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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>



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[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>



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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>



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[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>



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[4 of 5 Stars!]
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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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[4 of 5 Stars!]
17 Bard Spells
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Coupons & Feats
by jon w. [Verified Purchaser] Date Added: 10/15/2006 00:00:00

Okay lets get this out the way...I didn't get this for the coupons. Coupons are good (never seen a bad coupon. So the coupons in this pdf get a thumbs, because they are coupons and saving money is always good.

Now onto the feats, since there six I will break it down feat by feat.

Animal Defender 4/5 A very good feat, prerequisites low (only one). It helps add value to ranger or druid's animal companion. Useful when combine with aid another for attack bonus. Unfortunaly it can't be used with flanking.

Bardic Scream 4/5 A good feat, of course its for bards. This feat is very good if you run out of spells and party has already received your buffs. Now your party won't mind that you scream like a girl at the sign of danger. Since it's sonic damage it if very good for breaking objects as well as ears.

Blood Casting 2/5 A good idea, this need to made into a prestige class not a single feat. A lot of dice for very little in benefit. "But it can increase the DC of my spells"...Well so can spell penetration and the greater version of that and it's not random. This is good feat if you like to roll dice or are a wild mage.

Critical Smite 3.5/5 A good feat, now you can put the smack down on the netural baddies in the world. Use with a sap to knock out the villian neutral guards with out losing you powers.

Raging Shout 3.5/5 A good feat for helping your allies (who doesn't want temporary hit points and will save bonuses). You can't rage if you use this ability, but you also don't get tired after using this ability.

Spontaneous Luck 5/5 What, now there is a use for those level-0 spell slots beyond 5th level. "Oh crap I rolled a 1 on my reflex save...poff...no I didn't." Personally I think this is way too good to give clerics this. It should have been made with a number of times per day.

<br><br> <b>LIKED</b>: Free, some Good Feats, coupons<br><br><b>DISLIKED</b>: Blood casting<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
Coupons & Feats
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NEO RANGERS: The Spider King
by Chris G. [Featured Reviewer] Date Added: 10/05/2006 00:00:00

Neo Rangers

Neo Rangers takes the ranger class and gives it change in concept. Unlike many other alternative rangers though, this one goes someplace new into the spider?s domain. That is new and different and creative. There are still interesting things that can be done to the core classes and I like that this book takes us there. Neo Rangers: The Spider King is a book by The Le who is the also the owner of the company The Le Games. The PDF is seventy pages long and has a nice and clear lay out. It uses some good clip art that really helps the pages flow visually. There is an on screen version and a print version of the PDF. It is easy to read and to use. The book is also nicely book marked. Neo Ranger: the Spider King presents a new version of the ranger core class. It is very much like the ranger going up to twenty levels. It still has spells and many of the core abilities like favored enemy are still there. The creativity of a ranger based on spiders though does not match the mechanics. In place of the archer or two weapon fighting style this ranger gets Arachnid Style Combat. It is more defensive granting a bonus to AC and a miss chance. I like the defense style but I do not feel is very spider like. I also think more could have been done to make this class different from the ranger. I like the inclusion of a spider for an animal companion and the alternative spell list from a normal ranger. It just needed more to make it mechanically different. Detail wise, the class is well described and I like the beginning where it talks about the alignment and gods of a typical spider king. It is obvious the concept is very solid and well thought out. The book also reprints the track and endurance feat which that class gets. It also reprints the spider climb as it is another ability the class gets. The class does have spell casting ability but it is a little weaker then the normal ranger. The Spider King will only be able to cast two plus bonus spells of each spell level one through four. The normal Ranger eventually gets three plus bonus spells. The Spider King because of that and some of the other things does seem weaker then a standard ranger. The Neo Ranger: the Spider King is a nice and refreshing piece of creativity. I think mechanically the class can be better and stronger but I really enjoy the writing and the concept is very strong. The Le makes sure that most of what a person needs if in his PDFs with the inclusion of feats and spells that the class specifically uses. I really like that. This will make a good addition as a character for someone looking for a character a little different and strange and not necessarily one that is a powerhouse.

<br><br> <b>LIKED</b>: THe creativity of the concept and writing<br><br><b>DISLIKED</b>: Mechanics ar ea little weak and do not fully support the concept<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[3 of 5 Stars!]
NEO RANGERS: The Spider King
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Unorthodox Paladins
by Neil W. [Verified Purchaser] Date Added: 09/29/2006 00:00:00

Decent and fairly well written. I liked it a lot. A follow up would be great.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



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Unorthodox Paladins
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UNORTHODOX Rogues
by Neil W. [Verified Purchaser] Date Added: 09/29/2006 00:00:00

I liked this item a lot. Rogues are my favorite class and it was rather useful for me.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



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[4 of 5 Stars!]
UNORTHODOX Rogues
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17 Magic Shields
by Derek K. [Featured Reviewer] Date Added: 09/19/2006 00:00:00

Eytan Bernstein is the author behind The Le Games' "17 Magic Shields," a product that is misnamed as it actually contains eighteen magic shields and two artifacts for your Dungeons & Dragons game.

Before getting into the shields themselves, however (and after a few random treasure generation tables), writer Bernstein introduces a new type of shield enchantment. The 'reprimand' enchantment allows a shield to react to an opponent's deflected attack when that opponent's attack role misses making a solid hit due to the shield's AC bonus. The reprimand power may cause an opponent to become fatigued (as with the 'fatiguing reprimand' enchantment) or stun and deafen a opponent (as with the 'thundering reprimand' enchantment).

There is a good mix of interesting shield enchantments here (like 'hypnotic,' which can dazzle and fascinate an opponent for 1d4 rounds; or 'silence,' which creates a ten-foot zone of silence around the shield bearer), as well as specific shields (like the 'aegis of force,' a light shield that can absorb 'magic missile' attacks and increase its AC bonus until it releases the 'magic missiles' as attacks of its own; or the 'shield of conviction,' which grants a +2 to the bearer's caster level for abjuration spells and grants a +2 bonus to turn and rebuke undead checks).

The final two items in this supplement - artifacts from the kingdom of Molary - are two powerful shields that either cause severe damage with powerful shield spikes or can add bonuses to damage and attack roles, increase critical threat ranges or even cause a shockwave within a 20-foot radius that may knock opponents prone.

The variety of shields in this supplement is wide; there are artifacts included, but this is not a high-end magic product. Instead, The Le Games and Eytan Bernstein have created a collection of varying levels of shield enchantments and specific shield types.

The .pdf is well-formatted and laid out, and the clip art choices fit the product. With the exception of some clunky wording describing the previously mentioned 'aegis of force,' "17 Magic Shields" is a competently-produced product that players and DMs will find affordable and usable.

<br><br><b>LIKED</b>: This is an affordable product that introduces a variety of different enchantment and shield types to your Dungeons & Dragons game. The production and layout of this supplement is top-notch, and the material is easy to use and incorporate into your existing or new game or campaign.<br><br><b>DISLIKED</b>: There is a bit of clunkiness to some of the wording describing some of the shields' effects (specifically the 'aegis of force'), but it is not enough to detract from the obvious value of this product.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br><BR>[THIS REVIEW WAS EDITED]<BR>



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[4 of 5 Stars!]
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NEO PALADINS: The Martyr
by Nathan C. [Featured Reviewer] Date Added: 09/14/2006 00:00:00

How many times have you wished that the overly goody too-shoes, righteous lawful good paladin in your party take his +3 Holy Sword of annoying right through his oh so hollow plate mail. With Le Games Neo Paladins: The Martyr, the paladin can off himself and it?s a good thing for the party.

The Martyr turns the Paladin class into more cleric than fighter. The class is given the full core class treatment as with all of Le Games Neo class series. Though the dismissal of the Paladin mount and increase in healing abilities are positive aspects of the class, the class seems to fall into average category at later levels. With the lowered base attack it begins to feel more like a high powered cleric than a healing Paladin.

The Martyr does a great job of using the lay on hands ability of the paladin as the signature skill for the class, Stigmatic Touch. With Stigmatic Touch, you are able to heal damage to comrades at the expense of health to yourself. This ability is enhanced at later levels to include ability restoration. The big 20 level ability, Sacrificial Lamb provides mechanics for a paladin to take his own life and restore another persons.

For the DM The Martyr fills the need of a balanced warrior priest nicely, though I would be to use such a powerful healing class as a main party NPC, I could see a good use for the class being used as helpful retired warrior priests in villages and cities.

For the Player If the party is missing a healer but you want to play more of a warrior class, this may be a good route to go. The healing abilities are strong enough to keep the party going and you could use feats to boost your combat prowess.

The Iron Word The Martyr is a solid class and should be commended for gutting the paladin class and adding some more useful healing abilities to it. The class, however, seems a bit more warrior-cleric than paladin variant in the end with the low base attack. I also would have liked to see something that removed the lawful good restriction of the class considering the major differences from the normal paladin. <br><br> <b>LIKED</b>: - Nice healing skills

  • good job in taking out the garbage<br><br><b>DISLIKED</b>: - felt more fighter/cleric <br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Very Satisfied<br>


Rating:
[3 of 5 Stars!]
NEO PALADINS: The Martyr
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NEO RANGERS: The Spider King
by Nathan C. [Featured Reviewer] Date Added: 09/14/2006 00:00:00

Le Games? NeoRangers: SpiderKing provides players a class that DungeonMasters have been dreading for a long time, the ability to play Spiderman in your d20 game. Maybe not the good ole Marvel copyrighted Spiderman, but with a few feats here and some well picked spells there, ? throw a bunch of ranks into use rope, you could very well play a web slinging, spider like ranger in your game.

The SpiderKing is a useful core class that adds a twinging variant to the core Ranger class. As with most Neo classes, the class has been well gutted, tossing abilities such as Wild Empathy for spider flavored skills. The cool thing is that the class build is pretty much still intact. Spells still start off at fourth level and you still get an animal companion. The book missed a great opportunity there in not developing a series of spider related companions. But that is one of the few spider enhancing opportunity?s the book did miss out on.

Arachnid style replaces the rangers other two combat styles with an ability that improves the rangers senses and increases his AC. Improved forms of this ability appear at later levels that increase the AC. The style does not seem equivalent to the potent feats that the rangers styles provide you. This is mostly do to the -2 penalty to attack and damage instituted when you use the style. Also included is a Sixth Sense ability that allows players a percentage chance to miss attacks. This is an excellent flavored ability that makes up for the lame penalties form the Arachnid Style.

For the Dungeon Master The flavor of the class is so rich you could very well be inspired to include a race of spider like rangers in your next game session.

For the Player Two-words. S-P-I-D-E-R M-A-N

The Iron Word Classes like this are built on its abilities and how well they replace the ones taken out. The Arachnid style is nice, but does not compare to precise shot and two weapon fighting in terms of combat prowess. The sixth sense ability is excellent as is several of the later level spider abilities. Some unique spells or animal companions could have pushed this into being a more dynamic class. <br><br> <b>LIKED</b>: - Great flavor

  • Sixth Sense ability rocks<br><br><b>DISLIKED</b>: - Combat style is not a suitable replacement for ranged and two weapo nfighting
  • Needed a touch more specific spells and feats <br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>


Rating:
[3 of 5 Stars!]
NEO RANGERS: The Spider King
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