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[PFRPG] At the Heart of Evil
Publisher: Headless Hydra Games
by Dark M. [Verified Purchaser]
Date Added: 03/30/2011 15:20:26

At the Heart of Evil by Headless Hydra Games

This product is 16 pages long. It starts with a cover and Credits. (2 pages)

Introduction (2 pages) This is a background to the adventure, overview and some plot hooks.

The Old Keep (11 pages) There is a map of all levels of the keep, there is a total of 12 encounters in the keep and room for some RPing even. It is mostly a fairly straight forward “dungeon crawl” where the PC's go and explore a old keep to defeat the evil that is rumored to be their.

It ends with a OGL. (1 pages)

Closing thoughts. The artwork is simple black and white, the maps are simple but well done. The encounters could be very dangerous in a couple of spots, which makes this adventure possible very hard. Or things might be very easy depending a bit on the makeup of the party. The adventure is undead heavy. Really there is two parts to this adventure and this is only the first part. I am assuming their will be a followup adventure to this free adventure for the next part. All and all this is fairly well done, there is not bookmarks or statblocks. I did have one critic, there is a woman the PC's can save and if they do they can earn a reward. Only it doesn't say what or even offer suggestions what the reward should be. I think it should have offered suggestions. The adventure could be used stand alone with out the second part fairly easy with only a few minor tweaks.

So what's my rating? Well it is free, but it is a fairly simple straight forward adventure. I recommend picking it up, but I am going to rate it with a 4 star review. A nice but pretty simple straight forward adventure that could have used a little more polish.

Trust me, I'm a Succubus.



Rating:
[4 of 5 Stars!]
[PFRPG] At the Heart of Evil
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Codex Draconis: Black Lords of the Marsh
Publisher: Rogue Genius Games
by Dark M. [Verified Purchaser]
Date Added: 03/18/2011 15:01:16

Black Lords of the Marsh by Super Genius Games

This product is 29 pages long. It starts with a cover and intro. (1 ½ pages)

The Dragons ( 26 ½ pages) There is full stat blocks for 13 dragons in this book at CR 3, 5, 7, 8, 10, 11, 12, 14, 15, 16, 17, 19, 19. Each CR listing has 3 sample hoards for fast, medium and slow progression. A section on suggested tactics the dragon could use to make them more dangerous and final a section on alternative builds. Such as swapping out feats or what have you. These finally sections where very well done, with some good advice for the most part, with some interesting optional builds. The hoards where pretty simple but that’s understandable considering they are doing 3 for each dragon.

It ends with a OGL and credits. (1 pages)

Closing thoughts. I will be totally honest, this is mostly a book of stat blocks and I am not a huge number cruncher. I went over the stat blocks and nothing stood out to me as obviously wrong, I will as I mentioned not great at that so I fully admit I could have missed errors in the stat blocks. I am more of a if it looks right I just go with it type GM and not worry if the stat blocks are perfect. With that said I didn't notice any big errors in the stat blocks. The art is a mix, there is color, black and white and computer 3D art. The quality is also a mix, from pretty meh to very good and everything in between. The editing and layout was good. So whats my rating? Well if you are looking for complete stat blocks, advice, tactics for black dragons look no further than here. If that appeals to you then I highly recommend this product. I am going to settle on a 4 star though. Mostly cause while it accomplishes what it claims and does it well. I wasn't wowed either. I honestly think the section on alternate builds, advice etc needed to be bigger. Especially on the older dragons. I think the first half needed another half page and the later ones a full page. I think that would have helped make this product better. So I think it is a good product that could have been even better.

Trust me, I'm a Succubus.



Rating:
[4 of 5 Stars!]
Codex Draconis: Black Lords of the Marsh
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Legendary III: Legendary Items
Publisher: Purple Duck Games
by Dark M. [Verified Purchaser]
Date Added: 03/18/2011 14:59:24

Legendary Items by Purple Duck Games

This product is 28 pages long. It starts with a credits, toc and intro. (1 ½ pages)

Legendary Items (19 pages) There is 13 legendary items in this section. This is like the two previous legendary weapons books by Purple Duck Games. These are magic items that grow in power as the PC levels up. Below is a list of the items, I will give you a rough idea of the types of powers they have. Aleowine’s Brooch – defense, social, disguise, hiding ones nature. Blessed Book of Arboga - knowledge Carpet of Worlds – flying carpet, plane knowledge, finding planer gates. Copple Torg’s Phylactery – faith, keeps one from violating alignment, true seeing. Dale Wind’s Harp – charm, dance, wake the dead. Gof’s Hat – disguise, mimicry, detecting thoughts. Horn of Discordance – sound attacks and bonus to sound music checks. Phase Spider Cloak – spiders and stealth. Soldier’s Bag – bag of holding, items in bag. Sublime Boots – stealth, balance, swift, air walking and attacking. Tesseract Stone – uber ioun stone. Toolik’s Eagle Eyes – sight bonus, ranged weapon bonus. There is two version of this, other one has – animal shape, sight, attacks. Wings of the Heaven – flying, resistance, smiting, detecting.

It ends with a OGL. (7 ½ pages)

Closing thoughts. I really liked this book. The art is black and white and nice. Layout and editing are good. The items where well done and interesting. There was also 2 stat blocks for creatures, 6 new spells, 1 new song domain all buy the items they are relevant to. I think I would have preferred the item referenced all that stuff and then put all the extra stuff in the back of the book myself. This is a clean simple text PDF with little color so very print friendly. Some of the items where mostly just items that just mostly did the same thing just better and better. Those was a bit meh. They was ok but I wanted more. Most of the items though had some nice variety to them which made them much more interesting.

Now I do have some bit more critiquing to say. This isn't bad this is just a personal opinion on the topic. The weapons had 10 levels of powers, these have 5. Which I liked to a point. But now that I have seen the two ways they are doing it. I would like to see some more variety. Like 5 levels for weapons, 10 levels for items. Also on the 5 level on they could be done in levels 1-10 or 10-20 instead of always broken up over 1-20. Basically I am saying more variety. I really think some of these items in this book would have been much color if they had been done like the weapons with 10 powers, most only needed the 5. So what's my rating? Well this is a well done book and if you like magic items your players won't replace as they get higher levels like me, then you will want this book. With that said, it is a good book, but it could have been even better. So I am settling on a 4 star review. I look forward to more such products with hopefully even more variety.

Trust me, I'm a Succubus.



Rating:
[4 of 5 Stars!]
Legendary III: Legendary Items
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Evocative City Sites: Burial Vaults of House Blackwood (PFRPG)
Publisher: Rite Publishing
by Dark M. [Verified Purchaser]
Date Added: 03/11/2011 14:33:45

Evocative City Sites: Burial Vaults of House Blackwood by Rite Publishing

This product is 33 pages long. It starts with a cover, credits and 3 pages of maps. (5 pages)

IC introduction (2 pages) This section is a IC introduction talking about the vaults with some plot hooks at the end of the section. It was a bit odd, not good or bad, just odd. In the IC description of the vault is varies DC's for knowledge and or saves for things the character telling the story encountered. It is obvious this is for when the PC's go in. I just fond it odd they added them into the IC section of the text and not as side bars.

NPC's (11 pages) There is 9 NPC's with full stat blocks. Most of them have some background information to flesh them out but a few of them are just monsters. This is a departure from this series normal set up. Which was only to list a few key NPC's and that’s it. This one has them and then some minor NPC's and a few monsters as well. For key NPC's it is nice that there is a DC lore table if the PC's want to ask around about the NPC in question and learn stuff about them.

Magic (2 pages) This section has 5 new magic items. There is also a new metal material to make things out of and a new spell.

It ends with a OGL, 2 ads and blown up maps to be used with Mini's. (13 pages)

Closing thoughts. Layout and editing where good as was the black and white artwork. I am of two minds on this product. For one I like the new direction of adding more than just key NPC's and a map to this series. But with the information in IC view told and some information in with the NPC's it is not as easy as it could be to use. Also since it includes monsters it would have been nice if they had been placed on the map. Yes I understand that this is meant as a tool kit for a GM to create their own take on things. I just would have liked a GM overview map with room keys on suggested places for the NPC's etc.

So I like the addition of the extra stuff, but not sold on how it was implemented in the product. A overview map with keys, a side bar overview history, with a OOC overview of how to use the product. They would have all helped. As it stands it is a tool kit of parts and tools to make your own mini dungeon crawl. For what it is and what it is trying to accomplish I am going to give this one a 4 star review.

Trust me, I'm a Succubus.



Rating:
[4 of 5 Stars!]
Evocative City Sites: Burial Vaults of House Blackwood (PFRPG)
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Faces of the Tarnished Souk: Ahnkar-Kosh, The Unstoppable (PFRPG)
Publisher: Rite Publishing
by Dark M. [Verified Purchaser]
Date Added: 03/11/2011 14:33:02

Faces of the Tarnished Souk: Ahnkar-Kosh, The Unstoppable by Rite Publishing

This product is 13 pages long. It starts with a cover and Credits. (2 pages)

Ahnkar-Kosh (8 pages) It starts with a bit about how he fits into the Coliseum Morpheuon with some history and then dives into the three statblocks. They offer this NPC in 3 version the CR 21, 14 and 7. There is also 3 magic items, 1 spell, 2 feats and 3 templates. Some are new, some are reprints from other books. They are reprinted here so you have everything you need to run this NPC.

It ends with a OGL and 2 ads. (3 pages)

Closing thoughts. The artwork is nice black and white art. Layout and editing where topnotch, I didn't notice any errors at all. While this npc is made to be used with the Coliseum Morpheuon book and if you don't have it, I recommend picking that up. It can be used in any game. There is not a lot to say, about this. It gives exactly what it claims to give in a well done manner. If you are looking for a NPC or already use or plan to use Coliseum Morpheuon then I recommend picking this up. So whats my review? Well it gives what it claims and does it well. I could find not faults or problems with the product so I am giving it a 5 star review.

Trust me, I'm a Succubus.



Rating:
[5 of 5 Stars!]
Faces of the Tarnished Souk: Ahnkar-Kosh, The Unstoppable (PFRPG)
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Horns of Valhalla
Publisher: Raging Swan Press
by Dark M. [Verified Purchaser]
Date Added: 03/11/2011 14:31:20

Horns of Valhalla by Raging Swan

This product is 23 pages long. It starts with a cover, credits, OGL and ToC. (5 pages)

Horns of Valhalla (15 pages) This offers new variations of the magical horn, new powers to be added to it and new options. The new horns are Arachne’s Horn - spiders Horn of the Bow - archers Horn of the Dead - undead Horn of Elemental Fire - elementals Horn of the Hunt - wolves/worgs Horn of Valhalla - barbarians

Each horn has a base power on what it summons and comes in 4 variation. Silver, Brass, Bronze, Iron. It gives suggestions for what additional powers would work with each new horn. Then each horn has a short history, followed by complete stat blocks for the things it summons and a tactics suggestion on how the summoned things fight.

It ends with how to read the statblocks section, 1 ad and back cover. (3 pages)

Closing thoughts. The layout and editing is fine. I didn't notice any noticeable errors. The art work is nice black and white art. I didn't agree with all the prerequisite listed, especially on the Horn of the Dead. Making it a divine casting item didn't make sense to me when other spell casters can cast animate dead and such and it seems like a nice Necromancer horn. Other than that I didn't have a problem with the horns. This product is for those that would like variations of the horn and all the information hand to print out and use. This is a solid product but I wasn't wowed either by it. It gives exactly what it promises. I would have liked to have seen some sample horns with some of the extra powers listed applied to the horns. Or even some that are a bit more out of the norm. So whats my rating? I am going to give this one a 4 star review it, gives exactly what it promises in a well done manner, but I felt it could have been better.

Trust me, I'm a Succubus.



Rating:
[4 of 5 Stars!]
Horns of Valhalla
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Advanced Options: Alchemists' Discoveries
Publisher: Rogue Genius Games
by Dark M. [Verified Purchaser]
Date Added: 03/10/2011 13:22:39

Advanced Options: Alchemists Discoveries by Super Genius Games

This product is 9 pages long. It starts with a cover and intro. (1 pages)

Discoveries (2 ½ pages) There is 22 new discoveries in this book. 10 of them are new bombs or modifiers for bombs, such as making a bomb into a air-burst rocket. 8 are mutagens, some examples are ones that give you swim bonus, scent, natural armor etc. 3 extracts, one that does minor healing in addition, another ups the caster level, and the last increases duration. The last one lets a alchemist create a homunculus.

Alternate Alchemy (4 pages) This section introduces Spagyric Devices and Metamorphosis. To take one of these then either Bombs, Mutagens or Extracts must be given up. On a one for one basis.

Spagyric Devices are basically magic items, the Alchemist is allowed to create x amount worth of magic items at any given time. If the Alchemist wishes they can take one apart and make a different one, but this takes a great deal of time. They also take up magic item slots a character is allowed to have. They can also be broken and take effort to keep working. I love the idea of this but not sure how I feel about it. This is something I would honestly have to use in game to make up my mind about. It has 6 sample devices, some advice on making more and 3 discoveries.

Metamorphosis you can transmute one thing to another. Such as lead to gold. You can weaken things, at higher levels effect living flesh. It is not a easy way to make profit though with how the system works. There is 4 discoveries. This one makes sense and it is very alchemist like in concept. But with that said I am not a real big fan of this one. It would be of limited use to a adventuring Alchemist compared to some of the other choices in my honest opinion.

Feats (½ page) There is only 2 new feats, ones that grant a extra Spagyric Device and one for a extra Metamorphosis.

It ends with a OGL and credits. (1 pages)

Closing thoughts. Art is ok, layout and editing is topnotch. The new discoveries where well done and worth the price of the book alone. The two new Alchemy options are interesting. Spagyric Devices might be really cool. I am honestly torn on it, I love the idea but unsure how well it will really work. In theory if it works the way the author thinks it should be a very cool option for Alchemist. Though a future support book I think is almost a much to truly make it shine. The other one Metamorphosis, I felt was very meh and just didn't impress me. The idea fits the class but not really for a adventurer. So what's my rating? I am going to give this one a 4, the discoveries are nice and I may come back and bump it up to a 4.5 after I get a chance to play around with Spagyric Devices.

Trust me, I'm a Succubus.



Rating:
[4 of 5 Stars!]
Advanced Options: Alchemists' Discoveries
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101 8th Level Spells (PFRPG)
Publisher: Rite Publishing
by Dark M. [Verified Purchaser]
Date Added: 03/06/2011 11:15:26

101 8th level Spells by Rite Publishing

This product is 34 pages long. It starts with a cover and credits. (2 pages)

Spell Lists (3 pages) This section list the spells by class list. Cleric – 31 Druid – 24 Wizard/Sorcerer - 84 Abjuration – 10 Conjuration – 10 Divination – 8 Enchantment – 8 Evocation – 11 Illusion – 9 Necromancy – 13 Transmutation – 15

Spell Descriptions (26 pages) This is the bulk of the book. There is far to many spells to make a complete list so I will just put up a few example spells and comments. Baleful Object – Lets you put a curse on a object that stays until someone touches the object and then they are hit by the curse just as if you had cast it on them. Bastion of Pure Magic – Store a spell energy in a gem. When the gem is activated creates a zone of pure magic that over comes all anti-magic fields and the like for the duration of the spell. Blackbust – A spell that does cold and negative energy dmg, also causes sicken. Chaos Unleashed – you make a area tainted with chaos. Any spell or spell like abilities must roll on a chart and apply the results. Love the concept of this spell. Charm Contagion – works like charm monster except anyone the target greets after the spell is cast will tell others how great you are. They in turn then must make a save or be effected by the spell. Love the idea of the spell, but a little concern about how far reaching it could be. Curse of Undeath – cast on a living target. When they die they will come back as a undead. Curse of Generations – Puts any lower level curse on the target and any offspring of the same gender. So if cast on a man he would be effected, his sons, grandsons, great grandsons etc The curse keeps going until removed. Entropic Torrent – Causes things around you to rapidly decay. Living things take damage while objects take hardness dmg. Fake the Dead – If a attack would result in your death, instead if triggers this spell. You become invis and more, while a greater shadow illusion of you takes your place and dies as would have happened. Love the spell but I would have done it a bit different but that is more taste than anything wrong. Forewarning – Neat idea, a creature effected gains warning about something bad coming just before it happens and can use a bonus to AC, CMD or save. The only problem is the spell doesn't say what the bonus is, only that it can no exceed a certain number. Manacles of Suppression – Creates magical chains that act as a anti-magic field on the target and can be used to grapple and pin the target. Minions of Death – Slays a certain HD number of creatures, lowest HD first. Those slain by the spell raise as zombies the following turn. As animate dead. Ride the Lightning – More or less cast Lightning Bolt, except you ride it to where it ends. Rob the Reaper – Instead of being killed your soul goes to another place. At the end of the duration or when you choose your return to where you died back in your body at 0 hp and other stuff. Regardless of what happened to your body while you was away. Venerable Aging – The target on a failed saved ages to the venerable age for their race and all stat mods are applied as if they had aged naturally. Love the spell... but I don't like the increase in mental stats as that makes no sense they get smarter just for getting older with out the life experiences. I think the spell should only effect the physical stats.

It ends with a OGL and 2 pages of ads. (3 pages)

Closing thoughts. The layout and editing where good, the art was good. It is a very nice looking book like you have come to expect from Rite Publishing. I listed some of my favorite spells from the product above. Yet it wasn't all good. As I mentioned above in a couple of examples. There was more spells this time I felt where meh than previous version. I will admit I find it much harder to judge balance in these spells. I check them again Pathfinder spells but at this level it is hard to judge. While there is more spells I was meh about, the ones that where good where very good. So if you have liked the previous ones in the series I recommend picking this up or if you are looking for high level spells. So whats my rating? I am giving this one a 4 star, I liked it and what was good was very good but there was more meh in it to for me.

Trust me, I'm a Succubus.



Rating:
[4 of 5 Stars!]
101 8th Level Spells (PFRPG)
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Creator Reply:
Thank you for taking the time to review our product. I would like to point out a factual error the forewarning spell says in the text of the spell that it is a insight bonus. Steve Russell Rite Publishing
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Legendary Races: Cyclops (PFRPG)
Publisher: Purple Duck Games
by Dark M. [Verified Purchaser]
Date Added: 03/05/2011 21:47:41

Cyclops by Purple Duck Games

This product is 16 pages long. It starts with a credits and ToC. (1 pages)

Cyclops (3 ½ pages) This has information about them as a race, ecology etc. It has a new weapon as well. They are a 6 level class. At first level you apply the racial mods and the first level of the race. Then add a level each time you level up. At 6th level the PC will pretty much be just like a cyclops from the Bestiary, after that point they can take class levels in a class.

Half-Cyclops (3 pages) This section has all the information you need to make a half-Cyclops PC. They are a normal race like any other starting race. It talks about their roles with classes, racial options and new class options for them.

Thundercaster (1 ½ pages) This is a legendary weapon like those in Purple Duck Games Legendary weapons series. It does have a psionic power for the weapon. It has a spell version of the power for those that don't want to use psionic's.

Feats (½ page) There is 6 new feats in this section. Two are for the new weapon in the first section. Three are for the races in this book and one Historian is for Oracles, letting you use wisdom in place of Chr as your primary stat.

Oracle Mystery (1 ½ pages) This has a new Oracle Mystery of Foresight. It is mostly about seeing or predicting the future or related abilities.

Samples and Templates (3 pages) There is two sample characters a Cyclops and Half-Cyclops character in this section. One on the first page and one on the third. Between them for some reason is two new monster templates, God Scorned and Man Eater.

It ends with a OGL (2 pages)

Closing thoughts, the races are decent written. Though I wasn't a big fan of how they laid out the cyclops racial levels. I would have rather it been set up as a optional levels to be taken if one wanted to embrace their heritage or something. I suppose you could do it that anyways. The Half-Cyclops is better done I think, it seems well balanced against existing races. With the favored class options and traits it is a complete race ready for pathfinder game. The weapon was pretty good, not as good as most of the ones in the other books though. The feats where a bit meh honestly, the last one was the best. The mystery was pretty good, I think the best part of the book. The sample characters where ok and the two new templates where pretty good.

The art was black and white line art and pretty good. The layout at the end was a bit bad, with the templates being between the two sample characters. They really should have been in order. All and all it is worth picking up if you are interested in cyclops or really like the idea of the oracle mystery. I am giving this one a 3 star review. With the layout issue taken into account. It is a solid product, but could use a bit more polish.



Rating:
[3 of 5 Stars!]
Legendary Races: Cyclops (PFRPG)
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The Genius Guide to Simple Monster Templates
Publisher: Rogue Genius Games
by Dark M. [Verified Purchaser]
Date Added: 03/02/2011 15:54:48

Simple Monster Templates by Super Genius Games

This product is 9 pages long. It starts with a cover and intro. (1 pages)

Templates (7 pages) Below is a list of each of the templates in the book. Each one also has a stat block of a sample monster with the template applied. Diamond – a creature made out of diamond Eternal – They can only be killed in single way. Otherwise they just come back eventually. Ghul – a type of undead template. Mighty – A beefed up normal creature. Missing – A template that makes creatures be displaced and invisible. Two- Headed – Just like it sounds, creature has a second head.

It ends with a OGL and credits. (1 page)

Closing thoughts. This book is exactly what it says it is. A book of 6 new simple templates. I liked all of them but the diamond one which I thought was meh. The rest was all either clever or help make iconic creatures, like two headed dogs that guard things. Diamond wasn't written bad it just lacked that little something extra. Eternal was my personal favorite of the bunch. I like the idea of the characters have to take time to research how to kill something. Even if they beat it and keep beating it, it keeps coming back till they figure out how to end it for good. The artwork is nice, better than most of the SGG art. Layout and editing was top notch as always for SGG stuff. So what's my rating? I am going to have to go with 5 star's, I could not find anything wrong with the book. While one of the templates didn't do it for me that was just personal taste and it was well written. I hope this becomes a new series, at least until they run out of cool or clever idea's.



Rating:
[5 of 5 Stars!]
The Genius Guide to Simple Monster Templates
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Demon Hunter (PFRPG)
Publisher: Rite Publishing
by Dark M. [Verified Purchaser]
Date Added: 02/21/2011 13:00:53

Demon Hunter by Rite Publishing

This product is 21 pages long. It starts with a cover and credits. (2 pages)

This product is a one of the classes from the Jade Oath book for Arcane Evolved updated to Pathfinder Rules.

Demon Hunter d10, 2 skills, full BaB, all weapons, all armor, no shields. They are a limited spell caster along the same lines as a Paladin, up to 4th level spells. The gain a host of abilities. Demon Hunter Technic – a fighting technic that improves as they level up, a choice of a few. Know thy Enemy – works like favored enemy of rangers. Sense Infernal – Can detect infernals as spell at will. Presence of Will – Adds Chr mod to Will Saves. Demon Skin – Blunt dmg becomes subdual. Recognize Infernal Handiwork – Can roll to see if a object was created by something infernal. Horrific Resolve – Immune to Fear Hellish Endurance – Can ignore damage taken for one round a few times a day. Light Regeneration – regens subdual dmg faster. Infernal Tracking – reduces tracking time of infernals. Craft Infernal Bindings – can craft items to imprison infernals in. Infernal Hunter – improved infernal tracking Master Hunter – improved infernal hunter Redeem the Enemy – with a ritual can temporary give a infernal a celestial template and they will act accordingly.

There spell list seems to be a bit of a mix between ranger and paladin as a rough idea. There is also 4 new spells. Detect Infernals, Magic Circle against Infernals, Protection from Infernals, all of these work like similar spells. The last new spell is Sword of the Heavens. This turns any weapon into a magic infernal bane weapon for awhile.

It ends with a OLG and 2 ads. (3 pages)

Closing thoughts. I like the class, it is a bit of a Paladin, Ranger vibe. Which the new Inquisitor from the APG also is, so it shares a little with that class in general concept. I like the class it is different enough that it stands on it's own and it fits the Asian fluff it is modeled after. The artwork is good to very good in the book. For the most part the editing, layout etc was good. I did notice a few errors like a spelling error where it first talks about spells, hunter is spelled hutner. But there wasn't many such errors, just more than one normally see's in a Rite Publishing book. It would with a little tweaking work in a western style adaption of the class, to offer another option to the paladin. So whats my rating? Well I am giving it a 4, while it is a very pretty book with top notch art, I think the class could have used a little more abilities outside of tracking and there was more spelling errors than normal.



Rating:
[4 of 5 Stars!]
Demon Hunter (PFRPG)
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Creator Reply:
thanks for taking the time to do a review of our product.
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#30 Haunts for Ships and Shores (PFRPG)
Publisher: Rite Publishing
by Dark M. [Verified Purchaser]
Date Added: 02/15/2011 11:56:19

30 Haunts for Ships and Shores by Rite Publishing

This product is 17 pages long. It starts with a cover and credits. (2 pages)

IC Introduction (2 pages) The next part is a introduction told from Pers Veilborn's point of view. It is a very interesting IC introduction. After the later to his friend it talks about 3 haunts form a IC point of view.

Understanding Haunts (1 ½ pages) This part talks about what haunts are, how they work, how to use them etc.

Haunts (6 ½ pages) Next it gets into the 30 haunts, some are or can be connected while others are always stand alone. Star-Cursed Sky Mutiny's Shadow (can be tied to Star Cursed Sky) Grumbling and Grief (can be tied to Mutiny's Shadow) The Sound of Munity (can be tied to Grumbling and Grief) Drunk Crew The Deep One Rises (can be tied to Drunk Crew) Common Cry Haunt Common Drowned Man (can be tied to Common Cry Haunt) Feeding Frenzy (can be tied to Common Drowned Man) Blasphemer’s Bell – This is the first haunt I had a problem with, I like the haunt but it makes no effort to explain why the bell is allowed to stay, when apparently most blame the bell for the problems. Bloody Tide (can be tied to Blasphemer’s Bell) Wrath of the Wrecked (Can be tied to Bloody Tide) Flooded Hold (list haunts from 30 House Haunts book it can be combined with) Common Biting Wind Head Strong Wave (Can be tied to Common Biting Wind) There is a white space gab in the text. I am not sure if it was suppose to be a new paragraph or what, It is a minor issue but noticeable. Hungary Sea Haunt (Can be tied to head Strong Wave) Raging Squall (Can be tied to Hungary Sea Haunt) Dreaming of a Watery Grave Driving Sleet Exhausted Crew Fog Reavers Rock Jaws that Bite Past Sin Sailing Blind Shadowy Tentacles The Hailstorm The Hunger The Northern Lights Worms and Maggots X Marks the Spot

Pers Veilborn (2 pages) This is the NPC that gave the IC introduction, this is also the same NPC from 30 Haunts for Houses, though he has gained a few levels since then. It has a complete stat block for the NPC.

It ends with a OGL and 2 pages of ads (3 pages)

Closing thoughts. I like this one better than the previous haunts. I thought they was better done and it was nice that they was laid out to be used on their own or how to use them in chains of haunts. I didn't feel any of the haunts was to strong or to weak. My only two critics I already mentioned. Most of the haunts make sense and give a bit of fluff on how they came about, I would have liked about a paragraph more fluff on each, some more than that. But all and all they was well done. So what's my rating? Well it does have a couple of minor errors so I am giving it a 4.5 star rating.



Rating:
[5 of 5 Stars!]
#30 Haunts for Ships and Shores (PFRPG)
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101 7th Level Spells (PFRPG)
Publisher: Rite Publishing
by Dark M. [Verified Purchaser]
Date Added: 02/13/2011 01:20:33

101 7th level Spells by Rite Publishing This product is 34 pages long. It starts with a cover and credits. (2 pages) The seventh installment of the 101 spells. Next it jumps to the spells by class tables. (3 pages) Cleric – 43 Druid – 30 Sorc/Wiz by school Abjuration - 9 Conjuration – 9 Divination – 5 Enchantment – 7 Evocation – 9 Illusion – 8 Necromancy – 10 Transmutation – 19 The following section gets into the meat of the spells. Here is a few that stood out for me good and bad. (27 pages) Good Bane of the Warlock – Creates a burst of divine energy that harms arcane casters/abilities. Bestow Greater Curse – a more effective curse. Caster Feedback – creates a area where any spell or spell like ability is used, it causes damage to the caster. Choking Darkness – creates a thick area of darkness, that not only blocks, sight, but sound and other senses. It is so think it can suffocate those inside. Deception – You become invisible while a illusory double of yours does a preset routine. Dragon Summon – You summon a dragon, love the idea of this spell. I do have one critic, it accepts commands and will attack things for you. It won't harm it's self. My one problem is this last, it won't attack creatures 8 CR above it, my problem is I think that is a bit to high personally. I would have lowered it to 4 or so. Dragon's Teeth Warriors – you bury dragon teeth and clay golem warriors spring from the ground to fight for you. Limited number based on level. Haunted Grounds – You make a area appear to be haunted. Due to the long casting time which I like. I think it should have effected a larger area and lasted longer days instead of hours. Heart Clutch – Gruesome spell that deals con dmg, if it does enough to kill the target their heart rips out of their body into the casters hand. Kismet's Whisper – You see the future, neat idea. It works by during the duration at any point if something happens, bad roll, event happens etc. The caster can declare this is the event they seen and get a single standard action just before the events happen. It must be done as soon as it starts, then redo that round with the caster getting a standard action at the very start. Perhaps to yell ambush before walking into it. Scourage – A powerful curse that is permanent until removed. Steadfast Friend – Permanent charm person spell until removed. Gets a new save if attacked by you or your friends. Steal Painful Memory – Cast on a area and it removes on painful memory. Such as forget Tom Falcons murder. Those that fail the will save will believe what makes most sense instead. Maybe he moved away or died of natural causes, everyone believes the same thing. Great fluff spell. Unforgettable – Everyone notices and remembers the target. Another great fluff spell. Unmagical Curse – a Curse that removes their magical abilities, supernatural abilities, spells and magic items no longer work for them. Last until removed. Unravel the Mortal Coil – does damage to target, if enough to kill them, they raise as a undead under the casters control. My critic, it doesn't way when, so I am guessing at once. I think it would have been cooler if it raised the round after it died. Wall of Divine Light – does divine dmg to those passing threw, undead take more damage. I do have on critic, I think those of the same alignment or maybe worship the same god as the cleric should be immune.

Good/Bad Wall of Torment – Love the idea of the spell. It is even a ok spell. It cause dex and str dmg with a moral penalty to attack, saves, etc rolls. It is invisible, I think it would have been cooler to look like a wall of screaming tormented ghosts and add in a minor fear ability to attempt to pass threw it.

Bad Consume Item – with a touch it destroys magic items(save for broken) and gives temp hp. I suppose it is not a bad spell, but I just didn't care for it. I can't say way but it just, something about it. It closes with a OGL and 2 pages of ads. Inspire True Love – Ok I am listing it as bad, I don't think it is a bad spell, it is a interesting fluff spell. What I don't like is it is transmutation and to me it should be divination. Since with in a weeks time they will somehow meet their true love, but won't know who it is. Ordeal of Lose – Cast on willing creature, it last until it is charmed and the charm wears off. Once it does it makes a save, either way it is filled with depression and lose, a lost save does subdual dmg, reduced to zero hp from it and it starts doing lethal dmg. Ok the spell I suppose is fine, but I don't get the point really. I suppose it is a way to if they fail their save make your charm targets not be a threat to you, but I found the spell meh. I would have rather it effect the memory of the target and make it remember the caster of the charm that effected it fondly and not be upset at being charmed or something like that. As it is I found the spell very meh.

It ends with OGL and ad. (2 pages)

Closing Thoughts. The art is black and white and ranges from ok to pretty good. I didn't notice any obvious errors in the book. There was a few points where things could have been more clear but all and all not bad. Most of the spells where pretty good and well balanced. I mentioned a few of the spells I had issues with or had critics for. Again in this one where there was fewer spells I thought was very good though, but the ones that was very good where top notch. There was more spells I thought was meh, than in previous versions. Not bad just not really my thing. To be fair though I am finding it much harder to judge a spells power at these higher levels. So whats my rating? Well I thought this one was pretty good, not great but pretty good. I am giving it a 4 star. I almost went 3.5 but felt it was just good enough to warrant a 4 star. I know higher level spells are typically hard to balance.



Rating:
[4 of 5 Stars!]
101 7th Level Spells (PFRPG)
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Horrors of the GOW (PFRPG)
Publisher: Purple Duck Games
by Dark M. [Verified Purchaser]
Date Added: 02/04/2011 07:34:35

This product is 28 pages long. It starts with a cover, credits and Introduction. (3 pages)

The book is a collection of horror inspired things to enhance your game with.

Creatures (3 ½ pages) It starts with 3 new creatures. Black Suited man – Animated Corpse, Flying Spheroid – a flying metal construct sphere, Lurker – weaker Animated Corpse. All of these I believe was inspired by the movie Phantasm.

Cursed Item (1 ½ pages) Suriel's Witch Board – Basically it is a Weegie Board made into a DnD magic item. Except this one is cursed. I won't ruin the surprise on how and why it is cursed, but it is a pretty cool item.

Event (½ page) Night of Horrors, basically Halloween only not for kids. Due to the world setting of Gow, on this one night of the year, monsters are unbound by past agreements and may hunt as they see fit. They can kill any and all they want on this night, but they must follow three rules. 1) May not attack those wearing monster costumes. 2) May not attack anyone that gives them candy. 3) May not enter a house that has a Jack-O-Lateran on display.

Exhumed Monsters (4 ½ pages) These are all monsters from older 3.x sources gathered together that fit the theme and updated to Pathfinder. Blood Scarecrow – About what you would expect but very cool. Webbed Sentinel – Undead spider thing. Necroling – Tiny Undead. Very cool how they are created. Ragged Wraith – Special wraiths that raise after their bodies where desecrated.

Legendary Weapons (2 pages) Reaper's Scythe – It posses powers related to the 4 horsemen of the apocalypse. This weapon is reprinted in the Legendary Weapons book 2 by Purple Duck Games.

Location (1 page) Black Stone – It is a magical black stone that can be placed anywhere in a game world with some dark magical powers about it.

Magical Incantation (1 1/2) The Vengeance – It creates a Phantasm Killer type effect. While not the same as the spell it is similar and very well done.

PrC (3 pages) Master of Life – This is a 10 level Alchemist PrC. D8, 2 skills, medium BaB, 2 good saves, +1 alchemist caster level per level. The special class abilities are bombs, undead resistance, some new discoveries about bringing the dead back as undead. It includes a sample character with the PrC. It is a very neat PrC, I like it a lot. Especially as a NPC villain, but it could make for a fun PC too.

Witch Hexes and Patrons (2 pages) There is 8 new witch Hexes and 1 new patron. Hex Sight – Can see another witches hexes if on people are things. Lame – Cause one of the targets legs to wither, hindering their movement. Curse of Ages – Makes a target age. Corpse Body – Makes the witch look like a old withered corpse. Spirit Whispers – Gains bonus to knowledge checks and spirits help the witch out. Know Past Wrongs – Can learn vague details of misdeeds of a target in the past 24 hours. Wasting – Makes a target slowly wither, waste away and die. Weapon Hex – Can for awhile give a weapon Bane, Keening, Vicious or Wounding ability. Vengeance Patron – A good spell list but I am not sure all the spells fit the list as good as they could have. I like the idea of the Patron and it is a solid spell list, I just think a more fitting one might have been had. It ends with a sample witch using some of the hexes and the patron.

Finally there is a new vampiric monster. It is a vampire template applied to a monster you wouldn't normally expect, I found it more amusing than anything. Not sure if that was the intent or not. (½ page)

It ends with a OGL (5 pages)

Closing Thoughts. I liked the product, while this is for the Gow setting most of it can be used with any setting with little to no work. Really the only thing that takes much work at all is some of the fluff mostly on the Halloween Night Event and the weapon. The art is varied in the book, some of it is photo's even. It is well done though and matched fairly well with stuff. The writing is pretty good, there was a couple of spots I had to stop and reread something to be sure I understood what the writer meant. But all and all it was well written. The layout was ok. It wasn't great but it wasn't bad either.

I would have liked the layout to have been a bit more clear and more broken up. Like all the monsters in one section, the events, locations, magic items in another section and then class features in a third section. Minor issue but would have made the product better and easier to use. It is very print friendly other than the bit of art, it is black and white text with no border. The phantasm inspired stuff was well done but not really my thing, the rest of the book though I enjoyed. I would have liked the event section expanded, what their was, was neat. But it was such a nifty idea it really deserved more. The rest was well done and I have no complaints, my biggest issue was the layout. So whats my rating? I am going with a 4 star, it is good, but could have used some more polish.



Rating:
[4 of 5 Stars!]
Horrors of the GOW (PFRPG)
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Devin Night's Dark Forest Token Pack
Publisher: Rite Publishing
by Dark M. [Verified Purchaser]
Date Added: 02/01/2011 18:42:46

This product is 6 pages long. With a cover and credits page. (2 pages)

The other four pages are taken up with tokens to be printed out and used for mini's. There is at least two of each, some have 3 of the same creature. There most have many variations of them. Unless I miss counted there is 102 total tokens. The different types are

This Token Pack contains: Goblins Hobgoblins Orcs Wolves Bears Ettins Green Dragons Earth Elementals Hill Giants

Closing thoughts. The art is good on the tokens and they would be simple to use. If you want tokens for these types of creatures it is a good pickup. Now with that said their is one error. I am not sure how it happened or why. But on page 3 of the book the two bear tokens only show the bears from the shoulders forward. The rest of the bear image is just not there. That is two tokens that are messed up... well i guess unless you want a token for a bear head.

With that error and price I am giving this a 4 star review. The rest of it looks nice and I imagine the publisher will fix the bears at some point.



Rating:
[4 of 5 Stars!]
Devin Night's Dark Forest Token Pack
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