RPGNow.com
Close
Close
Browse
 Publisher Info











Back
Other comments left for this publisher:
Mythic Module Monsters: Rune Lords 6
by Thilo G. [Featured Reviewer] Date Added: 09/17/2016 07:33:16

An Endzeitgeist.com review


This inexpensive little pdf clocks in at 13 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 10 pages of content, so let's take a look!


What exactly is in here? Well, know how the AP-installment have a couple of monsters in the back? This book converts the beasts in the back of the furious finale of RotRL, Greg A. Vaughan's "Spires of Xin-Shalast", into mythic critters, so let's take a look and check whether this holds up!


The thread of the weird as a subtext of Golarion was featured in the existence of the denizens of Leng prominently, who have been translated to CR 10/MR 4. The strange circulation of these beings now features toxic blood and the abilities of the being complement well the planar weirdness of these beings. Similarly associated with Mythos and folklore, the CR 21/MR 8 Wendigo with its cannibal compulsion is cool - but, OMG, really cool would be the defensive withdraw that leaves a fetish-double that fakes death and can cause deadly compulsions in those exposed to it. That's BEFORE the chill, the heart eating, draining of mythic power and the hit and run abilities. FINALLY, a build worthy of legendary wendigo! YES! The pdf has the Suppress Vulnerability mythic feat reproduced here for your convenience.


At CR 15/MR 6, the scarlet walker's mythic version comes with a blood-draining gaze that can penetrate, x-ray style, through hindrances, move through difficult terrain sans issues and use mythic power to exsanguinate foes...or cause the targets to become entangled in their own vascular system, ripped from their body...now if THAT is not some disturbing, awesome imagery - glorious!


At the same MR/CR, the kuchrima lamia now get accelerated onset disease-causing, a replaced and improved version of the devastating sniping abilities of the base critter, a reflexive feather burst and the option to imbue rays that hit them into rays they can send back to the sender - cool. At CR 18/MR 7, the hungerer lamia with its aura of famine, the option to turn the blood of those affected by their acid to...acid and suffocate them...oh, and steal feats or spells. Absolutely inspired!


And if that is not yet enough, what about the CR +3/MR3 lamia harridan template, which represents the true master-enslavers/tyrants of the lamia, enhancing the enslavement-themes.


At CR 22/MR 9, the signature rune gaint, perhaps the most evocative of RotRL's giants can blind those casting nearby, cause Wisdom-drain, generate showers of lethal sparks and parry attacks directed at it - superb! The pdf does also feature a version with the giant simple template added, increasing CR to 23 for this engine of destruction.


Conclusion:


Editing and formatting are very good, I noticed no significant hiccups. Layout adheres to a two-column full-color standard and the pdf has no artworks, but needs none. The pdf has no bookmarks, but needs none at this length.


Jason Nelson, Jim Groves, Tom Phillips and Jonathan Keith's critters herein are definitely all-killer, no filler - I am particularly enamored with the glorious Wendigo-build, though scarlet walkers and lamias similarly are great. The template could be a tad bit more flexible for the CR/MR-adjustment, but that should not be taken as a complaint. This little pdf is great - 5 stars + seal of approval.


Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Mythic Module Monsters: Rune Lords 6
Click to show product description

Add to RPGNow.com Order

Mythic Module Monsters: Rune Lords 5
by Thilo G. [Featured Reviewer] Date Added: 09/17/2016 07:32:06

An Endzeitgeist.com review


This inexpensive little pdf clocks in at 12 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 9 pages of content, so let's take a look!


What exactly is in here? Well, know how the AP-installment have a couple of monsters in the back? This book converts the beasts in the mega-dungeon-centric issue of the first AP into mythic iterations.


The lowest power-level here is CR 5/MR 2, the ercinee to be more precise: The critter can use mythic power to increase its light to blinding levels, spatter nearby foes with luminous fluid and lull foes into sleep or screech them into confusion. Solid! The CR 10/MR 4 marsh giant may make use of huge gaffs and drag foes into the drowning depths and 1/day transform into a brineborn abomination form that lends some seriously needed unique identity to the none-too intriguing base creature. Nice!


The most powerful critter herein is the demonic engine of destruction that is the CR 20/MR 8 shemhazian - a thing that oozes a cowering inducing apex predator aura, that can highjack rage effects, retribution versus critical hits and an aura of fury sans benefits for those subject to it. The critter also comes with the mythic iteration of Quick Awesome Blow, reprinted here for your convenience. The critter is all about precise and devastating damage...and it is damn cool.


At CR 11/MR 4, the witchfire can increase the witchfire flame via mythic power, gain a reflexive flame and may use mythic power to emit lethal, unerring bolts of their lethal blasts.


The 5th module of RotRL is most known for, probably for the two heralds featured inside - at CR 18/MR 7, the pdf features the Herald of Lamashtu and Desna. The latter, the Night Monarch, sports cocooning webs and may partially shiver into the realm of dreams, access to revelations of the heavens mystery's revelations and grant boons to the willing, emphasizing both the nature of the critter, Desna's themes and the themes of the deity - oh, and mythic Wind Stance included in the build, reproduced here for your convenience. Kudos.


Dread Yethazmari, Lamashtu's herald, also has a build that is not to be underestimated: Quick gestation of a litter of abominations, protection from critters (and an enhancing aura that makes said critters better at striking back versus those that dare strike Yethazmari), reactive AoOs, maddening curses and the truly deadly demonflesh plague that may turn you into a dretch, the herald emphasizes the unique abilities of the base critter.


Conclusion:


Editing and formatting are very good, I noticed no significant hiccups. Layout adheres to a two-column full-color standard and the pdf has no artworks, but needs none. The pdf has no bookmarks, but needs none at this length.


Jim Groves, Steven T. Helt, Tom Phillips, Alistair J. Rigg and Mike Welham have created a collection of mythic critters herein ranks among the best in the series so far. The lethal powers of the critters herein are evocative and I particularly love the heralds blending conceptually the themes of deities and creatures in a truly evocative manner. 5 stars + seal of approval.


Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Mythic Module Monsters: Rune Lords 5
Click to show product description

Add to RPGNow.com Order

Mythic Module Monsters: Rune Lords 4
by Thilo G. [Featured Reviewer] Date Added: 09/17/2016 07:29:51

An Endzeitgeist.com review


This inexpensive little pdf clocks in at 11 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 8 pages of content, so let's take a look!


What exactly is in here? Well, know how the AP-installment have a couple of monsters in the back? This book converts the beasts in the by now legendary AP-installment penned by Wolfgang Baur, to be more precise, the fourth Pathfinder installment ever, into mythic versions.


All right, we begin this installment of the Mythic Module Monsters-series with the CR 7/MR 3 take on the evocative concept of the Deathweb and it IS GLORIOUS - not only can it react to combat maneuvers with losing parts of their exoskeleton, a lethal infestation aura, rapid self-repair, the option to evade smaller creatures or emit spider swarm-infested webs. Absolutely the awesome critter the deathweb was supposed to be. Two thumbs up!


The CR 7/MR 3 version of the redcap is particularly possessive of his cap and lethal versus thieves of it and the mythic critter reacts to good-aligned holy symbols with rabid rage and the eponymous redcaps...well, more powerful as well.


The pdf also features an upgrade of the Runeslave-template, at CR +2/MR 1, does feature quite an array of nice tricks, including the catching of spells and the arcane decay essence being provided in a smart and evocative manner. That being said, I do feel that the template could have gone a step further in flexibility and means to depict these hulking super-soldiers.


The CR 9/MR 3 iteration of the legendary hound of Tindalos gains entropic shields when moving through angles and may use mythic power to exist in two spaces at once, manipulate probabilities and time itself and tear foes asunder with its ripping gazes.


At CR 15/MR 6, the Taiga Giant may add combat feats to the effects of boulders thrown on the run, poach abilities from the ancestor mystery and more unique tricks pertaining mastery of spears and the ancestor spirit-angle, making them more unique than the none-too-original base creature. The build also includes the mythic version of Hulking Hurler, reprinted here. The same CR/MR is featured for the shining child' mythic version, whose burning light sticks to targets, blinds foes, may teleport around like crazy and gains a moderately powerful death throes ability.


At CR 12/MR, the mythic scanderig gets added fire damage and the spit slag is articularly difficult to escape. Here's the cool thing, though: The corpulent fiend may roll itself into a wrecking ball form and truly smash asunder foes - unique and awesome and of so fitting!


Conclusion:


Editing and formatting are very good, I noticed no significant hiccups. Layout adheres to a two-column full-color standard and the pdf has no artworks, but needs none. The pdf has no bookmarks, but needs none at this length.


Jason Nelson, Jim Groves, Tom Phillips, Alistair J. Rigg and Steven T. Helt's take on the monsters from the fourth RotRL-installment was a surprise for me. Why? Because I actually really like what was done with a lot of these critters; the Deathweb is my star here, no doubt, and imho worth the fair price on its own. The other critters do not fall short either, though I was slightly disappointed at the top-class level by the shining child and runeslave, said disappointment only stems from the insane expectations I have for these critters at this point. This is a superb little pdf, well worth 5 stars.


Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Mythic Module Monsters: Rune Lords 4
Click to show product description

Add to RPGNow.com Order

Winter Heroes: Pregenerated Characters
by Thilo G. [Featured Reviewer] Date Added: 09/16/2016 18:38:28

An Endzeitgeist.com review


This pdf is all about providing evocative pregens, primarily intended for use with the Reign of Winter AP and clocks in at 34 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial/ToC, 1 page SRD, 2 pages of how to use/introduction, 1 page advertisement, 1 page inside of back cover, 1 page back cover, leaving us with 25 pages of content, so let's take a look at those pregens!


First of all, how were they created? The characters herein, in default, are presented as 20-pt.-buy characters and the respective characters do have information pertaining 15-pt.-buy downscaling rules I very much appreciate. The pregens make rules of current PFRPG hardcovers as well as Paths of Prestige and the Inner Sea Bestiary. The respective characters also feature several roleplaying tips


The first of the characters herein would be Brynla, a scythe-wielding half-orc druidess of the green faith initiate archetype; bullied by her less than kind siblings and raised in humble origins, she is slowly moving towards becoming an acolyte and certainly, spring seems like a symbolic change of pace for her.


The second character in here, Maja Tasker, is an investigator sleuth of halfling descent, her smarts and investigations have unearthed that Kostchtchie's minions have been cooperating with a white witch of Irrisen - but why? How? The search for truth will lead her, provided she survives, towards truths unimagined as her parents still pose a mystery she needs to solve.


Pero, a human summoner, just 16 years old, was saved from raiders...and found a purring creature atop him, the eidolon was here, avatar of his power - ever since that, the young summoner has kept his high spirits and positive attitude and, in case you were wondering - yep, eidolon stats included.


Roelof, a male dwarven witch (ley line guardian), has forever been intrigued with the rare lore of odd arcana and studied ever since a key event - but when he tried to actually fulfill his life's dream, receive the training from the witches he so desperately craved, he was laughed off. Frustrated, he looked back to his childhood and realized his calling, singing to him from his past...and so he may yet become a dwarven, male winter witch or horizon walker...we'll see.


Senka Featherfingers, fetchling rogue, she has found a mysterious bracelet, but ever since then, she has been haunted by unfortunate occurrences, as winter itself seems to trail her very steps...but how and why, that will need to be shown.


Stojan would be a great candidate for those looking for a slightly more uncommon character, as the two-handed fighter is also a half-snowborn elf; here would be btw. as great a place as any to notice that the pregens do feature some serious interactions among themselves- Stojan's items, for example, contain items he is carrying for his brother and similarly, the backgrounds intersect.


Aforementioned brother would, just fyi, be the half snowborn elven battle oracle, was transformed into his current state by the same traumatic event - and like his brother, his seemingly carefree attitude is founded upon a desire to hide the scars of his past, here mixed with a fear that his brother may seek the relief of death.


The final character herein would be Zuza Holt - a herald of the horn skald, Zuza can be pictured as a female version of Conan - in love with a warm fire, pleasures of the flesh and blood-stirring songs, the greataxe-wilding beauty feels like a Cimmerian (or Kellid) warrior queen transported to Golarion, but one with a touching quest: She is looking for an elixir of sex change for her sister, for that is her heart's desire.


The pdf does feature a page of paper minis for the respective characters.


Conclusion:


Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to a gorgeous two-column full-color standard and the 1-page artworks for the PCs make for glorious artworks. The pdf comes fully bookmarked for your convenience.


Liz Courts' Winter Heroes are an inspired collection of diverse characters that cover a lot of different roles and feature evocative angles. Power-level wise, they are efficient at their respective niches/tasks, but more importantly, their builds represent feasible and organically grown builds - the stats represent the stories and vice versa. With a diverse set of angles, AP leitmotifs reflected in backgrounds and generally great prose, this collection of pregens is well worth 5 stars + seal of approval.


Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Winter Heroes: Pregenerated Characters
Click to show product description

Add to RPGNow.com Order

Mythic Module Monsters: Rune Lords 3
by Thilo G. [Featured Reviewer] Date Added: 09/14/2016 05:48:53

An Endzeitgeist.com review


This inexpensive little pdf clocks in at 10 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 7 pages of content, so let's take a look!


What exactly is in here? Well, know how the AP-installment have a couple of monsters in the back? This book converts the beasts in back of the 3rd book of the by now legendary first Pathfinder-AP, Nick Logue's twisted hillbilly horror saga "The Hook Mountain Massacre", into mythic versions.


The lowest CR/MR creature herein, at CR 6/MR 2 smoke haunt, was my least favorite critter in the original module. It has been upgraded significantly: The critter now features reflexive fire damage, better healing from fire and lethal smoke pattern - with an interesting typo: The DC 187 Will-save here is probably a typo and should be 18 instead. On the plus-side, sickening smoke is nice.


At CR 9/MR 3, the mythic totenmaske gets mythic power-enhanced fleshdrinking and a bite that causes horrible ennui. More importantly, the thing can form the flesh of its victims and control the unfortunates as its lackeys/slaves. Nasty. As something new herein, the CR +2/MR 1 mythic ogrekin template, with 20 powerful and deadly deformities - and yes, these come with fitting upgrades over the regular ogrekin's duality.


One of my favorite critters to come out of RotRL's original modules clocks in at CR 11/MR 4, the skull ripper, whose beheading claws now are truly lethal, including immediate deadly finishing rips and the option to create screaming giant beheadeds or skull swarms. VERY cool, and yes, construction notes included.


The stars of the original book, though, would be the CR 13/MR 5 argoths, who now receive better charging via swimming, burrowing and climbing and the creature now features a truly deadly shredding spiral that destroys natural armor, causes bleed and wrecks items. These lethal abominations are spawn and favored of Lamashtu, offspring of the Mother of Oblivion, who clocks in at CR 18/MR 7, who erodes sanity with its lethal breath. As a kind of elusive, gigantic engine of destruction, it now does feature a mechanical representation of the ability to slip under the radar and any creatures summoned nearby are nauseated by the experience of her warped dimensions. The critter does come with two mythic feats, reprinted from the Mythic Monster Manual for your convenience. Odd: The two feats have two different formatting types.


Conclusion:


Editing and formatting are good, though I did notice some minor, cosmetic glitches. Layout adheres to a two-column full-color standard and the pdf has no artworks, but needs none. The pdf has no bookmarks, but needs none at this length.


Jason Nelson and Tom Phillips deliver mythic upgrades of some of my favorite critters that came out of RotRL and perhaps it's due to the original critters being so good, but, as a whole, the mythic upgrades this time around did not feel as enhancing to me; particularly the mother of oblivion and argoth, while stellar creatures, pale before the coolness of some similar adversary-upgrades featured before in the mythic monsters-series. This should not mean that this is in any ways a bad file, mind you; I'm very much complaining at a high level here, a level very much reached by all the mythic monster books I've read, which have indeed spoiled me beyond belief. My final verdict for this one will be 4 stars.


Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Mythic Module Monsters: Rune Lords 3
Click to show product description

Add to RPGNow.com Order

Mythic Module Monsters: Rune Lords 2
by Thilo G. [Featured Reviewer] Date Added: 09/14/2016 05:46:33

An Endzeitgeist.com review


This inexpensive little pdf clocks in at 9 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 6 pages of content, so let's take a look!


What exactly is in here? Well, know how the AP-installment have a couple of monsters in the back? This book converts the beasts in the back of the by now legendary RotRL-installment "Skinsaw Murders", the second Pathfinder installment, into mythic versions.


The pdf begins with the Lyrakien Azata at CR /MR 1,who may anchor herself to a fixed space and emit blasts of starlight that deal different damage-types for different alignments. At the same CR/MR-rating, mythic boggards have a caustic tongues that deal acid damage and may use mythic power to enhance their jumping ability. At one CR less, the carrionstorm's mythic version may occupy the same space as allies and expend mythic power to shield allies, which is particularly cool for evil bosses conjuring forth these swarms of undead ravens.


The CR 8/MR 3 revenant utilizes Following Step and Step Up's mythic version, with both mythic feats reproduced here for your convenience. The build here is pretty inspired - with ceaseless, cowering-inducing screams, nigh-impeccable pursuit abilities, the option to pain strike their murderers and a particularly lethal power versus their murderers, taking the concept up one notch.


The by now notorious lamia matriarch (at CR 10/MR 4) adds negative conditions to assaults on foes, depending on the number of melee attacks that hit home. Beyond that, flawless ventriloquism and fear-inducing illusions as well as a mythic upgraded version of their Wisdom drain render these deadly.


My favorite critter in the original module, though, were the faceless stalkers, who have been upgraded to CR 5/MR 2: Now, these lethal shapechangers may leech off blood...but more importantly, the creature gets a truly unique signature ability: Maddening Duplication allows the faceless stalker to replicate the face of a target, dealing Charisma damage and causing the disassociation spellblight to the target and even nasty effects on a success, emphasizing their twisted hunter-nature.


Conclusion:


Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to a two-column full-color standard and the pdf has no artworks, but needs none. The pdf has no bookmarks, but needs none at this length.


Jonathan Keith, Tom Phillips and Jason Nelson deliver a cool cadre of creatures here - though this time around, the divide between design-aesthetics is more pronounced in the first installment: The revenant and faceless stalker steal a bit of the thunder of the other critters herein, but that notwithstanding, we get an inexpensive, fun array of mythic creature upgrades here. My final verdict will clock in at 4.5 stars, rounded down to 4 for the purpose of this platform.


Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Mythic Module Monsters: Rune Lords 2
Click to show product description

Add to RPGNow.com Order

Mythic Module Monsters: Rune Lords 1
by Thilo G. [Featured Reviewer] Date Added: 09/14/2016 05:44:40

An Endzeitgeist.com review


This inexpensive little pdf clocks in at 9 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 6 pages of content, so let's take a look!


What exactly is in here? Well, know how the AP-installment have a couple of monsters in the back? This book converts these beasts featured in the by now legendary first RotRL, the first Pathfinder installment ever, into mythic versions.


The first critter herein would be the CR 5/MR 2 Attic Whisperer - and one look at the critter makes clear that this is no hack job: White a morale-sapping aura of decrepitude, fast healing while within debris-laden areas and claws that can inflict hampering loneliness, the critter is an excellent example of really making a creature's concept shine to the level the cool creature concept deserves.


At CR 2/MR 1, mythic goblin dogs not only receive the ability to cause nastier allergies, their very mere presence can also inspire nearby goblins, in particular their riders. At the same CR/MR-combo, goblin snakes are upgraded to have the ability to insert some flammable gas into their belches. I like the simplicity of this critter, walking just the right design-balance between animal and weirdo monstrosity. The CR 1/MR1 giant gecko featured herein takes the animal-design I love and applies it - removable tail, water walking and climbing make a lot of sense!


At CR 3/MR 1, sinspawn are among the more complex (and lore-wise, important) creatures - and they make full use of the great thematic expansions one can associate with the themes - from Ultimate Magic to Occult Adventures, the better spells are now integrated...oh, and mythic sinspawn can actually change their sin-type via mythic power. Absolutely inspired.


The Sandpoint Devil, with filed off serial numbers, has also been included here, at CR 10/MR 4 - and it makes sense: The bay can cause widespread panic; it can AoO uses of mythic power and actually can gain temporary mythic power! The hellfire breath is upgraded and the deadly trample it has similarly is cooler. Oh, and if you're like me and were disappointed how easily it could have been slain...well, that stops now. This deadly creature is now truly an undying legend and while I would have loved some of the legends from the lore see a mechanical representation, that would have probably blown the being up to the highest of CR-regions.


Conclusion:


Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to a two-column full-color standard and the pdf has no artworks, but needs none. The pdf has no bookmarks, but needs none at this length.


Mike Welham, Jason Nelson and Steven T. Helt are all veterans - this little pdf is a great reminder why - there is not a single filler-creature herein, not one being I'd not immediately use over the non-mythic version. And that is awesome. My final verdict will hence clock in at 5 stars + seal of approval.


Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Mythic Module Monsters: Rune Lords 1
Click to show product description

Add to RPGNow.com Order

Shrine of Serpents
by Thilo G. [Featured Reviewer] Date Added: 09/13/2016 06:21:52

An Endzeitgeist.com review


This AP-plug-in clocks in at 23 pages, 2 pages front cover (it's also the last page of the pdf), 1 page editorial, 1 page introduction/how-to use, 1 page ToC, 1 page SRD, 2 pages of advertisement, 1 page back cover, leaving us with a total of 14 pages for the module herein, so let's take a look!


This module is intended to be played between module 3 and 4 of the Mummy's Mask AP and is targeted at 8-10th level PCs, but, being a dungeon, it works equally well in any quasi-Egyptian context or in any context that uses a certain Sword & Sorcery aesthetic.


That out of the way, this is an adventure-review and as such, it contains SPOILERS. Potential players should jump to the conclusion.


...


..


.


All right, only GMs around? Apep, an ancient god of serpents and darkness those in the know regarding Egyptian mythology (or fantastic literature) should know, has remained important in the dark and despicable depth of Osirion's underbelly - there are always the evil and desperate that will worship entities like this...and a cult of the dread deity has recently started preying upon unwary travelers. Whether by accident of commission, the PCs will stumble over the hidden, eponymous shrine of said cult - and it begins with an array of visuals that is impressive indeed - walking into the deadly gullet. It's classic and could come straight from a visual novel adaptation of the classics of the Sword & Sorcery genre.


The exploration of the eponymous shrine of the serpents does feature a total of 11 different locations, which do include unique traps and even mythic adversaries, consciously designed to be pitted against non-mythic adversaries and balanced appropriately. Beyond the lethal rangers of the cult, powerful and deadly clerics and the classic gigantic anaconda, the dungeon offers a significant challenge for the PCs, as the read aloud text and the adversaries breathe the spirit of swords and sorcery.


Beyond this classic component, the BBEG of the module is intriguing: The module also features divs as well as an unique rakshasa as a boss that should certainly challenge the PCs.


Conclusion:


Editing and formatting are very good, I noticed no significant glitches. Layout adheres to Legendary Games' beautiful full-color 2-column standard and jams a lot of text into its pages. The pdf features gorgeous full-color artwork and the module's cartography is in full-color and nice indeed - and yes, it does come with a player-friendly version. The pdf comes fully bookmarked for your convenience.


Alex Riggs' Shrine of Serpents breathes the spirit of Sword & Sorcery I adore and still features the classic, evocative visuals of Egyptian/serpent-themed creations. The most intriguing part, though, to me lies in the fact that the challenges are immaculately designed to be challenging and diverse. While skill monkeys could use a bit more to do, the dungeon as a whole manages to make the classic theme to feel relatively fresh. While personally, I would have enjoyed a slightly more pronounced emphasis on the serpent-theme within, rescuing prisoners and the mechanical challenges render this module a fun take on the classic serpent-themed dungeon that excels in particularly in its combat challenges - though, again, slightly more on the terrain-side could have made this book truly great. As written, it is an impressive take on the classic trope. In the end, this module feels like a worthwhile purchase for a lot of GMs out there - adaptation to basically any context beyond Mummy's Mask is ridiculously easy - just plug and play, no hassle. My final verdict will clock in at 4.5 stars, though I have to round down to 4 for the purpose of this platform.


Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Shrine of Serpents
Click to show product description

Add to RPGNow.com Order

Legendary Vigilantes
by Russell Y. [Verified Purchaser] Date Added: 09/10/2016 21:01:39

This book had a lot of thngs that I was looking for in a supplement, including a lot of new archetypes that really change up how the class is played. Everything in it fined tuned to a razor's edge, and the magic items really helped give the class more options where it had lacked before. There was a few instances of talents referencing other books (like the sheath of perfect defense), but overall, everything felt very well put together, and it was very obvious that a lot of feedback from the playtest was used.



Rating:
[5 of 5 Stars!]
Legendary Vigilantes
Click to show product description

Add to RPGNow.com Order

Legendary Vigilantes
by James S. [Verified Purchaser] Date Added: 09/10/2016 18:05:45

There's a lot of really cool archetypes in here that helped the class really stand out, and a bunch of the new options really helped the class out and made a bunch of more superheroes viable. The magic items were really cool too, and I appreciated having a sample character. Overall, really looking forward to running stuff from here in Curse of the Crimson Throne!



Rating:
[5 of 5 Stars!]
Kingdoms
by Customer Name Withheld [Verified Purchaser] Date Added: 09/10/2016 11:07:43

I am a D&D player and was unfamiliar with the system presented in the Pathfinder books. I am an old Birthright Campaign player however, and all my experience with Kingdom/Realm management comes from that 2E system and forms the baseline from which I gauge all other products of this type.


So far, I am happy to say that I quite like what this book has to offer and I think the folks at Legendary Games have a winner with this book. I've read lots of different Realm/Kingdom systems over the years and editions, and I think KINGDOMS is one of the best and easiest systems I have come across. The forth coming expansion book/conversion from Pathfinders Ultimate Rulership is exciting, and I hope it adds another level for play.


The kingdom system lets you build a settlement from scratch, and struggle to build it up over time and increase it's power, while at the same time allowing your adventurer kings to still adventure. Or you can inherit an existing kingdom, or even a small part of one. Your PCs aren't "Kings"? No worries, you can instead be a vassal of the Baron and be granted a small fief in his realm. The rule system remains the same and seems to scale very nicely. The book keeping seems minimal, but of course if you want to add in all the cool additions and details, I can imagine it will get more complex. There is a nice mass battle/army system in the back portion of the 72 pages as well - a nice touch and a requirement of any Kingdom!


The art is ok, and the visual appeal of the pdf I purchased is on the high end of good. It's clean and crisp and nicely laid out. The only thing I would have liked to have seen is a few more "examples" of realm level play and a few "blank" tracking sheets included (or available for free download). These would be easy enough to create yourself of course, but I like eye candy. :)


The Kingdoms system is detailed enough to be interesting, but also vague enough that it doesn't get bogged down in mechanics to become a mathmatical exercise. I'll be using it in my D&D 5E games for sure from here out and will be ordering a hard copy of the book soon and will for sure be purchasing the planned supplments that are forthcoming.


I highly recommend this product if you are looking to add Kingdom level play into your D&D games!



Rating:
[5 of 5 Stars!]
Kingdoms
Click to show product description

Add to RPGNow.com Order

Beneath the Festered Sun (5E)
by Thilo G. [Featured Reviewer] Date Added: 09/06/2016 09:22:27

An Endzeitgeist.com review


This plug-in for the Mummy's Mask adventure path clocks in at 42 pages, 1 page front cover, 2 pages of editorial, 1 page ToC, 1 page introduction, 1 page SRD, 1 page back cover, leaving us with 35 pages of content, so let's take a look!


Okay, the first thing you need to know is the following: This module was originally intended to be run in conjunction with Pathfinder's Mummy's Mask adventure path - so in case you're converting that one, this will very much be up your alley. While the introduction does mention this, the book as a whole has been converted to 5e with care - e.g. an eidolon, which is part of the story, now has a different origin that does not presume the existence of the like in 5e.


This being an adventure review, the following text contains SPOILERS. Potential players will want to skip to the conclusion.


...


..


.


All right, still here? Great! Groomed from an early childhood to serve as priestess of the goddess of death, the individual called Kapanek developed her own profound beliefs, a variation, a heresy of the doctrine followed by the majority of people in ancient times - unfortunately for her, her own talent would prove to be her undoing, as a being that looked somewhat akin to a skeletal herald of Anubis manifested- an entity born from her own talent, mistaken for a herald of the gods...but then, a dread plague struck and was all her foes required to take her down and slaughter her family. Her death curse unfulfilled, the world has turned...but the thing birthed from her power has schemed for a long time to fulfill the vengeance of its mistress.


As the PCs return to delve once again into the dungeons, they are notified of the ruins being closed since civil unrest and the rare astrological event "Festered Sun" is happening. From the get-go, the module offers a significant assortment of options to gather information, with higher checks providing more knowledge - the original, pretty straight skills have been taken over, with the initial sequence providing means for both Wisdom (Perception) and Charisma (Persuasion) to get slightly more out of the deal. On a nitpicky side, I think two different tables here would have been prudent for 5e. The PCs (and other parties) have a vested interest in resolving the unrest, since a local inquisitor is quick to point his finger at the tomb-raiding groups as a possible source for the issues. In order to find the truth behind the strangely powerful curse - Ruja, the man in charge, offers 3 venues to start the investigation. For one, the Anubian sects that follows lost and forgotten Kapanek's doctrines needs to be inspected; secondly, the astronomer Gyep tried to warn the city, but was laughed at - so checking him out may help. Finally, the is an odd mirage surrounding Mafiris Estate that should most definitely be investigated. Choosing their entry vector, the PCs receive a court order exempting them from the curfew.


Stepping outside and looking up at the festered sun can cause blindness, as a strangely compelling curse seems to affect the very city and exposure to daylight may similarly cause burns via another curse - in a rarely seen level of detail, the precise wording of the curses uttered has been reproduced, which is pretty awesome, at least in my book. In the camp of the Anubians spawned from Kapanek's teachings and the PCs are generally welcomed to the camp of the heresy, though in the shadow pavilion, the metal globe with the silhouetted shapes of ancient gods (see cover) is interesting...and the leader of the sects, one brother Thute, seems to be less than pleased with the meddling PCs. As the investigation winds down here, a shadow will assault the PCs - which is taken by the locals to be an unfettered aspect of the soul (the 5 aspects of the soul as defined by Kapanek's teachings are explained in detail) -it is also said belief that may put an end to the dread curses...but so far, the PCs don't yet know that. The section also provides further hints to pursue, the means to duke it out with a swarm of desert rats...so yeah, enough versatility.


The PCs may actually witness an abandoned cistern defended by rather aggressive crowds of people that guard a woman of blood: Partaking from her blood seems to eliminate the curses...but drinking human blood from the strange apparition does have its own risks - the PCs will have to take a close look at the abandoned cistern's insides and deal with whatever lurks in its tainted depths. In a minor nitpick, the relatively intriguing altercation against a troop in pathfinder has been replaced with some standard thugs...which does decrease a bit of the encounter's unique style.


The temple of the goddess of death, which hands out alms and bread, may well be a source of the issues - and indeed, stealthy gremlins have been switching breads, spreading dread contamination among the inhabitants of the city.


The astronomer Gyep in the astronomer's lodge is in dire circumstances, as a deadly mummy is guarding the gnome and represents a powerful, lethal adversary the PCs will need to dispatch to rescue the gnomish Cassandra. Gyep can answer a lot of questions the PCs may have and less improvisation-skilled GMs will enjoy the significant array of read-aloud text for questions, providing guidance and exposition. Gyep actually confirms that the festered sun actually is just the trigger for a curse...but not the source. Said mummy and blood golems may point the PCs towards the house of one Yaro-comatose and basically unresponsive, his abode has been rigged...and he was the man to create the mummy and blood golem.


Slowly, the pieces start falling in place and the mirage-covered Mafiris estate may be the most lethal of the respective areas -inside this planar bubble, the PCs can actually meet Kapanek's tainted, reincarnated form...and whether they can get some information out of her or not, in order to save an old woman who does know more, the PCs will probably have to deal with the lethal creature that once was Kapanek - now a dread, unique fiend.


At this point, the pieces will probably have fallen into place and the PCs will have dealt with the fragments of Kapanek's soul...all but one. In the end, the powerful unfettered eidolon Kerux, which also doubles as the unique and challenging boss of this module - with its fall, the legacy of death and dread curse will end.


Conclusion:


Editing and formatting are very good, I noticed no significant issues pertaining rules-language, though e.g. the formatting of one statblock has the challenge in the header. There are some minor hiccups pertaining formatting, but nothing serious. Layout adheres to Legendary Games' two-column full-color standard and the pdf comes with copious pieces of artwork, all in full color. Legendary Games fans may know some of them from other books, but not all.


Pedro Coelho's "Beneath the Festered Sun" is a glorious book for the Mummy's Mask AP - and in 5e's iteration, it still remains a more than neat module that can stand on its own. The investigation's skill-checks, with some minor exceptions, are pretty conservative and fit well within 5e's design paradigm. (The initial skill check table for set-up information being one exception - the highest DC there is 25, which, while not impossible for 5e 3rd level characters, requires some luck to hit.)


The author also has crafted truly astonishing, beautiful full-color maps, both in player-friendly and GM-versions - the maps are great. On a nitpicky aside, the main antagonist is mentioned to have used bestow curse...but the spell is not listed among those currently memorized by the creature, which seemed odd to me. Beyond these nitpicky components, "Beneath the Festered Sun" remains a good investigation set against an Egyptian backdrop, one that manages to evoke a sense of the mythological and unique. This module per se is great...but it does lose some parts of its identity in the conversion.


You see, the setting and its unique premise assumed by the original AP is still implicitly here - while you can adapt it easily to any quasi-Egyptian environment, the matter of fact remains that the whole backdrop, when taken on its own without Mummy's Mask, becomes rather opaque and detracts from the overall appeal of the module, at least for me. In order to offset this, a section on general structure, a short summary/gazetteer of a town to use the module in, something like this, would have gone a long, long way to make this feel more organic. After all, an investigation in town A might run completely different than in town B; the AP and sourcebooks for Pathfinder took care of that...but for 5e, the module does not have this luxury and feels a bit more opaque than I like.


As presented, as a module divorced from the AP that spawned it, "Beneath the Festered Sun" still structurally works, but it loses a lot of its charm and unique positioning and most of its flair, becoming significantly more opaque than its original iteration. As such, I consider it by no means bad, but also short of what it could have easily been as a stand-alone module. My final verdict for the 5e-version will hence clock in at 3.5 stars. Now personally, this somewhat opaque background would make me round down for the purpose of this platform, but if you're playing Mummy's Mask for 5e, consider this to be a must-have book instead and consult my review for the PFRPG-version - for the structural benefits this lends to the AP when used in conjunction, still remain significant. Additionally, I do have an in dubio pro reo policy and as such, my official reviewer's verdict will round up.


Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Beneath the Festered Sun (5E)
Click to show product description

Add to RPGNow.com Order

Kingdoms
by Fernando D. [Verified Purchaser] Date Added: 09/03/2016 20:23:17

A Great Resource, if You haven't bought anything like it before.


As an opening statement, I would like to mention that I own, and enjoyed, both Ultimate Ruleship and Ultimate Warfare, from Legendary Games, as well as Paizo's Ultimate Campaign.
If you own any of those products, Kingdoms contains pretty much the same material, although it has been slightly adapted to function within D&D 5e ruleset. It doesn't try to change the Kingdom Building ideas covered in the aforementioned books, since those systems were a solid foundation to work on. However, if you already own those books, like me, you could feel like you're re-reading those books. The changes made were subdle, but they are there nontheless.


Pros: Kingdoms offers a complete system to turn your campaign into a hex crawling, kingdom building game. You’ll have more than enough to keep yourself, and your players busy, as they’ll take on the challenges of improving their domains, expanding the land they control, building cities, managing their subjects, and much more. Were this not enough, half of this book also contains rules, both basic and optional ones, regarding warfare. In case your players ever go to war with another kingdom (and if your players are anything like mine, this will happen sooner rather than later), you’ll have all that’s needed to run legendary battles.


Cons: The book has a good amount of crunch, but it has no kingdom sheet that you could readily use to record all of the information you’ll need to keep track of. Added to that, the book has no printer friendly version at the time of this review. If both of these things were added, this book would surely have 5 stars.


Do Consider: This is not a light system. Running your kingdom will require a considerable amount of book keeping when, said kingdom, has grown enough. Even at first, you’ll need to keep track of plenty bonuses and modifiers. If you do ok with these things, and your players learn the rules too, this should be no trouble. However, if you were looking for a simple and light way to run a domain ruleship campaign, this game, this is not the supplement for you.


In Closing: I loved this supplement. It's not for everyone, and it doesn't shy away from crunch. I'll hope Legendary adds a Kingdom Sheet to it, and perhaps a printer friendly version too. Solid rules, good mechanics, plenty of info and optional systems. If you want to run a Kingdom Building game with the newest version of D&D, you can't go wrong with this one.



Rating:
[4 of 5 Stars!]
Kingdoms
Click to show product description

Add to RPGNow.com Order

Publisher Reply:
Thanks for the review, Fernando! I\'ve sent a note to layout and we\'re looking into creating a kingdom sheet and/or army sheet to go with this book. We also are releasing a series of expansions for this system, starting with **Ultimate Rulership,** which should be available within the next week or two. If you already have the Pathfinder versions, you can probably make the necessary adjustments without having to buy the new book, but for anyone starting with the Kingdoms (5E) rules, they will definitely want to pick up Ultimate Rulership (5E), and the forthcoming Ultimate Battle (5E) and Ultimate War (5E)! Thanks again.
Legendary Beginnings: Into the Feyweald (5E)
by Thilo G. [Featured Reviewer] Date Added: 08/30/2016 12:08:12

An Endzeitgeist.com review


The first of Legendary Games' modules intended for new players clocks in at 38 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial, 1 page SRD, 1 page ToC, 2 pages of introduction, 1 page advertisement, 1 page inside of back cover, 1 page back cover, leaving us with 28 pages of content, so let's take a look!


Before we do, I should not be remiss to mention that this module features a handy "slightly advanced" spellcasting array of options used by some of the creatures herein -the module does sport some discrepancies regarding some spells that are due to the conversion from PFRPG's beginner's box: Bane, for example, is utilized in a version that does not require concentration. While I get why this decision was made, it is something 5e-purists may sneer at as an non-required complication - why not simply grant the creature in question a unique ability? This, however, remains the exception; for the most part, the rules, conforming to the simplified standards, work.


It should also be noted that this module is intended to be kid-friendly; as such, it features relatively straightforward themes of fighting bad guys and doing good; if political intrigue or shades of grey morality are what you're looking for, this may not be the place. I firmly believe in teaching via roleplaying games and kids should not just slog through combat upon combat - and the author seems to concur here, stating the directive that social and thinking skills should be challenged by modules as well.


As for the age-range, well, unless the kids in question are particularly sensitive, this module should be appropriate for kids ages 4 up; in case of very sensitive kids, 6+ would be a pretty safe bet. This does not mean that this module is "kid's stuff", mind you - it very much works for adults, but I'll get back to that in the conclusion.


Setting-wise, this module assumes the kingdom of Threll in the author's Terrallien world, which is a pretty "normal" fantasy world; as such, it is very easy to plug into other campaign settings - in this kingdom, the feyweald is basically a protected area, where the spirits of nature may roam free, unimpeded by Threllish civilization....and this is as far as I can go without going into SPOILER-territory. Potential players should jump to the conclusion.


...


..


.


All right still here? A strange sickness has been plaguing the Feyweald and the nymph queen Pryhoza has asked for assistance from Threll's king Ambrose I, offering an alliance in return for assistance in this matter, which would in turn render diplomatic relations with reclusive druids a distinct possibility. The problem seems to be gift horse...and hence, enter the PCs, which are assumed to be members or associates of the Zekerian order, as denoted by magical amulets - these amulets also provide a safety net 1/day to prevent death and allow for some healing to further decrease the potential of player frustration. The 5e-conversion of the item is solid.


The group arrives at Northrunner Sound, scheduled to meet with the queen and her two advisors ( a leprechaun and a brownie), but an audience with the queen obviously requires the proper gifts - while the king has sent a whole chest, the hustle and bustle of sprites means that the PCs will have to rely on their wits and people skills to present the correct gift to the correct fey -this may be achieved via respective skill-checks.


This first social stumbling block out of the way, the feast begins, but as soon as the arboreal banquet is in full swing (and PCs get bored with the interactions), the party is, alas, crashed: Mites riding giant jumping spiders assault the party and it will be up to the PCs to defeat the threat. Here would be as good a chance as any to notice an aesthetic deviation from 5e-formatting standards in the statblocks: We have colons instead of full stops and e.g. Melee Weapon Attack and Hit are not properly italicized. Similarly, spells are not italicized properly in the respective statblocks. It should be noted, though, that these hiccups are aesthetic in nature and do not compromise the integrity of the creatures faced.


After the threat is eliminated, queen Pryozha confides in the PCs: An evil force has taken root in the feyweald, changing it, turning it and its creatures slowly evil, turning it Unseelie. For 5e-purposes, this quasi-template, a collection of abilities you can slap on fey creatures, has been included for your perusal. She asks them to seek out the threat and take care of it, but not before granting them a specific oil that is supposed to help them bypass the resistances of some fey - a valuable resource that the PCs hopefully use cleverly - and one whose effects have been modified to work better in conjunction with 5e's more rock-paper-scissors-style design paradigm.


On their way through the forests, the PCs will have a chance to help awakened badgers from a trap laid by unseelie brownies and fauns navigate where traps and mites await and encounter an aggressive bird that can be calmed down by smart players...and finally defeat a nasty unseelie giant toad...and finally, possibly the first underground complex ever awaits the players: The lost grove, where a sinkhole guarded by mites now speaks of the influence of a nasty, trapped being called Bayaga. In the pit of the grove where the PCs will have to defeat more mites, an unseelie sprite and faun and yaldira, in Pathfidner a forlarren, she, as the champion of the evil force Bayaga, has received a unique, conversion. The villains boast in good ole' traditional villain monologue and indeed, during the combat, bayaga creates a crystalline earth elemental as a form to fight the PCs - destroying it takes the unseelie curse from the afflicted fey. It should be noted that the crystalline boss does conform in rules-tricks to what earth elementals can do in 5e, which is a pretty nice touch!


Having defeated this threat, the PCs are hailed as heroes, are granted a blessing from the beautiful fey queen as well as masterwork items as a thank you - not bad for novice adventurers, and yes, PC death can be reversed...and Ambrose's favor/reward is nothing to scoff at either!


Conclusion:


Editing and formatting are good, I noticed no grievous glitches, but there are some minor deviations from 5e-formatting conventions in the statblocks. Layout adheres to Legendary Games' neat two-column full-color standard for the series, though in an odd peculiarity, my readers depict some passages of text in slightly bolder letters than other paragraphs. This is purely aesthetic nitpickery, though. The original full-color artwork by Paul Pederson and Beatrice Pelagatti employed in the book is absolutely gorgeous and makes for cool handouts. Michael Tumey's cartography is similarly nice.


Paris Crenshaw's first kid-friendly module is fun, evocative and has a structure and feeling like a classic fairy tale, which it ultimately is. This renders it not only palpable for kids, it also can be fun for adults and with some rewrites, you can make it as dark as you want to. Structure and diversity-wise, this is pretty cool. That being said, at the same time, the traveling section through the forest and the final dungeon note paths the PCs travel, with letters and numbers pointing...nowhere. You see, the cartography is player-friendly, which is awesome - no distracting keys and hotspots can be found on them...well, on all of them but one, which is weirdly inconsistent. But the structure of the module seems to employ a bit of wilderness hexcrawling, some sort of choice regarding the path taken...and the maps provided do not help in that regard at all, which is weird to me; my theory is that the module was supposed to have player-friendly and GM-maps and they have been either mixed up or somewhat confused. Anyways, this is still a minor hiccup that does not detract too much from the quality of the module.


There would be one more slight complaint of mine, resulting probably from being somewhat spoiled by Playground Adventures: I am a firm believer in teaching children, at least to a certain extent, about morality in games, since it is an easy and unobtrusive manner to do so. Reinforcing good behavior and morals can be easily achieved in games. Personally, I would have loved to see the module actually feature the choice of how the PCs handle defeated unseelie entities more - a bit of interrogation and foreshadowing from prisoners, for example. The module does offer a means of reverting the unseelie transformation, which is a good thing in a kid-related context. This may be controversial, but I do believe that there is a didactic opportunity lost here - if the choice to keep the defeated unseelie alive or kill them was emphasized more, that well could upset some kids, true; at the same time, rewarding players for "doing the right thing" and only knocking the fey unconscious in the aftermath could have been a very educational experience for the players. I once did this in my games and as soon as the kids realized that good deeds would be rewarded, the motivation to be good increased significantly. Considering 5e's choice regarding killing or just subduing foes, this feels even more like a missed opportunity. Your mileage may vary, of course, but it is something to consider when running this module, particularly for the younger ones.


The 5e-conversion of the rules from the original PFRPG-iteration was handled with care, though the 5e-version, to me, seems to actually be a bit more difficult...which is a good thing. Why? Because my players curbstomped everything to smithereens in the PFRPG-versions. Who said kids can't make killer-builds? 5e's less mechanics-centric focus does make the module feel a bit more rewarding.


Now one final note: This was originally written as part of a girl scout experience and honestly, running this module, with its sequence of civilization, banquet, hike, etc. in the downtime of a family trip to a national park or nature itself can be exceedingly rewarding: Take a break, play for half an hour, eat when the PCs are eating, get to the teensiest bit creepy final when it turns dark - the module very much features a structure not unlike a trip into the wild...and honestly, that's how I'd run it in a perfect world where I had the means.


Ah, right, the final verdict. All in all, Into the Feyweald is an evocative fairy tale to participate in; difficulty-curve wise, it is VERY easy, until the final encounter, where things get tougher. The module assumes a moderately competent GM and features a LOT of read aloud text, so no excessive experience is required on the GM's side - only enough to handle the key/map hiccup sans stumbling and the final encounter; if you can run that one, you're good...and it's not hard to run. The module is beautiful and fun, though it does not reach the absolute apex; its atmosphere is great and playful, but a couple of the finer aspects could have used a bit more guidance or specific rewards for actions. The balancing of the module generally worked better for me than in the PFRPG-version, but the slight deviations pertaining the statblock-formatting somewhat cancel that out. In the end, I consider this a good module for kids and a nice conversion with some slight room for improvement. My final verdict will hence clock in at 4 stars.


Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Legendary Beginnings: Into the Feyweald (5E)
Click to show product description

Add to RPGNow.com Order

Legendary Kineticists
by Vladimir C. [Verified Purchaser] Date Added: 08/29/2016 10:44:50

So, the author of the Kineticists of Porphyra series comes to Legendary Games and writes a new book on kineticists. If you bought this book, you already know what a kineticist is, so let’s jump into the action!


We start with a couple of archetypes, the first one being the Artistic Summoner for water and wood kineticists, and their blasts get a little cosmetic change: water becomes ink and wood paper, and they get the oil infusion for free when applied to their special blasts, even reducing the cost by one and not counting as the one substance blast.


The AS gets the summon monster ability of the summoner class, but summon neutral construct version of monsters made from either a drawing or origami, at the cost of a couple of wild talents and all instances of expanded element. They do have extra access to some artsy talents from the elemental lists, getting them as universal and also get access to the other element and blast at 10th level, plus an exclusive composite blast. All in all a weird, anime-y archetype with cool visuals and a completely different playstyle than the base kineticist. Perfect for those who like art but don’t like the bard class.


Then we get the awakened bloodrager. These guys lose their bloodline, but in exchange they get a lot of abilities from the kineticist class. A very strong hack of the base bloodrager, but one that lets a full-BAB class to dabble in kinetics.


Another class that can dabble in kinetics is the bard with the Evoker Minstrel archetype. These bards can make instruments made of elemental energy and blast with them. They also get some toys from the Soundweaver kineticist archetype. Who’s that? Another high concept kineticist archetypes that dabbles in bard-rery. They get more skills and skill points and the saves of the bard class, but way more than that. They get access to bardic masterpieces and even get some of their own! This archetypes changes so much it needs 3 pages just for it! I’m wowed and really want to play one of these two archetypes, doing the obvious and being a sound kineticist, found in KoP1.


After these bard-y archetypes, we get to my favorite one from the book: The Surge Fist monk for the unchained monk. These guys not only dabble in kinetics, they get their own, unique stuff and feel more like benders than any other kineticist or monk archetype out there, with a dash of Street Fighter just like the doctor ordered. Interesingly, they can use their kit to fuel burn costs, which make me wonder if an ascetic kineticist archetype could be done that loses burn but gets a ki pool? Anyway these guys rock!


Following this awesome beast is the true psychic, which are masters of the aether and mind elements. Wait, mind? Yes, that is the new element found in this book! They get both from the start and never get access to any other element, but they don’t need to. These guys represent psychics in a way neither Occult Adventures’ psychics nor Ultimate Psionics’ psion can! How? Well, they use the kineticist chassis! As such, they never get tired or run out of energy or spells, but the burn mechanic could represent mental fatigue. I would have altered the base kineticist a bit more, at the very least changing Con for Int for damage and stuff, but this archetype presents an iconic concept through unusual methods so I’m just being spoiled.


We finish this section with a more modest archetype, the War Kineticist, whose powers are a bit stronger but more volatile and ephemeral. Perfect for those who have a YOLO mentality.
Then we get a short list of new talents, most of them universal, and wild talents, many of which are for wood and void elements. Of note, the author states that most are for the mind element, which none are. I suppose it was an editing mistake since all the mind element talents are in their own section.


After talents we have feats, some of these archetype-specific. Kineticists with the Kinetic Chirurgeon archetype get access to channel energy, both positive and negative. After the feats we have a couple of kineticist-themed magic items.


From now on, it’s pure neurokineticist. We get to see the new mind element, which of course introduces extra class skills, simple and composite blasts and defense wild talent, and immediately continue with infusions, utility wild talents, a mind elemental saturation and a sample 12th true psychic neurokineticist.


Among the infusion wild talents we can find a lot of psychic-y stuff: domination, forced mindlink, amnesia, sleep, confusions, daze… even a nasty save-or-suck lobotomizing infusion that fries the poor victim’s mind so bad that they lose their intelligent score! All of these infusions belong to the mind element, and as such they all have a will save to negate or reduce the effect. While all of these debuffs sound too strong, especially for a blast all day class, remember that they are mind-affecting effects and have a will save, which most other infusions for the traditional elements do not. Also, they all have a huge burn cost, so if you though you could go around lobotomizing here and there, well, bad news for you.
Now, the utility wild talents cover a lot of what you would expect from a mind-bender, psychic, telepath or any other master of the mind. You get access to many spell-like abilities based on actual spells, you get to heal the mind, dominate opponents, predict their actions, enthrall them, you get to participate on psychic duels with the right toys!


While awesome doesn’t equal powerful, this is that kind of psychic that sounds like both. We have come a long way since Gygax included psionics in D&D! If there is one flaw in the neurokineticist, is that you will want to focus on the mind element, since its toys are so good!


The npc is an ex-slave slaver with an interesting story, and it includes a boon!


Closing up, the Legendary Kineticist is a very welcome addition to the game, and one that pushes the boundaries of what a kineticist is or can be. Even if it was only the neurokineticist, it would be worth the asking price! Kudos for N. Jolly and the Legendary Games team!



Rating:
[5 of 5 Stars!]
Legendary Kineticists
Click to show product description

Add to RPGNow.com Order

Displaying 1 to 15 (of 266 reviews) Result Pages:  1  2  3  4  5  6  7  8  9 ...  [Next >>] 
0 items
 Hottest Titles
 Gift Certificates
Powered by DrivethruRPG