you to take a creature's soul and put it into a receptacle, forcing it to do your bidding? Yes, this does come with great limits and yes, this is narrative gold for use by both PCs and NPCs. Not all secrets are this cool though - a ritual for a magic circle? Really? Thematically fitting, yeah, but a wasted secret-slot. Some feats granting spell-like abilities to e.g. detect pact spirits or using a constellation's 1st level patron spell 2/day as a spell-like ability just didn't wow me. Wildering in the samurai's class features, granting resolve, is more interesting - especially since the follow-up secrets provide some interesting, varied combo-potential - here, the pdf shines. Scaling summon monster as a spell-like ability didn't wow me either, but I can see the reasoning behind it. More interesting would be the option to prevent physical contact by creatures of the chosen alignment.



Pretty brilliant is the secret that allows you to choose one spirit and enter a trance to temporarily gain access to the ability traded for the vestigial companion of the spirit. Unbarring class features barred by tunneled lore also makes for a nice benefit. Speaking of interesting - temporarily marking foes as favored enemies of ALL of one's spirits also makes for a pretty neat ability - though one, which, in spite of its cap, can be pretty nasty. Remember this max-damage-versus-favored-enemies secret? Have I mentioned that marking an adversary doesn't seem to require an action, nor does it allow for a save? Yeah. Ouch. Of course, pretty regular benefits like +3/day minor granted abilities can be found herein as well.



Conclusion:

Editing and formatting are top-notch, I noticed no glitches. Layout adheres to Everyman Gaming's 2-column full-color standard and can be considered pretty printer-friendly. The pdf has nigh no artwork, but needs none at this length. The pdf comes excessively bookmarked.



Alexander Augunas is pretty much Mr. Pact Magic for PFRPG and, much like Dreamscarred Press' take on psionics, he is right as the pulse of his subsystem of magic. That being said, I do consider this pdf slightly less than it could have been. The secret-types help provide distinct benefits and the complexity of the wording required for them goes beyond what one would usually have to execute with feats and similar pieces of crunch. It is my pleasure to report that the wording of these abilities flows well - a requirement for this complexity. For yes, this took a lot more time than one would assume to reviews, mainly due to the significant amount of looking up of abilities and their finer interactions I needed to do.



That, and occultists have quite a few abilities with a cooldown - tweaking these can have pretty massive repercussions. Balancing especially the metamagic-like secrets is pretty hardcore and yes, this pdf does have some "OMG, how great is that?"-feats that can truly change the flow of battle. That being said, the pdf also sports a couple of feats I'd consider filler and the favored enemy + max damage combination is pretty nasty and could use some nerfing - guaranteed max damage, even with a 10-round cooldown just doesn't gel with me and enforces an unnecessary frontloadedness of the binder. One final note - this pdf takes the binder and makes the class, balance-wise, more like a caster. Which isn't bad, but it's a change of focus you should be aware of in case you're playing a low power/magic campaign. So how to rate this? Well, i consider this pdf to be a good addition to the Pact Magic-rules, but not one I can unanimously recommend. Hence, my final verdict will clock in at 4 stars.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Occult Options 1 — Binder Secrets
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Relic Files: Treasures of Camelot II
Publisher: Rogue Genius Games
by Thilo G. [Featured Reviewer]
Date Added: 01/24/2015 05:07:25
An Endzeitgeist.com review

This pdf clocks in at 4 pages, 1 page SRD, 1 page introduction on the first page, leaving us with two pages for the relic, so let's take a look!



So what are relics? well, relics were introduced in the Genius Guides to Relics of the Godlings I + II and they essentially are Rogue Genius Games' take on magic items that increase in power with your character - and if you know anything about my stance on that topic, then you won't be surprised by me really liking this take. Now unlike Rite Publishing's Legacy Items and Purple Duck Games' Legendary Items, most Relics are inspired by real life mythology, for better or for worse, and increase in power every level.



Speaking of real life mythology - we begin with a concise explanation of what this item actually is, which should prove enlightening to those not as thoroughly versed in the intricacies of the Arthurian myth and its variations. Much like its predecessor item, the blade has, if required, a CL equal to the blade's wielder's character level. At 1st level, Caladbolg is considered magical for purposes of overcoming DR and grants scaling bonuses to diplomacy alongside scaling electricity resistance. The blade also becomes a+3 shocking burst elven curved blade and grants bonuses to Dex and Cha that scale up to +6 at 20th level. Finally, the blade allows you to call forth lightning storms a limited amount of times per day.



Conclusion:

Editing and formatting are good, I noticed no truly significant glitches, though e.g. once the weapon special abilities have not been properly italicized. Layout adheres to a printer-friendly 2-column standard with a neat full-color artwork of the relic. The pdf does not have any bookmarks, but needs none at this length.



Author Andrew Marlowe provides a version of Caldbolg that is, quite frankly, as much loathe as I am to say it, nothing special. Standard enchantment progression, a spell-in-a-can thrown in and some attribute bonuses may make for a suitable, powerful weapon, yes. But nothing I couldn't have made myself and imho not worthy of the cool legend. There's nothing wrong here, but tomorrow, I'll probably have forgotten this relic. My final verdict will clock in at 3 stars.

Endzeitgeist out.

Rating:
[3 of 5 Stars!]
Relic Files: Treasures of Camelot II
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Rappan Athuk 2014 Expansions Pathfinder
Publisher: Frog God Games
by Thilo G. [Featured Reviewer]
Date Added: 01/23/2015 09:52:46
An Endzeitgeist.com review

This massive book of expansion-levels for Rappan Athuk clocks in at 165 pages, 1 page front cover, 1 page editorial, 1 page ToC,1 page back cover, 2 pages of SRD, leaving us with 159 pages of content, so let's take a look...



...but before, let me say one thing - this review is my Razor Coast. This review crashed and burned (!!!) times, with all data gone; Once on my laptop, once due to my mobile HD being stolen and once due to my desktop PC's HD crashing. I've literally written this review 3 times, only to have it crash before I had the chance to back it up. So let's get this posted before my desktop PC dies...again.



This being an adventure-review, the following contains SPOILERS. Potential players should jump to the conclusion. Got that?



Great!



So, after a brief introduction we receive the first of 4 new wilderness areas, Castle Calaelen. Situated west of Zelkor's Ferry and north of the mouth of doom, this locale makes for a good starting adventure in case your players are not hardcore enough for the dangers that lurk below the surface - the base of operations for a few goblins and their gnoll mercenaries. The castle itself sports relatively meager defenses and breathes a sense of a world that has turned onwards, that has left its heyday behind - with grim traps like trapped goblin tea parties, an infernal raven and finally the option to save an innocent gentleman (of half-orc stock), the level did remind me of the starting modules of old and is probably as close as Frog God Games gets to providing an easy introductory module. Bits and pieces that can turn nasty are here, but overall, the castle probably is the easiest thing to have been released under the Lost Land-banner. And generally, I wouldn't complain here - it's a nice place. When compared to the challenge that Crucible of Freya (nowadays collected in the Stoneheart Valley-anthology) posed, the attention to detail with light sources, shifts etc., I can't help but feel that this castle is meant to ease new players into the feel and playstyle. What I'm trying to say is - don't expect this chapter to challenge your players too much.



The second new wilderness area would be Hell's Hamlet - and scarcely has a moniker been so fitting. The town of Mitchrod is firmly in the hands of the forces infernal, with multiple examples of devils existing among the predominantly hobgoblin populace. Now here's the catch - no one like apocalyptic demon cults, not even the devils. Hence, this village may be tackled in two ways - on the one hand, your players could well opt to scourge the opposition, rooting this taint from the land. On the other hand, less scrupulous characters may well opt to throw in their lot with the village - after all, legendary Demonbane was wrought in the smithies of hell... Personally, I consider non-hostile interaction to be the more rewarding option here, mainly because this city and its inhabitants and guardians are unique in all the right ways - from the delightfully odd tin-man guardian golem to the kyton that may very well resurrect your allies to hallucinogenic mushrooms, there is a lot cool stuff to discovered - and in the vast depths of Rappan Athuk, there are plainly enough creatures for your PCs to jab their pointy sticks into...a bit of social roleplaying won't hurt them, especially if sprinkled with a healthy anxiety at the practices of their...hosts?



The third "encounter" is perhaps the oddest herein -assuming the PCs venture towards Rappan Athuk by sea, their vessel is attacked and they, by some means or another, are deployed into pirate captivity, only to be able to escape their bounds and into the wilderness. This may sound some alarm bells - and indeed, as the introduction acknowledges, this section may well seem contrived and forced if not handled properly. However, the good thing here would be that the main meat of this section is NOT about the somewhat railroady event, which imho can be potentially skipped, but rather about the survival action in the middle of a vast forest - from odd food to a variety of disturbing daemonic entities with unique tricks, guided by a malevolent will, the PCs will have quite a lot of exploration to do to toughen them up before they can return to the "safety" of civilization. That being said, while I do really, really like this survival aspect, the encounters, scavenging tables etc., I have to admit that I consider the tie-in to Rappan Athuk, both in theme and execution, to be almost non-existent. My advice is to run this as a stand-alone - it probably works better than beating PCs expecting a dungeon-campaign over the head with such a module. It's a good module, though not a perfect one and the glaring tactical errors the evil entity executes, while explained and rationalized by the author, might come off as DM-fiat to some players - experienced DMs can pull this off and make it very memorable and awesome, though.



The 4th wilderness encounter/following dungeon levels would be the Tunnels of Terror, situated in a ruined keep and guarded by bandits - and believe me when I say, these levels are on par with what one would expect from Rappan Athuk - the first level's map spans three whole pages. On its own. Level 2C and 3D would be the extensions of this massive dungeon. (Well...massive in relative terms when compared to other FGG-dungeons, but you get what I mean...) If you want to mince no words, make no false pretensions of Rappan Athuk being anything but deadly - well, here we'd have a neat example why a dungeon like this ought to be feared. Stone Ropers at CR 6, level 7 priests (yes, the channel energy WILL kill the party if they are not VERY careful...), death traps - while not as nasty as big ole' RA itself and terrain-wise, relatively conventional, this place is a challenge. On the downside, at least in my opinion, it does not add that much to the overall myth of Rappan Athuk. Hidden very powerful demons? Tsathar, bandits? Yep - you know the drill and unlike other examples of the Tsathar being their awesome, froggy selves, they may be the lesser of the evils in this case...which somewhat detracts from and diminishes their antediluvian demon-god/great-old-one crossover flair...but that may be me just being a fanboy for them. The tie-in regarding actually working for them may make for a hideous twist of fate near the end-game...after all, FGG has a module called "Against Tsathogga..."



Level 2C, as mentioned, contains the second level of the tunnels, and is not smaller - the temple of Tsathogga, blind albino frogs, magic mirrors - a nice example of an evil temple underground, though honestly, I considered the temple to be somewhat disappointing regarding terrain - some more unique hazards, flooded passages, unique traps etc. would have helped setting this temple further apart from all the Orcus-temples in main RA: The level also contains the Rainbow Vault and its riddles - pity that a tie-in/synergy with the Hall of the Rainbow Mage has been omitted here. One note - while I do love the puzzles on this level, I'm not a fan of ROYGBIV being a part of a puzzle's solution - that's mostly meta-gaming convention and knowledge and furthermore makes me flash back to Sam & Max Season 1. (The game, not the animated series..) Note that this is me being nitpicky, though - after all, there are the prismatic spells.... Speaking of puzzles - the final section of this level sports multiple statues that can be turned. to turn them, though, certain pillars have to be unlocked and rotated, but there also are pillars that activate traps - THANKFULLY, a massive sidebox explains this puzzle. As much as love complex puzzles like this, I do not advocate the way it is presented - it's a matter of taste, but I'm not a fan of Myst-style puzzles where you have a complex mechanism and then essentially guess what you're supposed to be doing. While not absolutely required to progress in the overall scheme of things, a general, cryptic clue, a visual abstraction of the level, which then can be identified by the players if their mapping-skills are up to par - some clue where and how to tackle this one would have been appreciated by quite a lot of players. Now don't get me wrong - in my book, we need challenges like this more often...but some hints to prevent trial and error would be more than welcome.



The final level of the tunnels contains another temple of Orcus (One more? So what does this one do if you deactivate it?), which generally feels a bit out of place. Oh well, at least the opposition, making ample use of Tome of Horrors 4, is pretty unique and the option to save a djinn is nice as well. Also a pity - this place is supposed to be created by an advance force from Tsar - so where's the optional tie-in to that place? Lost chance here. And yes, I'm complaining at a high level here, I'm aware of that. Now the second section of this dungeon-level is once again up to grisly lethality - golems, vampires, uncommon undead - all you'd expect from Rappan Athuk, yet still in a fresh guise. Nice!



Level 6B would present the PCs with perhaps the most lethal of adversaries possible - adventurers. undead ones at that. In their home-turf, with plenty of servants. And unique puzzle-creatures that are smart...and a nice nod towards Silent Hill 4's ghosts. Have I mentioned the friendly undead dragon wishing to chomp on your PCs? GLORIOUS.



We close this pdf with various encounters/NPCs to be inserted at your whim into your game, as well as an appendix that depicts the Disciple of Orcus PrC and the new monsters.



Conclusion:

Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to FGG's printer-friendly two-column b/w-standard, with plenty of neat cartography and high-quality original artworks, though there are no player-friendly versions of the maps, which constitutes a detriment in my book. The pdf comes fully bookmarked with nested bookmarks for your convenience. Inexplicably, an index listing at one convenient glance the danger levels and exits/entries of the respective individual levels has been omitted - a pity, since RA already requires a lot of book-keeping on the DM's side and help like that would have been appreciated.



Bill Webb, Alex Clatworthy, James Redmon and Skeeter Green have woven more Rappan Athuk...but can it hold up to the original? Yes...and no. On the one hand, this tome is an example of excellent old-school adventure-craft - each and every piece of content breathes the spirit of what is great and awesome about old-school modules. On the other hand, though, the different voices show. I've been struggling quite a while with myself for this one. Why? Because I am honestly not sure whether it's just me. It might be very much possible that I'm burned out on Orcus-priests and their undead minions after Slumbering TSar and Rappa Athuk. On bandits occupying a ruined fortress as well. I can't be sure. It does feel like, at least partially and at least to me, though, as if I've seen some of the tricks herein done better before....in Rappan Athuk. Does every level herein have some part of that old-school magic? Yes! How could one NOT like gold-pooping, purring, fungus-shaped dwarf-affine pets that pose as rocks to avoid detection by certain races? How could one not like actual riddles that challenge one's mind beyond just rolling dice? This compilation offers quite a few examples of what is awesome about old-school adventuring.



To give you an example, the wilderness-survival module, in spite of its problematic beginning, is modular enough, with all its cool daemonic critters, to incite one's imagination. The puzzles are glorious, if not always perfect in their hint-distribution. Evil undead adventurers groups? Heck yeah! On the other hand, getting YET ANOTHER shrine of Orcus (sans bearing on the metaplot), getting a Tsathar domain that simply isn't as alien or partially, as interesting, as it could be...feel disappointing on a very high level. This expansion is best in the cases it truly enhances Rappan Athuk - by providing social encounters, a whole hamlet to interact with, by its distinct challenges. Alas, not all of this expansion is devoted to that - there are examples I'd consider derivative of the main module. This may be intentional. Perhaps it's just me after reading and purchasing 3 iterations of the dungeon + Slumbering Tsar...but it takes more to wow me than a couple of named NPCs, acolytes, undead and demons on a level devoted to Orcus to blow me away. Is it thematically coherent when it happens? Yes. Is it stellar? Alas, no.



Heart of the Razor - while not perfect, provided thematic, culturally relevant expansions to the main book. This one does so as well...in a couple of cases. In others, it fails to deliver them. In the superb wilderness module, for example, some kind of permanent boon would have most definitely been appropriate. Is this worth being purchased for Rappan Athuk? Yes. As a stand-alone? Yes. Is it required or perfect? No. This is a fun book, a good book, but falls short of the level of quality delivered in the new levels of PFRPG's iteration of RA - the level of awesomeness of a certain level with planar awesomeness as an organic, fitting change of pace, is absent from the book.



I really like components of this book, ESPECIALLY the fact that it demands that your players use their brains. But it also has some components that left me underwhelmed at a very high level. In a context that was not Frog God Games, I'd probably be singing praises on how this module is almost on par with Frog God Games' mastery of old-school modules. So what's my final verdict? Honestly, I've been somewhat underwhelmed by a couple of levels, but at the same time, I've really, really liked several ideas herein - hence, my final verdict will clock in at 4 stars - a good compilation to have, but not a must-have.

Endzitgeist out.

Rating:
[4 of 5 Stars!]
Rappan Athuk 2014 Expansions Pathfinder
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Mythic Magic: Campaign Setting Spells
Publisher: Legendary Games
by Thilo G. [Featured Reviewer]
Date Added: 01/23/2015 06:56:52
An Endzeitgeist.com review

This installment of the Mythic Magic-series clocks in at 52 pages, 1 page front cover, 1 page editorial, 1 page SRD, 4 pages of hyperlinked ToC, 2 pages of introduction, 1 page advertisement, 1 page back cover, leaving us with a massive 41 pages of content, so let's take a look, shall we?



So, what does this book cover? well, obviously not spells from one big hardcover, but instead spells found in: Animal Archive, Demon Hunter & Dragon Slayer Handbook, Distant Worlds, Faction Guide, Inner Sea Gods, Inner Sea Magic, Inner Sea World Guide, Mythic origins, People of the Sand (& stars) and the rival guide as well as the osirion sourcebook. (The new one, not the 3.X Player's sourcebook).



Now I can't cover every spell herein without bloating the book. So I'll give you a selection. Additionally, I should mention that I do not endorse all spells mythified - indeed, I do consider some of the books from which the base-material for the mythic spells herein not particularly well-balanced. This will have no impact whatsoever on my analysis of the mythic spells herein - I am taking them completely on their own ground. To help orientation regarding source, concise superscript abbreviations help the reader's orientation. As always, if you do not have the books this is based on - fret not, for the spells herein tend to show up on the respective SRDs and sites like the useful archives of nethys. Got all of that? All right, then let's dive in!



The anti-summoning shield, for example, can have its summon-failure chance enhanced by 5% x mythic tier and, as an augment, be cast as an immediate action. Rolling craft twice per day when utilizing arcane reinforcements also can be considered a nice trick up one's sleeve - crafting two items at once can be pretty powerful, especially when used for magical items. Of course, plenty of spells deliver solidly scaling numerical escalations based on mythic tier and mythic power, but that is a given at this point in the series. More interesting, at least to me, would be enhancements like Baphomet's blessing now also granting the powerful charge ability and immunity to maze-spells.



When a mythic version of a monster or spell manages to actually render a base version more flavorful, more exciting by expanding the very concept of the base version into something more unique - that is when mythic rules shine in my book. From a rules-perspective pretty impressive would be Blade Snare -with increased benefits, interactions with non mythic creatures and weapons etc., the base version is beautiful. While the nitpicky guy in me wants to complain about a missing minus-sign in the augment-section of the spell, the option to maintain the snared weapon and even snare 1/2 mythic tier weapons at once for 2 mythic power makes for a pretty damn neat option.



Terrain-control via Brittle Portal, instant mythic mummification via canopic conversion and curse based control as an augment to the creation of such mummies make for rather iconic options that can be used for narrative purposes as well - not only do mummies freed from such a control gain free will back, they also receive a rather nasty buff. Can I hear mummy-revenant crossovers approaching? Yes, I can.

Channel vigor's flexibility is also pretty nice, with unique effects depending on the limbs into which you channel the effect. Other modifications are small, but still flavorful - adding blightburn sickness to cosmic rays? Heck yes! Discharging dazzling flashes to blind adversaries would also be a rather neat option. Diverse additional options, both in the regular mythic spell's text and the augment option of deadeye's arrow also provide some neat bonuses and added condition-penalties. While everyone who regularly follows my reviews knows that I'm not a big fan of detect spells, at least detect demons receives a pretty unique augment that turn demonic auras clearly visible, helping against foes shrouded in deceptive magic et al.



The defensive excellent enclosure is also pretty interesting in its concise interaction with other spells - the various effects of mythic geniekind also fit thematically seamlessly and organically within the context of the base spell while increasing its potency by means of added spell-like abilities depending on the geniekind chosen. The increased incremental control of fractions of heal and harm also can be considered a pretty cool way of tackling the base spell's concept and making it more flexible. Now this is a very personal preference, but the augment to make the mythic ghoul pack summoned by the spell of the same name subject to haste fit thematically very well within the frame of my own conceptualization of ghouls.



The low gravity options added to the cool gravity sphere should also be mentioned. Now personally, I consider the temporary dexterity penalties imposed by the mythic gravity well slightly less interesting than the concept deserves, but that may just be me really liking. Now perhaps it's due to my favorite in-game card-game being Tarokka or due to the superb "Harrowing" module by Crystal Frasier, but the spell never clicked with me and the relatively conservative card-discarding/numerical escalation of the mythic variant, alas did not change that. Now where things turn interesting once again would be with imbue with flight - the option to utilize mythic power to make objects of huge, gargantuan and colossal size to fly, including the option of sharing the mythic power required, ritual-style, between characters. It's a small thing, but a glorious one that resonates well with quite a bunch of cool fantasy tropes.



Interplanetary teleport now does feature several benefits for its augmented version, helping you survive in less than hospitable environments. Orchid's Drop now allows for the free allocation between regular and ability score healing - pretty sweet. Speaking of pretty sweet changes - shared sacrifice not only has its casting time decreased, it also does not end with the target moving outside of the area of effect, instead being suppressed to kick in once the target is in range again. Siphon spell also receives a nice upgrade that lets you roll twice on dispel checks and continues until you have siphoned a minimum amount of spell levels, with the high-level augment allowing you to ignore the cap at the significant investiture of mythic power - cool! Spawn Calling is also rather epic - why not call the tarrasque or another spawn of Rovagug instead of the Star-spawn? Summon the tarrasque. Yeah. Awesome. In a nice bit of synergy, summon accuser ties in with Mythic Monsters: Devils, but also provides a nice alternative. Sustaining Legend feels a bit strong, with healing and condition negation/decrease added to targets using mythic power in any shape way or form, but that may be me.



More deadly teleport trap may be nice, but transfer tattoo is imho more interesting - you can essentially store an inoperable tattoo with this for some time - can you see the narrative potential? "Your task is to bring the tattoo of power to the missing grand master..." Face theft via transplant visage has also not been this nice for a long time... Well, that came out wrong...



Vision of the Beast Mother's mythic version makes followers of Lamashtu much more fearful...why, you ask? Well, what about sending other spells along with the nightmare? Yep, really, really nasty and once again sporting quite an array of cool story-telling options.



Conclusion:

Editing and formatting are good, though quite a few minor typos and various superscripts that have not been superscripted slightly mar an otherwise well-edited book. The pdf adheres to legendary Games' two-column full-color standard and sports numerous gorgeous full-color artworks. The pdf comes fully bookmarked for your convenience, though oddly, once again, we have additional out of order bookmarks in the beginning, this time duplications of two spell-bookmarks. Since this does not impede functionality in any way, I will not hold that against the pdf.



Okay, after having reviewed 6 Mythic Magic-pdfs by now, I can somewhat fathom how Jason Nelson must have felt: While design is fun, doing so many mythic spells might also be considered one thing: exhausting. This must have been serious *work* - that being said, I can see another thing about this pdf: In spite of the vast amount of mythic spells before these, there still are simply unique tricks herein. A lot of them, actually. More so than I expected to find herein.

While one can see that, unlike in the great mythic magic installment for the APG, this is the work of one designer, the job Legendary Games' chief has done is not only thorough, it is more varied and interesting than one would expect. When it would have been easy to just phone in augments to spells like detect demons or duplicate and recolor spells à la "works like this, but with acid"; when formulaic numerical escalations would have been the easier route, this instead goes the extra mile by providing unique little tidbits to enhance the flavor of the spells. Not all are winners, but in the face of this many spells, that should be no surprise; the quote of cool and imaginative spells is definitely much higher than I anticipated, though, and thus, this can be considered a superb offering. While slightly below the superb APG-installment, this still is one of the best of the all-but-required mythic magic-pdfs; my review will hence clock in at a final verdict of 5 stars + seal of approval, in spite of the small glitches here and there.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Mythic Magic: Campaign Setting Spells
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Relic Files: Treasures of Camelot I
Publisher: Rogue Genius Games
by Thilo G. [Featured Reviewer]
Date Added: 01/23/2015 06:53:41
An Endzeitgeist.com review

This pdf clocks in at 4 pages, 1 page SRD, 1 page introduction on the first page, leaving us with two pages for the relic, so let's take a look!



So what are relics? well, relics were introduced in the Genius Guides to Relics of the Godlings I + II and they essentially are Rogue Genius Games' take on magic items that increase in power with your character - and if you know anything about my stance on that topic, then you won't be surprised by me really liking this take. Now unlike Rite Publishing's Legacy Items and Purple Duck Games' Legendary Items, most Relics are inspired by real life mythology, for better or for worse, and increase in power every level.



Got that? Great, so what does the scabbard do? Well, first of all, the wielder becomes more adept at healing as well as the option to bind a sword to the scabbard, thus increasing its potency over the levels - by e.g. increasing its hardness and hp, temporarily applying the keen property etc. What about repairing the weapon? At what CL? At the wielders' character level. The same holds true for the limited healing capacities the wielder receives over the levels. Bonuses to constitution can also be found herein alongside increasing fortification effects. What slot does a scabbard use? belt, of course.



Conclusion:

Editing and formatting are good, I noticed no truly significant glitches, though e.g. a sentence lacks a verb. Layout adheres to a printer-friendly 2-column standard with a neat full-color artwork of the relic. The pdf does not have any bookmarks, but needs none at this length.



Author Andrew Marlowe delivers an uncommon relic - magical scabbards are a thoroughly neglected item-class and I *really* like what he has done here. On their own, the abilities may not be too impressive, but combined, they gel well. I really enjoyed this item and while it did not completely blow me away, its fair price-point and nice design make me settle on a final verdict of 4.5 stars, rounded down by a slight margin.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Relic Files: Treasures of Camelot I
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Subterranean Enclave: Fanghome
Publisher: Raging Swan Press
by Thilo G. [Featured Reviewer]
Date Added: 01/22/2015 04:37:32
An Endzeitgeist.com review

The third installment of Raging Swan Press' Subterranean Enclave-series clocks in at 10 pages, 1 page front cover, 1 page advertisement, 1 page editorial/ToC, 1 page SRD and 1 page back cover, leaving us with 5 pages of content, so let's take a look!



Situated at the edge of the subterranean jungles of twilight flora and fungi, erected atop the last remnants of a civilization long perished and amidst the bones of ancient beasts, the troglodyte enclave of Fanghome makes for an uncommon place to visit - and probably, the reason to visit these disgustingly smelly lizards would probably be their trade in the enigmatic Zji Zji berries - sought after by drow fleshcasters and strange other traditions of the underworld.



Beyond racially-distinct places like spawning pools and the enigmatic Orb of Sithrak that hosts the eco-system, the uncommon race, location and emphasis on trade make for interesting takes. Additionally, lore sections, rumors, events etc. add further hooks to the village's uniqueness of this place, even before delving into the potential for inner-tribal intrigue; And what about the chief's hut, the skull of this ancient beast? A vast array of options and iconic imagery can be found in this settlement's presentation, even before the fully statted fighter 4/cleric 3 included in the deal.



Conclusion:

Editing and formatting are top-notch, I noticed no glitches. Layout adheres to raging Swan Press' two-column b/w--standard, with superb cartography in b/w. As always, you can download player-friendly maps on Raging Swan's homepage. The pdf comes in two versions, one optimized for screen-use and one optimized for the printer, with both being fully bookmarked.



Brian Wiborg Mønster delivers in this little pdf chock-full of brilliant hooks: From a wholly iconic place, to a unique economy and the smart consideration for the needs of an inhuman race, this place is a great enclave to visit, breathing the spirit of early pulp in all the right ways - hinting, inspiring, without prescribing, all while delivering just enough to make this an astounding read. My final verdict will clock in at 5 stars + seal of approval.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Subterranean Enclave: Fanghome
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The Sinking: Locks of the Panopticon
Publisher: 0one Games
by Thilo G. [Featured Reviewer]
Date Added: 01/22/2015 04:31:07
An Endzeitgeist.com review of the revised edition

This installment of the Sinking-mini-modules clocks in at 21 pages, 1 page front cover, 1 page SRD, 1 page editorial, 1 page ToC, 2 pages of advertisement, 1 page back cover, leaving us with 14 pages of content, so let's take a look!



This being an adventure-review, the following contains SPOILERS. Potential players will want to jump to the conclusion.



Still here? All right!

With a massive bounty on their heads, courtesy of the Trypus Acadamae, the PCs hopefully have managed to flee the city once again towards their refugee camp, where blood senator Vulgrax may actually prove helpful with the help of the information the PCs have uncovered - the PCs are presented with a blade with weird etchings that may prove to be from the hold the Malchort Cabal operates from/seeks to control - the fabled Panopticon. (And yes, if this does not feature an omni-scrying device, I will be very much disappointed for using cool terminology and then failing to deliver.)



Now via the lost tunnels in the Vulgrax's old holdings, the PCs may penetrate the fortress of the Malchort -however, they will have to succeed in elementally-themed challenges - from freezing cold subterranean lakes with sea serpents, magma lakes etc. - the challenges per se are simply awesome and at this point, I've seen *A LOT* elemental shenanigans: They actually require brains as well as brawns to solve and e.g. challenge the player's logic with an AWESOME poem/light-based puzzle. Better yet, the problematic map-glitch that rendered one puzzle unwinnable has been fixed - kudos!

Finally bypassing a crystal dragon and dread undead guardians, the PCs can penetrate the panopticon through the Darkgate...where the final chapter of The Sinking awaits!



Conclusion:

Editing and formatting are good - since the map-glitch has been resolved, no particularly crucial mistakes remain.. Layout adheres to a 2-column b/w-standard and the pdf comes with cool, original b/w-artworks and 0onegame's great cartography. The pdf comes extensively bookmarked for your convenience.



Author John Ling cares about this module and one can see why. He has delivered an array of solid challenges, which, while in theme being of the "been there, done that" type, in execution, panache and flair more than make up for the classic theme. I love it if players need to use their brains as well. The elemental challenges herein proved to be surprisingly neat and this module with its low price point and now fixed maps may not stand as the best in the series, but it is definitely a good module. My final verdict will clock in at 4 stars.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
The Sinking: Locks of the Panopticon
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A23: Twin Crossings
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 01/21/2015 03:25:11
An Endzeitgeist.com review

This module clocks in at 48 pages, 1 page front cover, 1 page editorial, 1 page ToC, 2 pages SRD, 1 page back cover, leaving us with 42 pages of content, so let's take a look!



This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.



All right, still here? This module kicks off in a small town in the Klavekian kingdom and for once, the PCs attend festivities that are NOT crashed by some threat or another - instead, the PCs actually get to party! Whether they party conservatively or like there's no tomorrow - first, minor consequences of the things to come already announce themselves during the information gathering and, on the next day, hangover may have settled in both literally and metaphorically: A shipment of goods to an isolated enclave of the Klavek kingdom was lost to sea monsters and thus, the two most prominent merchants try to hire the PCs to deliver a shipment of necessary goods on the land way. Thankfully, the module does tackle this concept in a rather unique manner: The other merchant hires a rival adventuring group and from here on out, decisions, consequences and speed are key: Via a handy flow-chart for the DM and a speed point mechanic as well as decisions galore, the players may opt to choose their own pace and face the consequences of their decisions - beginning with the very starting contracts legalese potentially cheating them of their hard-earned rewards if they are not on their toes!



Instead of utilizing the somewhat flawed caravan-rules, the module instead opts for a different route - the decisions made award and penalize their consequences with speed points, which can be used to determine how they fare. Unlike 4 Dollar Dungeon's superb "Journey to Cathreay", the focus here is thus less on a journey and more on an overland race against rivals. And the decisions, like in all good chases, have consequences - sabotaging a ferry, for example, may incur the ferryman's wrath upon the trip home, to save or not to save a halfling druid in distress may also change the course slightly...and did your players pack detailed maps? Otherwise navigating the passes might be more challenging than just facing down the lethal cyclops in wait. It should be noted here that the combat encounters sport AaW Games traditionally superb maps!



Beyond rivals (and potential for using free web-enhancements), the journey also requires that the PCs navigate a landslide by crossing through a salt mine, where the very air might dehydrate the PCs and beyond dangerous boars and the like, the PCs have to salvage goods from teh grounded vessel ina rather nice mini-game.



Upon finally arriving in Cherr's Landing, things become interesting - the speed point tally is revealed to the PCs and they may spend them to accomplish specific tasks; unspent speed points total into the final success conditions and yes, a second flow-chart makes running this section of the module just as easy as the one before. In the city, once again, decisions abound - which caravan to employ, for return goods, for example - mules? Light horses? Quite a few choices to be made, all with consequences. Better yet, the partying in the beginning? Well, PCs have to sell goods and acquire new goods and return to their home - preferably before their competition does! Beyond dangerous individuals trying to sabotage them and the dangers of the road...well, have I mentioned that the PCs may trail-blaze through a very mountain with magical tunnel bores, provided they found them?



The module also provides e.g. the salt worms as fully depicted monsters, 5 player-friendly maps of combat-relevant encounters (in AAW Games' superb quality), a couple of cool magic items and 2 pages of chase cards to facilitate the running of the chase in the beginning of the module.



Conclusion:

Editing and formatting are top-notch, I didn't notice any significant glitches. Layout adheres to a drop-dead gorgeous two-column full-color standard and the pdf comes fully bookmarked for your convenience. The original color artwork is neat and the cartography stellar.



Michael Allen delivers one of the best modules I've read all year here. Among so many modules focusing on killing y, exploring ruin x, etc., this module is a HUGE breath of fresh air; It's focus on time and consequences as opposed to "Kill 'em all" is more than refreshing - it is inspired. I am not engaging in hyperbole when I'm saying that this module is INNOVATIVE. It utilizes chases, combat and commerce in a way that elicits more excitement than one would assume from such a module; Indeed, while the rivals make for a neat opposition, it is neither them, nor the journey that are the focus of attention here: Instead, this module breathes the spirit of Jules Vernes in its fast pace, its consequences and the emphasis on creating a believable world. This module is beyond just a fresh breeze - it is a storm. Yes, it is a humble module; yes, it does not center on a BBEG trying to destroy the world - and it is infinitely better off for it. If you were rather bored by the bureaucracy of Jade Regent's caravan rules, I implore you to get this. I had the utmost joy running this module, so did my players, and its distinct focus, its concise mechanics, the ease with which one can run it due to the immensely helpful flowcharts - all of these conspire to make this one a true gem in my book. My final verdict will clock in at 5 stars + seal of approval and nominating this as a candidate for my Top Ten of 2014. Even among the best AAW modules, this one stands out and shines and represents all the virtues of the company.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
A23: Twin Crossings
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Mythic Minis 29: Feats of Wrestling
Publisher: Legendary Games
by Thilo G. [Featured Reviewer]
Date Added: 01/21/2015 03:21:10
An Endzeitgeist.com review

All right, you know the deal - 3 pages - 1 page front cover, 1 page SRD, 1 page content, let's go!



-Body Shield: Increased cover bonus by mythic tier and use mythic power to use body shield with multiple attacks per round.



-Bonebreaker: Add crippling citical-effect to the feat and cause fatigue versus non-mythic adversaries.



-Chokehold: Has a nasty typo - it should eliminate the penalty for use against larger opponents, not eliminate a non-existing penalty versus smaller opponents. Also add lethal damage to pinned foes.



-Felling Escape: Add mythic tier to escape attempt, plus reroll if you use mythic power. Additionally, add trip attempt as either free or swift action, latter with mythic rank or tier to bonus.



-Gang Up: Extend expertise bonus to allies threatening the same target and help 1/2 mythic tier allies with one aid another. Additionally, receive a bonus to CMB if multiple allies threaten an enemy.



-Jawbreaker: Treat damaged mouth as having the broken condition, can use ki and mythic power instead of stunning fist. Pretty awesome!



-Neckbreaker: Makes penalty optional, taking it adds damage-boost and mythic pwoer temporarily paralyzes the target. Can use mythic power and ki instead of stunning fist uses. Again, pretty awesome!

-Pinning Rend: 1d4 Str, Dex or Con damage onn pinned foes...OUCH!



-Under and Over: Use the feat reflexively if an opponent fails to grapple an ally while being threatened. Additionally, add entangled condition temporarily to target subjected to feat. neat!

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to Legendary Games' 2-column full color standard and the pdf has no bookmarks, but needs none at this length.



This one caught me by surprise - I expected this to be boring and it wasn't - the effects provided by Jason Nelson and Tork Shaw are diverse, the -breaker-feats are cool and the tactical options this provides are neat. That being said, the Chokehold-glitch is pretty nasty and weighs heavily in a pdf of this brevity. hence, my final verdict will clock in at 4.5 stars, rounded down to 4 for the purpose of this platform.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Mythic Minis 29: Feats of Wrestling
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