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Unorthodox Paladins
by Nathan C. [Featured Reviewer] Date Added: 06/08/2007 00:00:00

There are a lot of great oxymoron in the universe: virtual reality, old news, living dead, Microsoft Works and my personal favorite, military intelligence. But I never have I heard of a better ironic phrase than Unorthodox Paladin. The 101 page PDF by Le Games engages its readers with six new paladin alterations that are built to be quite different from your typical Paladin and succeed at the task as only Le Games can. Though some of the class builds delve into focused fighter category, many are recognizable as paladin offshoots.


The PDF is well bookmarked and categorized. It contains six paladin classes and 2 prestige classes. There are also 4 short stories, 9 artifacts and six paladin spells. The core classes each have some type of alignment requirement, similar to a paladin, but many are quite different than the lawful good you would expect. The only class that requires a lawful good alignment is the Echo Paladin, the others range depending on their flavor of the class.

Adujicator- Paladin of Nature
Echo Paladin- Paladin of Music
Fist of God- Paladin of Smackdown
Order of the Barbed Cross- Paladin of Punishment
Righteous Paladin ? Paladin of Spreading the Gospel
Vigil Knight- Knightly Paladin.
The artifacts, most of which are gems called Baubles and Urus, all fit well into the Paladin mold. The least attractive part of the book for me are the short stories which I always feel are out of place in a short supplement. The stories do encompass the spirit of the book but it feels like there are one too many.


For the Player
There is a paladin for every flavor. If you never liked that lawful good restriction or the spells, there is something for you in Unorthodox Paladin. My tastes tend to move towards the Adujicator and Order of the Barbed Cross because of their anti-hero paladin designs. I especially liked the spell resistance ability of the Adjuicator and the Iron Conviction ability of the Order.


For the Dungeon Master
Reward that lawful good or trying to do the right thing PC in the party with one of the Azariel artifacts. They are synergy weapons that reward good aligned characters specifically.


The Iron Word
Outside of speculation about 4e, Paladins are the most talked about d20 subject on the net. If you are not happy with the current build or alignment restrictions, many of the classes in Unorthodox Paladins have enough similar abilities and different requirements to fit your palette. Though the stories are a bit weighty the actual material is good. The artifacts towards the end, though powerful, feel as if the writer put a bit of thought into them as opposed to just being tacked on.

<br><br>
<b>LIKED</b>: - enough of a difference in the classes to make the book worthwhile



  • nice flavor makes the classes more than a color swap

  • the initial artwork for the class is nice<br><br><b>DISLIKED</b>: - don't like some of the raunchier artwork in the publication

  • the short stories were too many and too long

  • the artifacts are true artifacts, use with caution <br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
Unorthodox Paladins
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VILLAINS: The Evil Within (M&M Superlink)
by Jerry G. [Verified Purchaser] Date Added: 06/02/2007 00:00:00

A good sampling of characters and what can be done with the M&M system. There was nothing overly fantastic about the book but nothing glaring either. Its a solid product that can be used in a game. I liked it asa Gm tool<br><br>
<b>LIKED</b>: it functions like it was supposed to<br><br><b>DISLIKED</b>: It needed a bit more sizzle<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[3 of 5 Stars!]
VILLAINS: The Evil Within (M&M Superlink)
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VILLAINS: The Evil Within (M&M Superlink)
by Chris G. [Featured Reviewer] Date Added: 05/29/2007 00:00:00

In the super hero worlds there are always plenty of through away villains. These villains need to be able to show up, harass and both the party, and then be defeated by the end of the issue. Some times they can last a little longer and even return later if the initial introduction yields some cool and entertaining facets that make the villain popular. However, many villains come and go with ease and it can be a pain for the storyteller to keep coming up with new ideas and new characters for villains that just do not last a while. That is where Villains: Evil Within comes in as a time saving device.


Villains: Evil Within is a PDF by Te Le Games and is their first using the Mutants and Masterminds Superlink. It allows other companies to write support products for the MnM game. The Le Games has a few dozen PDFs publishes and are probably best known for their Unorthodox series of books that presents alternate core classes for many of the typical fantasy classes. The PDF is about twenty five pages long and the layout is a little loose and plain. The art is pretty good with recolor pieces for the same hero. The book has good book marks.


The book offers ten new NPC Villains to use in a Mutants and Mastermind game. There are no new powers, feats, or other rules options presented here. Each villain is written up as a Power Level 15 and PL 20 Villain. They are all given a short history and it is expanded on a little for the PL 20 version. This is a very straight forward product. The characters are a variety of powers and each can easily challenge the players. This book is a time safer. With ten easy to use villains all packaged up this book will really safe time as stating out NPCs can be a time consuming process. None of the villains need to be larger then life, they can serve as henchmen or one shot adversaries. Yet, there is no reason that the histories cannot be expanded on to make the villain a more intrical part of the story.


Atimico: This villain was a hero who is now a crazed hero. Perfect for the players to want to defeat but possible try to save and bring him back to the side of good.


Black Dragon: She is a ninja assassin and carries a powerful blade.


Chill Kill: She is also an assassin, but the background hints at once having moral questions about it. She is another villain with possibilities to redeem.


Daemon: a nasty creature kicked out of her former home a version of hell. Now she wants to reign supreme on Earth.


Doctor mon Star: He makes creatures and uses that ability to cause havoc and make a little cash.


Night Wolf: This Villain is either alien or were wolf. One neat thing they did is have his PL 20 version not be an advanced version of him, but what he is like at night as he gains power at that time.


Obsidian Ghost: One of the rare geologist villains he has ghost like abilities and steals gems and jewels.


Silverlok: She is a mental powered super hero. I like the added detail she fears her powers may grow beyond her control.


Steel Titan: This is a suit of armor like Iron Man that became sentient and now causes havoc for all humans.


Thrasher: he is a rock and roller with powers. He does some crimes but really prefers the rock and roll lifestyle.


The villains are a nice variety and should really serve as decent obstacles for the party. I would have liked to see more about each villain with greater insights into personality and perhaps even some adventure hooks. However, as presented it does serve to be a major time saver and should offer some interesting opponents.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[3 of 5 Stars!]
17 Archer Feats
by Rob M. [Featured Reviewer] Date Added: 04/30/2007 00:00:00

This 8 page PDF (10 with cover and multi-page OGC declaration) provides 18 Archer feats, providing additional specialization and abilities for bow/crossbow using characters without having to commit to a prestige class.


The feats include Aim for the Clouds (oddly named caster distraction bowshot), As You Know Your Enemy?(Bonus to attack after studying enemy for 1 round), Bane of My Enemy (take damage to self to imbue weapon with Bane ability against favored enemy), Blood of the Ancients (take damage to self to imbue weapon with +1 magic, Elven only), Born to the Bow (+1 attack with one type of bow, bowyer is class skill, only at 1st level), Careful Aim (Take penalty to initiative for bonus to hit), Craft Magic Arrows (reduced cost to craft magic arrows), Distraction Shot (expend attack to gain bonus to hit and damage with following attack), Grace Under Fire (Take ? dex penalty to attack to gain damage), Instill Arrow (sacrifice spell to imbue arrow with magic enhancement), Know Your Weapon?(expend attack to gain bonuses against one opponent), Master Bowyer (bonus to craft: Bowyer, flat +3, twice your DEX mod would be better), Power Shot (like Power attack), Ring the Bell (cause an opponent to act as shaken on successful hit), Skill of the Master (Favored enemy enhancement), Stunning Shot (Epic feat that causes target to be stunned), Trick Shot (reduce cover penalty against concealed target) , Until You See the Whites of Their Eyes (make ranged attack without provoking AoO).


The Feats seem pretty well balanced, some having some rather steep requirements, thus only characters of significant level will be able to attain them, which makes them likely to be on par with any prestige class or similar high level ability. For instance, the requirements for Distraction Shot, giving you a bonus of +3 to hit and +5 to damage on following shot if you successfully hit with the distracting shot, are Dex 15+, Point Blank Shot, Far Shot, Base Attack Bonus 6+.


The PDF itself is laid out in a two column format with a solid black header and footer bar with the product title and the company name, page number, and author name in bright green, respectively. (Both the print and screen versions have these, so much for saving ink. The print version is merely set in portrait mode versus screen landscape mode.) The Feat section titles are done in a red font, the body font is easy enough to read serif font. There are a few small pieces of art throughout the text, a couple clip art pieces of bows & arrows, a few line art pieces of archers. The art is of decent quality but not outstanding or noteworthy.


Overall this is a solid product, with some useful and worthwhile archer specific feats for players who want to play an Archer character without being tied to a Prestige Class or such. So, if you are looking to make your fighter or ranger an ?Archer?, then give this a look.


<br><br><b>LIKED</b>: Distracting Shot, Ring the Bell<br><br><b>DISLIKED</b>: No Ink savings on the print version!<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br><BR>[THIS REVIEW WAS EDITED]<BR>



Rating:
[4 of 5 Stars!]
17 Archer Feats
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Publisher Reply:
Thank you for your review! Please note that the Portrait-printable version is not meant to "save ink" per say. Rather, it is designed to look nice for the customer to print out, punch out, and easily place in a 3-ring binder. For a "low ink" version, we have also included the Rich-Text-Format version, which has no images, so you can print it very easily and save ink (not to mention cut/copy/paste only what you want)! This is available in nearly all our products, including 17 Archer Feats, making things very convenient for the customer! --The Le
Unorthodox Modern Cheerleaders
by Brock C. [Verified Purchaser] Date Added: 04/13/2007 00:00:00

Some very good humor, but at the same time, the Unorthodox Cheerleader is still a viable class in any campaign as long as your GM doesn't mind a bit of humor. Being a modern day martial artist/bard, the Unorthodox Cheerleader can fight while at the same time bolstering her allies.<br><br>
<b>LIKED</b>: The humorous nature while at the same time keeping it actually a useful class. Also, using real photos adds a "real" feel to it, which helps I think for a modern day RPG game.<br><br><b>DISLIKED</b>: I can't really think of anything I really "didn't" like about this book. :)<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
Unorthodox Modern Cheerleaders
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UNORTHODOX Orthodox: Double Trouble
by Shane O. [Featured Reviewer] Date Added: 04/09/2007 00:00:00

Unorthodox Orthodox: Double Trouble is The Le Games's April Fool's Day '07 product. Like most of the rest of you, I was drawn to this product because it displayed boobs on the cover.


The book comes in a zipped file just over one megabyte in size. The zipped file contains the PDF of the product itself, and a JPEG image of a very pretty Asian woman in her underwear (quite likely the owner of the chest that graces the book's cover); the image is named, appropriately enough, "pointless exploitation." As for the PDF, it's sixteen pages long, including three pages for the OGL/legal. Oddly, the alluring cover image on the product page doesn't actually appear as the cover to the PDF itself. Full bookmarks are given.


The product is fairly image-heavy, so on the off-chance that you want to print this out, you might be in for a hard time. All of the interior art is full color, and a large portion of it is photographs, mostly used in ads for joke upcoming products (at least, I really hope they're jokes). There are no options for any sort of printer-friendly version.


The book has two prestige classes (though there's very little prestige attached to either one of them): the Lunch Lady and the White Trash Redneck. Mostly due to how the ads tend to take up a large amount of space, each of these ten-level classes takes five pages to fully print. Seven feats are given after that. Make no mistake though, the mechanics here (and I use the term loosely) aren't real. References to skills and feats that don't exist are among the lesser ways that this product eschews usefulness for humor. No one with even a passing familiarity with the d20 system would think that they can actually use any of this material in their game. It is worth noting, however, that the introduction has coupons for several dollars off half-a-dozen other The Le products, which is a good deal for only $0.50.


I gave the previous Unorthodox Orthodox 5/5 stars, because the book accomplished what it set out to do, which was be funny at the expense of mechanical usefulness. This book works in the same vein, but doesn't seem to quite go as far. There's less here, and as the more obvious jokes (such as prestige classes for Democrats and Republicans) were done last year, this book seems to falter somewhat on what it satirizes. That said, paying $0.50 for over twenty bucks worth of coupons is still a deal, and you get a picture of a hot chick thrown in too. So what the heck, 5/5 again.


<br><br><b>LIKED</b>: The joke advertisements for future products, such as Unorthodox Inappropriate Touching, were quite funny to read. Also, having over twenty dollars' worth of coupons in the front of the book was a nice touch. And just to mention it one last time, there's a picture of a babe here too.<br><br><b>DISLIKED</b>: The satirical prestige classes seemed to stretch a bit in order to find stereotypes worth mocking. And while I'm all for joke products, is it really that hard to throw in something mechanically useful every now and then, too?<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br><BR>[THIS REVIEW WAS EDITED]<BR>



Rating:
[5 of 5 Stars!]
UNORTHODOX Orthodox: Double Trouble
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17 Magic Bracers
by Shane O. [Featured Reviewer] Date Added: 02/28/2007 00:00:00

17 Magic Bracers is a magic item supplement from The Le Games. The zipped file is just over four and a half megabytes in size, and contains two PDFs, a Microsoft Word document, a cover JPG, and a text readme file. The two PDFs are the same product, with one being in landscape format and the other in portrait. Likewise, the Word document is the product in that format, acting as a printer-friendly version. The JPG is the cover image, with the readme file cataloging everything.


The landscape PDF is seventeen pages long, with one page for the title and credits, and three pages for the OGL and legal information. There are several instances of artwork in the product, with most of it being black and white, though some of it has very subtle coloring. Black borders go along the top and bottom of each page.


The title of the product is something of a misnomer, as there are actually twenty-five different magic items here. The bracers range from placing you under a geas, to granting you monk-like abilities, to granting you bonus hit points when yours fall below 0. The variety of effects is quite varied, and presents quite a range. Interestingly, each item is noted as being medium wondrous, greater wondrous, etc., apparently for the random magic item tables from the DMG, which is a nice touch. However, in the line regarding their creation mechanics, their aura type and strength, which is standard information in 3.5, is not listed.


The last two items in the book are actually sets of artifacts. Referring to them as "sets" is indicative that each artifact is actually made up of several items. Oddly, the first set of items seem to stand on their own, with nothing happening if all three are used. The second set of artifacts, however, work more like you'd expect, with each of them gaining additional powers when brought together.


17 Magic Bracers does a good job in presenting its namesake, even giving more than the number advertised. The types of bracers are somewhat eclectic, but this helps to present a wider array of items for use. GMs searching for a nice selection of new magic items would be well-served to look here.
<br><br>
<b>LIKED</b>: The magic bracers presented here covered a wide variety of powers, presenting a nice range of new magic items.<br><br><b>DISLIKED</b>: It was notable that the magic auras for each item were not listed among the magic item information. Also, the first set artifact had no powers making it greater than the sum of its parts.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
17 Magic Bracers
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UNORTHODOX Rangers
by Jens H. [Verified Purchaser] Date Added: 02/23/2007 00:00:00

A nice book! Especially if you are interested in making the Ranger more interesting this book is a MUST-BUY for everyone.<br><br>
<b>LIKED</b>: The mass of ideas to make the ranger more colourful<br><br><b>DISLIKED</b>: There could have been more but for the price it is a fair product<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
UNORTHODOX Rangers
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Publisher Reply:
Thank you for your comments! Unorthodox Rangers was actually the very 2nd Unorthodox book to be released. As such, it is indeed shorter than the more recent books. The older books only focused on 5 alternate core classes. The newer ones offer a wider array of "stuff" such as feats, spells, artifacts, etc. On the other hand, the older books also have a reduced price tag compared to the more recent ones. Regardless, we are very happy that you enjoyed this product, and we hope you try some of our other ones too! --The Le Games, We Enhance Worlds!
17 Wondrous Items
by Brian C. [Verified Purchaser] Date Added: 02/05/2007 00:00:00

Another case of a product needing some editing. The header of page two reads 17 Magic Hats and Helmets, but this product is for 17 Wondrous Items. I like the two separate random treasure generators, one for 1d100 and one for 1d20. So depending on your style you?ve got both. Some of the item descriptions need work. For example, the Amulet of the Unnatural says that the item emits a burst of energy that says ?all those in the area are affected as they normally would be by negative energy.? But what?s normal? There are a lot of different effects generated by negative energy spells. I have no idea what this is suppose to do other than heal one point of damage to undead. Seems 65,000 gp is overpriced for an item that can heal one point of damage on an undead every other round. Whereas the Mask of the Cutpurse is only 18,000 gp but has a boatload of benefits like turning invisible for 3 minutes, a constant pass without a trace effect, disguise self for 30 minutes, and tons of bonuses to rogue stats. I don?t even get the purpose behind the Snake Oil, which is a potion that really doesn?t do anything but have the appearance of another potion.


The baubles and Urus of Ancient Power are an interesting concept. These are items that are infused onto other items in order to get certain effects. This is a very cool concept that allows players to enhance existing magical items instead of having to ?trade up.? But the writer decided to declare these were artifacts instead of offering the rules for making them. Sort of like he couldn?t figure out the game mechanics to justify these items so just decided to call them artifacts so he didn?t have to. I would have really liked to have seem the actual rules for crafting these. That would have been useful. Maybe even a new feat ?Craft baubles and Urus? would be in order.


I don?t know why the writer felt the need to bulk up the PDF by including several pages of SRD spells. The actual items end on page 19. Then there are ten pages of spells listed. I guess these are spells that relate to the items, and are here so you don?t have to flip back and forth between the PDF and the PHB.

<br><br>
<b>LIKED</b>: Cool ideas for new items if you are tired of the same old same old. Liked the concept behind the baubles and urus. Would have liked to see this expanded.<br><br><b>DISLIKED</b>: Bad editing and unclear item descriptions.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[3 of 5 Stars!]
17 Wondrous Items
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ARTIFACTS: Ducks of Ultimate Doom
by Brian C. [Verified Purchaser] Date Added: 02/05/2007 00:00:00

This is probably the best of The Le products I?ve read so far. The editing is much better in this one than the others I have purchased (except for the writer constantly writing paladins (plural) instead of paladin?s (possessive) in product descriptions). The artifacts in this product offer some great variety that can really add some neat ideas to a game. Each artifact includes a nice history to flesh out some backstory and fit the item into the game world. The centerpiece artifact, DUCKS OF ULTIMATE DOOM, is a riot. I can?t wait to use these things on a party (insert evil grin). Plus this PDF includes more of the baubles that I really liked from the 17 Wondrous Items PDF. This PDF fleshing out the idea a little more. Unlike a lot of artifacts, I don?t think introducing one of these to a game under the right circumstances will be too overpowering. If placed properly, any one of these artifacts could make a nice quest by itself.<br><br>
<b>LIKED</b>: Nice histories for the artifacts. More baubles. <br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[4 of 5 Stars!]
ARTIFACTS: Ducks of Ultimate Doom
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Coupons & Artifacts
by Brian C. [Verified Purchaser] Date Added: 02/05/2007 00:00:00

Nice way to introduce people to new products with this free sampler. A few free artifacts, some free spells, and lots of coupons. As someone new to the PDF side of stuff, it was nice to see the variety available. <br><br>
<b>LIKED</b>: freebies are always good.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[4 of 5 Stars!]
Coupons & Artifacts
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17 Relics
by Brian C. [Verified Purchaser] Date Added: 02/02/2007 00:00:00

Not very well edited. A proofreader would have done this thing some good. For example, on the very first page there is a line that reads ?Otter?s worries are not unfounded as the your party?? And later there is a sentence that reads ?Among the great and many magic items in invention?? and goes on in a really bad run-on sentence the rest of the paragraph. Stuff like that is throughout the booklet, and its kind of annoying. It?s weird that the product starts off with a section on plot devices before it even gets into the relics. I?m not sure what I?m supposed to do with this information.


Once it actually gets into the relics, however, things get better. The relics are interesting items. The author gives just enough information to make them unique while leaving out enough information so that the DM can tweek the description to suit his own story for the game. I don?t know if any of these things were actually playtested or anything, as some of them could potentially knock a game completely out of wack. But I guess it?s like any relic. The DM has to think before using it. This is not a product you can just flip through and grab a random item to use. You need to read it and think about how it will impact the game. There isn?t a lot of artwork, but the art there is works well with the product and the layout is clean.
<br><br>
<b>LIKED</b>: Nice selection of relics to use for story ideas.<br><br><b>DISLIKED</b>: bad editing.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[3 of 5 Stars!]
17 Relics
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ARTIFACTS: Ducks of Ultimate Doom
by Chris G. [Featured Reviewer] Date Added: 01/22/2007 00:00:00
For many people the magic items of the character seem to be more important then the character itself. The magic al abilities of the items quickly seem to mean more then the level abilities of the character. While this is fine for those people, it does not take long for the magical items to all look alike. Most that are presented in the DMG seem more like power ups from a video games then magical items. Luckily we have books like Ducks of Doom to take care of this problem.

Ducks of Doom is an odd title, a funny title. It is a serious book but it does have a bit of a sense humor. Some of the items like the Ducks of Doom (yes that is an actual artifact) are a bit more comical. However, they also have an actual use and can be used in any serious campaign. Ducks of Doom presents new artifacts. Artifacts though, seem to be an easy way to present magical items. Artifacts do not have to be constraint by the same rules and one does not have to figure out what would be needed to craft it. While some of the items like the Ducks of Doom seem to make a good artifact others like many Baubles can easily have been magical items.

Ducks of Doom is a pdf by The Le Games. They seem to enjoy putting out books of artifacts as they have released a few of these. One thing that they do well with the artifacts is that they have options for the artifacts to grow with the character. This allows artifacts that have the potential to be powerful to be given at a lower level. The artifact will not be too powerful and will gain power with the character so it does not become obsolete like many magical items do.

The pdf comes in a small zip file a bit over a meg in size. Inside are three versions of the book. There are two pdf versions one with art and one without. This makes it easy to print out for those who want to print it with no art. The third version is the book in word document format. Both pdfs are book marked and it makes them easy to use from a lap top or computer at the gaming table. The pdf with the art is twenty six pages and the pdf with out the art is a bit shorter, but not by much.

The artifacts are bit of a diverse collection. The Ducks of Ultimate Doom as they are actually called mostly attract birds for food but can on occasion also turn into Vampire Ducks. While it looks a bit more fearful then Bunnicula, it still will have a hard tome to be taken completely seriously by everyone. There is a Aegis Armor which has nothing to do with e Aegis shield from mythology. It is a piece of armor that gains options as the character levels up. These options are like DR and bonuses to saves, but only one can be used at a time and it?s the characters choice what he uses when.

Overall the artifacts are original. There are not the usual boring ones presented here. They can be pretty darn powerful at times especially once the characters get to higher levels. It is a good addition for anyone looking for some items that offer a bit more character and history then the run of the mill magic al items as well as having items that do not become obsolete to the character later in his life.

<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[3 of 5 Stars!]
ARTIFACTS: Ducks of Ultimate Doom
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Unorthodox Sorcerers
by R. A. S. [Verified Purchaser] Date Added: 01/01/2007 00:00:00

It seems as though they just threw together some vague ideas about new sorcerer types without proper development. All the classes are flawed. The numeromantic sorcerer contradicts itself. It says that they cannot cast spells with material components, then says only spells with verbal components then says only spells with somantic components. The Occult detective has an ability Retributioin that summons an "arrest force" from the "Lords of Justice" to his aid. This "arrest force" is nowhere defined. The Follower of the Sixfold Septauch has a list of abilities but does not say at what level you gain them and the final ability turns the character into a NPC. The other classes aren't much better. The one prestige class has no caster level increase unless you forfeit the class special abilities, not acceptable for a caster class. The most this product is worth is $1.<br><br>
<b>LIKED</b>: The only good things were the short stories and the baubles. The 1st story could have been expanded as a campaign setting. <br><br><b>DISLIKED</b>: Just about everything. <br><br><b>QUALITY</b>: Poor<br><br><b>VALUE</b>: Ripped Off<br>



Rating:
[1 of 5 Stars!]
Unorthodox Sorcerers
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Publisher Reply:
Thank you for your feedback -- I will address each issue as best as I can. (1) The "arrest force" for the Occult Detective was intentionally left vague. The fact is that every campaign world is different, so it makes little sense to define the arrest force as, lets say, "a force whose headquarters are in the capital city," when in fact your campaign may take place on the ocean, in the dessert, or in a post apocalyptic setting, etc. The "arrest force" must be defined by the player and GM so that it is appropriate for your setting. (2) The Followers of the Sixfold Septauch gains special abilites, but not at specific levels -- it is a fundamental design of the Sixfold class. The text clearly states, "Followers of the Sixfold Septateuch gain new abilities once they have completed the requirements of a quest to achieve mastery of the path as specified by the GM.". So technically, you can get all the abilities at first level if the GM allows it, which I doubt he or she will. This allows the player and GM to scale the abilities accordingly, so that a character stays balanced within the confines of his or her current campaign setting. (3) You are correct about the Numeromantic Sorcerer -- they can cast spells "with or without a VERBAL component," not "material". That one error is where the confusion lies. Here's the good news; a new version of this book has been uploaded to rpgnow/dtrpg! If anyone reading this has purchased the book already, you can download the updated version for free! This new version makes the 1-line fix to the Numeromantic Sorcerer, and adds a 1-line clarification to the Sixfold Septauch so that readers will not get confused about the special abilities. Thanks again for the feedback -- I welcome all comments! -The Le Games (pronounced Tay Lee Games), We Enhance Worlds!
17 Monk Feats
by Shane O. [Featured Reviewer] Date Added: 12/31/2006 00:00:00

17 Monk Feats is a short supplement from The Le Games. The zipped file is almost three-point-five megabytes in size, and contains two PDFs, one JPEG file, a Word document, and a text readme file that catalogues the contents of the zipped file. The JPEG image is the cover of the product, and the Word file is there as a printer-friendly version. The two PDFs are both the same product, with one being in landscape format for screen reading, and the other in portrait format for easier printing. Both PDFs are fully bookmarked.


As the name suggests 17 Monk feats contains seventeen new feats for monk characters, and make no mistake, only for monk characters, as each of these feats has a certain amount of monk levels as part of their prerequisites. Each feat has a listing for the game effects, and then a background section giving a fluff explanation for how the monk is able to perform this feat?s ability. Some feats that cause special conditions (such as blindness, deafness, etc.) have those conditions given their full listing in italics following the feat.


The feats given here have a very wuxia feel to them, particularly given their descriptions. With feats like Chi Bolt and Iron Body Technique, it?s hard not to be reminded of Hong Kong action films. But while this is an enjoyable atmosphere for the product, there are places where it falls down. The Calm Aura feat, for example, grants no benefit if the monk is in combat or engages in ?strenuous action,? but what counts as strenuous action is never detailed. The Steel Fist Technique feat gives (among other bonuses) the monk?s hands and arms immunity to heat and cold ? it seems rather odd to have only specific body parts have an energy immunity. One or two of these feats might be considered too powerful; Iron Body Technique can be taken as fifth level, where it gives you DR 2/- and an extra hit die. Finally, although The Le Games is obviously trying to be helpful by summarizing special conditions right in the product, I see this as being superfluous, as most everyone will have their PHBs right there with them.


17 Monk Feats is a product that wants to bring the feel of a Hong Kong action movie to your game, and it does so fairly well. However, you may want to look each of these feats over to make sure the rules are clear enough, and balanced enough, for you.
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<b>LIKED</b>: The new feats given here do a very good job of presenting an Asian kung-fu style for your monk characters.<br><br><b>DISLIKED</b>: Some of these feats seemed too powerful, and others weren't totally clear about how they worked. Finally, while it was intended to be helpful, the reprinted conditions in the product seemed like a waste of space.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[3 of 5 Stars!]
17 Monk Feats
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