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Designed to be quick guides that can be used with a minimal of prep time and minimal cost. I like the idea.
Here we have 5 magical Athame ("ath-a-may") or daggers that can be used by witches. These weapons work in conjunction with the witch's hexing ability, though they can be used as magical weapons as well.
Short, sweet and to the point. There is nothing to complain about here.
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Exactly what is says on the tin. Spell cards you can print out and use with your Pathfinder APG Witch.
If you like cards then these are great. If you prefer sheets then they can still be used.
For the price it is a steal.
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Certainly one of the more interesting books for the new Pathfinder witch class. You will need the Advanced Player's Guide to get the most of of this book obviously.
We start off with a brief overview/analysis of the witch class. Not bad really, but nothing we can get from the APG.
On to the meat of the book, the 30 new feats.
They are a mixed bag, but for the most part they add a lot flavor to the witch. There are some familiar affecting feats which is nice, and commentary/sidebars on a few.
There are also 3 sample witch builds that you can use to make your own.
All this is a good product and worth the price.
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An advanced class for d20 Modern. Has some nice features and powers. I particularly like the broom (Besom) attacks.
Great for d20 modern with magic.
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Introduces the new class, the Priest which seems more devoted to serving a god than the Cleric does. It is more focused on divine miracles and less on healing for example.
There are miracles listed as well as some new and revised spells. One prestige class.
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I am not a fan of "Beastmaster"-like druids. I prefer the tree-hugging celtic priest archetype myself. That all being said, this book could make me change my mind.
Plenty of new abilities for Animal Companions. There is a Beastmaster Prestige Class that I rather like. The other two PrCs are good, but not to my personal tastes.
No new feats or spells though. I would have liked to have maybe a couple.
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This book offers up the Green Hag as a playable race for the Witch class. Sort of. It is more of a race-as-class, but close enough to the witch to work. Anyone that played D&D back in the late 70s will have no issues with this really. There are also plenty of new feats and hexes that can be used by the witch or Green Hag. There are also plenty of new spells. This is a good book if you are a witch completest like me, or would like to use hags in your pathfinder game. Or you can get it for the hexes and spells alone. In any case it is is a steal at this price.
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Six new sub-types of Succubi for your Pathfinder/OGL game. Plus new magic, feats and plot devices for using succubi in your games.
No rules for Succubi PCs, but nearly everything else is here.
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Some good ideas with varying levels of success. Would have liked to have seen some more variety myself, but all in all not bad.
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Smaller version of Mongoose' Conan Game. Easier to print out with 2 pages per sheet to save paper.
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Another adventure for Victoriana 1st Ed. The set up is very nice and it captures the feel of the game right away.
The adventure itself deals with strange eastern magic and mysticism, missing children and a cursed statute. Plenty of really good plot elements to keep your players guessing.
This adventure also includes some rules on using martial arts.
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This is one of the best Victoriana 1st Ed products. At 128 pages it is a very comprehensive guide to London in 1867.
Granted there is the Victoriana-universe spin on everything, but otherwise it is perfect for use with ANY Victorian era game. It especially works well with the 2nd Edition of the Victoriana game. The book is sans-game stats, so there is no system conversion to worry about, just thematic conversions.
The maps are fantastic and I especially enjoyed the descriptions of all the neighborhoods.
Very good resource indeed.
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What if "Hounds of the Baskervilles" was a true story? Well in the world of Victoriana, it can be!
This is a "Penny Dreadful" or an adventure for Victoriana 1st Edition (aka 1867 Edition).
This adventure though is based more on the old legends of the Black Dog or Old Shuck on the English countryside. As such it is a good adventure for any Victorian era game with a heavy emphasis on magic or the supernatural. One could easily run this under Ghosts of Albion or Cthulhu by Gaslight.
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Good book on Victorian times, but not my favorite.
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I got this a long time ago and I have had reason to go back a look at it again now.
It didn't age well.
It is not particularly funny. If it was trying to force us to look at ourselves in a different light then I think the author was trying to be too subtle.
In the end it just was a collection of some pretty bad stereotypes on both sides of the gender divide and really doesn't much good about the gaming community as a whole.
The art is typical for Mongoose from this time frame, which is to say, not all that great.
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