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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.
<br><br>
<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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Treasures of Malevolent Magic
by Nathan C. [Featured Reviewer] Date Added: 12/26/2006 00:00:00

I am from the school that every campaign needs a little humor injected here and there. And as every campaign needs a little humor, so does every RPG system, The Le, publishers of Unorthodox Cheerleaders and really cool suggestive ads, are the publishers whom consistently bring good cheer to the D20 world in addition to other useful rpg supplements. Treasures of Malevolent Magic blends the publishers good humor with well designed magical items that could prove use to players.


Treasures of Malevolent Magic has 31 magical items and 4 artifacts that have unique twists to them. Despite the humor, the items can be quite useful. Nothing is too overpowered in the book and there is nothing too campaign specific. The artifacts have a bit more than I like of flavor text, but they still plop right into any adventure with a change in a couple of descriptive lines.


For the Player
There are many items in this book that should make it to your wish list. At the top should be Elm?s Bag, an item that allows you to pull from it a potion you need each day. For those whom are trying to be covert around the undead, Past of the Dead is a good addition as well.


For the DM
Just about everything here is worth tossing into your campaign. The Sets though, Joshua?s Soul and Stranglehorn?s Crusade, are the kind of artifacts you can build a set of adventures or campaigns around. The sets contain magical items that appear to be very typical of the normal ones you?d find. But, when you put them together and use them in conjunction with one another, they gain additional powers.


The Iron Word
Do not write this book off as a book of comedic items. Sure the Bobbing Bowl and Candle of Intoxication may not seem useful, but the descriptions are so well layered with descriptive text that you will enjoy them and other items in the book. The unique approach to the items makes them slightly more likely to be used in a campaign. You could grab the +2 dagger given a long drawn out name from another book or you could spice things up and plop in a Stiletto of Misogyny.
<br><br>
<b>LIKED</b>: - A lot of items for a little price



  • The unique descriptions and abilities make these items better than a lot of magical items

  • There's some nice looking artwork in the book<br><br><b>DISLIKED</b>: - A few more weapons would have really excited me <br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[4 of 5 Stars!]
Treasures of Malevolent Magic
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Unorthodox Bards
by William S. I. [Verified Purchaser] Date Added: 12/07/2006 00:00:00

I found this useful, I use it rarely for my bards
<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
Unorthodox Bards
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Unorthodox Barbarians
by William S. I. [Verified Purchaser] Date Added: 12/07/2006 00:00:00

Some of my friends use this and to DM, I like to have a copy. It lists a lot of interesting variants<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[3 of 5 Stars!]
Unorthodox Barbarians
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17 Monk Feats
by Derek K. [Featured Reviewer] Date Added: 11/18/2006 00:00:00

The monk is a strong melee class, but "17 Monk Feats" doesn't focus solely on the combat aspects of the class. Instead, writer James "Grim" Desborough has put together a selection of feats devotes to expanding the monk in all the aspects of the Dungeons & Dragons game, not just the hand-to-hand abilities of the class.


(Purchase of this supplement includes both a printer-friendly version of this product as well as a landscape version. For purposes of this review, the landscape version was used.)


Of the non-combat-related feats, Ascetic (which grants the monk a bonus to Fort and Will saves, as well as cutting the monk's need for food and drink in half), Calm Aura (which creates a zone of "peace and serenity" around the monk, preventing characters from using 'rage' or 'frenzy' class abilities within 25 feet of him or her) and Healing Breath (which allows the monk to, through the use of practiced and calming breath, heal ability damage and hit points) stand out.


The monk can be a devastating combatant as well, and "17 Monk Feats" does not forget that. No Mind (which allows the monk to slip into a trance-like state at the beginning of combat, gaining a bonus to attack roles and his or her Armor class at the expense of having access to his or her martial art-like abilities) and Steel Fist Technique (which grants the monk's fists extreme hardness and durability, allowing the monk's unarmed attack double the normal Strength modifier to damage) are exceptional, and available to first-level monks. However, the two feats that have my most attention are Improvisation (which allows the monk to use an obvious non-weapon - the examples given are a towel, a milking stool and a cowbell - as a weapon, complete with the statistics of the closest "real weapon" available, but with only a -1 penalty to hit) and Striking Scorpion (which allows the monk to sacrifice a hit point to be able to hit an opponent first in combat).


This is a solid supplement - easy to read and instantly usable without overpowering the monk class.


<br><br><b>LIKED</b>: There is a good variety of material here, and DMs and players will find that this supplement only adds to the monk's options without overpowering the class. The layout is easy to follow, and the feats' benefits and descriptions are easy to understand.<br><br><b>DISLIKED</b>: There are a few typos throughout the document.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br><BR>[THIS REVIEW WAS EDITED]<BR>



Rating:
[4 of 5 Stars!]
17 Monk Feats
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17 Ranger Spells
by Derek K. [Featured Reviewer] Date Added: 11/11/2006 00:00:00

Rangers may be heavy hitters when it comes to adventuring; they're melee-ready, their base attack bonus equals the fighter's, and their saving throws make them quite durable. At 4th-level, they also gain the ability to cast spells, but their spell list can be viewed as a bit limiting. "17 Ranger Spells" adds a few new functional spells to the ranger's spell list. Instead of halfway aping the druid's spell list, the ranger now has some ranger-specific spells that can add to the utility of the class even more so than its class abilities already have.


(The Le Games includes two versions of "17 Ranger Spells" with those download - a printer-friendly version and a landscape version. For purposes of this review, the landscape version has been used.)


"17 Ranger Spells" begins by introducing the Book of the Woodsman, a ranger-specific spell book. Hidden in the woods, this spellbook can only be found by rangers (or the occasional druid if the woodland animals guiding the druid to its location promises to deliver it to a ranger). Resistant to the elements, the book confers no additional benefits to the ranger character unless one of the GM's options is used in your game (the options include granting additional spells per day, granting a 1st level spell to a non-spellcasting ranger or even bestowing upon the character a bonus 10,000 experience points).


The spells are presented according to level. There are four 1st-level spells: "ambidexterity" grants the ranger the benefit of the Two-Weapon Fighting feat (or Improved Two-Weapon Fighting if the character already has the prior feat/ability) as well as a few other benefits to balance and tumble checks); "eyes of the eagle," which improves the ranger's sight and grants him or her additional range with a ranged weapon as well as a bonus to Spot checks; "heal the land" grants all natural creatures (undead are not affected) an immediate hit point of healing within a particular radius of the ranger; and "natural shelter" allows the ranger to create, as the name of the spell states, a natural shelter that can comfortably hold a number of people equal to the ranger's level.


There are also four 2nd-level spells: "detect poacher" allows the ranger to experience the last few moments of a poached animal's life, allowing him or her to identify its killer; "enemy shield" grants the same affect of "invisibility" to a ranger and his or her allies, but in regard to the ranger's favored enemy; "favored strike" grants the ranger a bonus to strike opponents belonging the ranger's favored enemy; and "free animals" returns domesticated or guard animals to a more free-willed state, as well as allows the ranger and his or her allies to be treated as friendly by the animal.


"Borrow animal ability" is the first of the four 3rd-level spells, and it grants the ranger a touched natural animal's ability (speed, climbing ability, etc.); "nature's armory" allows the ranger to turn natural debris (branches, rocks, moss, etc.) into armor and weaponry; "resume decay" works against the magical forces keeping (corporeal) undead creatures from rotting into uselessness, causing 1d6 hit points of damage per ranger level (this spell also affects flesh golems, and, strangely, lycanthropes); and "summon wave" calls upon a water source to cause damage to a ranger's foes, the amount and affect of damage based upon the source of water (a pond may blind up to three opponents whereas a large lake can cause 2d6 hit points of damage and may sweep the opponents into the lake afterward).


A ranger can call out to the animal kingdom for help with "animal assistant," the first of this supplement's five 4th-level spells, by summoning the nearest available natural animal for assistance; "earth's armory" is similar to "nature?s armory," but uses mud and dirt instead of sticks and twigs, and confers a magical enhancement to the created items as well; "enemy slayer" is a powerful spell (castable only by a ranger of 19th-level or higher) that enchants a ranger's weapon so that the next time he or she strikes a favored enemy, that favored enemy must make a Will save or die; "nature's roar" allows the ranger to gather energy from surrounding animals and then use that energy to deliver a massive roar causing 1d6 points of damage per ranger level; and "quicksand" creates permanent quicksand.


The supplement also includes a number of baubles and urus of ancient power, forms of magic items created by The Le Games that can enhance weapons or armor and grant them new abilities. I'm not a fan of the baubles and urus, however, one can immediately tell that many of these are designed for use by the ranger.


Overall, because "17 Ranger Spells" can add new flavor to the ranger by allowing him or her to have access to ranger-specific spells, I would recommend this supplement. Writers Tony DiGerolamo and The Le have crafted some well-balanced spells that would enhance an already powerful player character class without making him or her too overpowered. <br><br>
<b>LIKED</b>: This is a well-designed supplement, and is incredibly easy to use. Also, that a printer-friendly version and a landscape version of the same material is included is greatly appreciated.


Additionally, The Le Games typically includes applicable material from the System Reference Document in their products. "17 Ranger Spells" concludes with the material for the actual ranger class, and the "ambidexterity" spell includes the material for the Two-Weapon Fighting and Improved Two-Weapon Fighting feats. The more a product eliminates the need to have more than a couple rulebooks at the table, the better.<br><br><b>DISLIKED</b>: I'm not a fan of the baubles or urus, and could have done without them in this supplement.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



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[4 of 5 Stars!]
17 Ranger Spells
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17 Bard Spells
by Chris G. [Featured Reviewer] Date Added: 10/20/2006 00:00:00

17 Bard Spells


Bard spells seem to have the most flavor and depth. The class has a solid foundation for its archtype more so then any of the other major casters except perhaps the Druid. The spells though are less combat oriented many times and this can cause problems for some groups. I am not one of them so I lo0ok at this product with high favor because of the ways it can help expand the Bard to even more non combat bits of fun.

17 Bard Spells is another in a long series of PDFs by The Le Games. The PDFs have a nice lay out and come in a variety of options so they can be used on screen, printed out, and even use the copy and past options. The Le Games seems to be the only or one of the few that still makes multiple files versions of his books.

17 Bard Spells is a book that gives one seventeen new bard spells. These spells I find to be more creative and a better fit then many other bard spells. They are the types of spells that a player can get creative with but not the type that are going to be useful in a dungeon crawl. The rules on some of them are a little odd and could use some refining. But I think a player that enjoys a bard for being a bard will really get a kick out of many of these spells.

The book is in itself a magical bard book so it has a built in simple way to get these spells to a bard player. It is a neat idea but since bards do not learn spells like a Wizard and are so limited to the amount of known spells I think something better could have been done here. The three cantrips are all pretty interesting. The first is groom which is a good idea since it cleans someone. It does it better then prestidigitation does. Invitation is very creative spell that creates invitations to invite people to a Bard?s performance or something like that. It is a spell that can easily bring new plot lines to the party. The last cantrip is Switch and it switches whatever is in two places like buckets. I can see it being useful for con games and the like.

Of the first level spells the first seems a bit powerful. Honest Aura allows bluff checks to succeed unless a natural one, two, or three is rolled. There are spells that just give bonuses to bluff and I think those are just easier to deal with. Walking Echo is a simple illusion that will help a Bard avoid pursuers.

Seductive Kiss is a second level spell that is a far more interesting version of Charm Person. I would love to see some of the classic spells done like this with more flavor and character in them.

Those are some of the fun spells in here. Not all of them are great and many will take a more clever player to find a fun and good use for them. For people wanting Bards to have more bard like spells and not just the occasional wizard spell that kind of fits their niche; this book is for you.

<br><br>
<b>LIKED</b>: Creative spells<br><br><b>DISLIKED</b>: Rules not always the best<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



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17 Bard Spells
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