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The Corpseshaper's Toolbox [PFRPG]
by Thilo G. [Verified Purchaser] Date Added: 05/21/2013 12:14:38
An Endzeitgeist.com review

This pdf is 6 pages long, 1 page front cover, 1 page SRD, leaving us with 4 pages of content, so let's check this out!



So what does this pdf do? Well, first we get an item creation feat, which allows you to modify a corpse to optimize its performance when it is revived into an undead state. Furthermore, taking this feat allows you to craft three types of corpsehaper tools.



A total of 12 corpseshaper modifications are provided, each coming with 3 versions - lesser, standard and greater. The respective tools are essentially wondrous items that allow modifications to make your undead faster, file their natural attacks into being keen, act as if under haste for one round due to necromantically infused adrenal glands, enforce them with resistance to positive energy, create a mobile construct that shares its ongoing effects with its host undead, create especially perceptive undead or grant fortification to your undead slaves.



You may now also enhance your undead to deal cold damage, enhance the impact of your undead's bludgeoning attacks, grant basic intelligence to non-intelligent undead, give them a one-use negative energy breath weapon or create particularly disturbingly looking servitors.



Conclusion:

Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to Interjection Games' 2-column, elegant b/w-standard and the artworks are fitting stock art. The pdf has no bookmarks, but needs none at this length.



This pdf provides poor necromancers finally with some rather cool tools to enhance their servitors - with nasty tricks, nice ideas and overall solid crunch backing cool concepts and disturbing imagery in the writing, I have nothing at all to complain about this pdf apart from the fact that I would have loved to get even more of these tools to modify undead. Hoping for a sequel one day, I'll gladly rate this fairly-priced pdf at 5 stars + seal of approval and will now resume gibbering madly and apply my new tools...

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
The Corpseshaper's Toolbox [PFRPG]
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The Tinker: Master of Modular Mechanical Mayhem [PFRPG + OGL 3.5]
by Thilo G. [Verified Purchaser] Date Added: 05/11/2013 04:06:18
An Endzeitgeist.com review

This pdf is 34 pages long, 1 page front cover, 1 page hyperlinked ToC, 1 page SRD, leaving us with a whopping 31 pages of content, so let's take a look!



So, what's up with the Tinker-class? He gets d8, 4+Int skills per level, proficiency with simple weapons, light armor and shields, 3/4 BAB-progression, good ref-saves - and that's where the basic components stop. Tinkers get access to so-called inventions. In order to use inventions, a tinker needs an int-score of 10+ the invention level. In contrast to spell-DCs, DCs, when applicable, for inventions, are 10 +1/2 class level + Int-mod.



Tinkers also get 1+Int/3 blueprints and each blueprint and each blueprint contains class level times build pool points, with 5th level and every 5 levels after that offering an additional blueprint beyond those granted by the Int-score formula. The tinker can deploy automatons 1/day/level.



Beyond that, the Tinker gets an invention-book, which is somewhat akin to a wizard-book in how it works regarding copying from it etc. Tinkers start with 3+Int mod inventions at first level and get +2 inventions per level, of any available level - for depending on the level of the tinker, inventions of up to 6th level are available. Scribing these for other tinkers to use also works akin to scribing scrolls. But that's where the similarities with spellcasting ends.



Tinkers also create so-called automatons, at 1st level he creates the first and then at 7th and 13th level additional automatons. These automatons can be directed via (Surprise!) so-called Directives, which can be deciphered via Spellcraft. A total of 8 directives from attacks to support and idle and following is covered and issuing these directives is a standard action, but shutting these automatons down to an idle state is a free action. Automatons get up to 7 HD (at 20th level, though information for further progression is present) and may at this Tinker-level, have +2 saves , Str and Dex 14 (starting off with 10) and 47 HP. Automatons are created much like spells are prepared



At 4th level, the Tinker also gets a special automaton, the Alpha, who may use untrained skills in contrast to regular automatons and which may actually make its own decisions, including AoOs. Alphas may get up to 12 HD (again, with information to transcend the 20th level cap, if need be), up to +4 to saves, Str and Dex of up to 20 (starting at 12) and 90 HP as well as feats on every third HD. At higher levels, the Alpha may issue directives autonomously and at 19th level, even temporarily replace the tinker's abilities in commanding his/her automatons while s/he is incapacitated. Also, in contrast to losing automatons, losing an alpha s actually penalized, costing the Tinker quite an array of GP to rebuild his crowning achievement, should it ever be destroyed.



Abilities? Yes - for when looking just at the basic table, the automatons are WEAK. Which is by design - from the 1st level on, the automatons get the tinker's BAB as an insight bonus to atk, AC and CMD and may use the tinker's BAB to calculate their CMB and additionally may add their creator's saving throws as insight bonuses to their ridiculously low own - but only when within 30 ft. of the Tinker, 60 ft. at 9th level. This is an interesting balancing take indeed, as it makes the automatons and creations much more susceptible to being destroyed when sent on errands and used haphazardly and provides a nice rules-justification for the tinker to actually maintain proximity to his creations and not use them (exclusively) as expendable trap/ambush-bait.



Of course, bonuses to crafting, as were to be expected, are also part of a tinker's array, as is a rather cool idea - at 11th level, the tinker essentially gets a swarm of nanite-style constructs that can act as a mage hand and comes with 3 charges that allow the swarm to use fabricate once per charge. Starting at 14th level, tinkers may use disintegration via their swarm on living targets, fabricating duplicates of their dissolved bodies and later even break down walls of force and similar magical effects.



Additionally, at 2nd level and every 4 levels after that, the tinker learns an innovation and at 5th, 10th and 15th a greater innovation. Unless I have miscounted, tinkers may select from a total of 21 innovations to add to their automatons - and they are interesting indeed: For example, you may opt to grant your Alpha +2 to Str and Dex and +1 HD at the cost of one less regular automaton deployed at any given time, enhance the range in which your Alpha benefits from your Master's aura, add a charge to your swarm's charge pool etc. or increase the durability of your constructs, available blueprints or an addition invention with a limited build pool for your Alpha - permanently - unless you take a second innovation, that is. There are also innovations here that allow you to make your automatons capable of aiding others and one to make your automatons go kamikaze in a limited radius. Among the Greater Innovations, we get the options to rebuild your Alpha from scratch, enhance the physical prowess of your constructs and swap out deployed automatons 3/day with other blueprints you may have prepared. I have already mentioned the option to create massive, over-sized automatons or deploy your swarm not as a spell-like non-magical ability, but as a type of swarm-automaton. It should also be noted, that a certain innovation, designer, is required to get access to certain inventions, so you might want to fracture that into your contemplations.



The class comes with favored class options for the core-races as well as 4 new feats, one of which nets you an extra innovations. One lets you give directives as if a tinker/command unsupervised other automatons, retaliate for the destruction of your automatons or (and that one is AWESOME), share your teamwork feat as a swift action with your automatons.



The pdf also features inventions - vast, vast arrays of inventions. Inventions span 6 levels and the maximum available level of invention is based on tinker-level. Beyond this straight balancing, the respective inventions also have build pool point-costs ranging from 1 to 4, acting as a second means of balancing the respective inventions for the respective automaton-builds your tinker may devise. They come with a nice, concise list that provides you an overview and spans multiple pages (yes, that many inventions!) as well as prerequisites, when applicable.

And oh boy - they are rather versatile: From allowing your automatons to make the total defense action or repair oneself, reload ranged weapons etc. Supplies etc. need to be replenished and even riding the automaton via saddles becomes possible, as is the option to add catapults to hurl flasks. Have an alchemist-buddy? Well, your automaton can act as a minelayer, apply poisons, inject multiple potions at once or create a static shield of electricity that surrounds the automaton - which is btw. massively upgradeable. Have I mentioned the glorious one that lets the invention of a high-level pugilist move up to its speed and trip and sunder everything in its path 1/day, combinable with other inventions for even more pain and insult to injury?



The pdf also provides us a short FAQ as well as some sample invention-progressions.



As I'm seeing myself often complaining about the lack of support for 3pp-classes, sometimes in their very own books, this massive array of customization options is a joy to behold and makes for some massive options.



Have I mentioned the three exceedingly cool capstone abilities?



Conclusion:

Editing and formatting are top-notch, I didn't notice any significant glitches or typos while reading this pdf. Layout adheres to Interjection Games' elegant 2-column b/w-standard and sports some nice, thematically fitting b/w-artworks. The pdf is fully bookmarked for your convenience, though not with nested bookmarks.



These are good days to review classes, it seems. I'm quite impressed with this tinker - author Bradley Crouch has created a delightfully complex class with multiple checks and balances that does some actually UNIQUE things - it's not just an alternate summoner or akin to the machinesmith - it gloriously does something different and shows that is a labor of love, oozing excellent ideas and allowing a staggering array of customization options for your perusal.

One minor gripe I have would be that inventions that net proficiencies are supposed to net the respective items as well - something I consider slightly problematic in games where the money is tight - requiring the tinker to provide at least one base weapon (e.g. one bastard sword that can be used again if the automaton is destroyed) to be integrated into an automaton might be more prudent for certain groups, though I can see that being best house-ruled.



Let's do the run-though, shall we? All in all, we get a VERY complex class with options galore, something to tinker with and create, a class that does not just copy existing builds but dares to do things differently. It's funny, really - after Purple Duck Games' Covenant Magic, I did not expect to soon give ANY class such a good verdict - the offering just upped the ante that far. But this tinker here actually manages to climb to the highest echelons with a combination of great fluff, nice humor and most of all: Solid crunch galore. Reviewing it was a nightmare, though - it's been ages since I had to do this much math to check for average damage etc. - mind you, the implementation when playing/building works much easier, though. While the first iteration suffered from some oversights, these have by now been mostly rectified and thus I feel justified in rating this 5 stars + seal of approval - well worth your money and definitely an advanced class that feels very unique and exciting.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
The Tinker: Master of Modular Mechanical Mayhem [PFRPG + OGL 3.5]
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Rogue AIs: Construct Friends and Foes [PFRPG]
by Megan R. [Featured Reviewer] Date Added: 05/10/2013 03:15:45
'Quirky' can be overdone in role-playing, but used with thought and care it can enhance your game. Here's a collection of thoroughly developed and considered NPCs which just happen to be 'constructs' rather than flesh and bones people that you can use, a bit quirky perhaps but thought through in such a way that they make sense within the fantasy world for which they are intended.

Each group or individual comes with a lot of background material to set them in context. Not just appearance and backstory, there's plenty to help you set the scene when they are encountered as well as all you need - from likely reactions and conversational gambits to combat tactics - to play out that encounter if the characters decide to interact. And of course there are fully-developed stat blocks for everyone involved.

Most are perhaps best suited to an urban setting, but constructs can and do move around - or are placed - wherever they like (within whatever limitations they may have in terms of locomotion, energy supply, etc.) and so if your plot requires it, they can be located wherever you need them to be.

An interesting collection, and well worth having if constructs are to be found on your campaign world. Indeed if they are not common, this work could help you to introduce them as something rare and wonderful that will make for a memorable encounter.

Rating:
[5 of 5 Stars!]
Rogue AIs: Construct Friends and Foes [PFRPG]
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Class Expansions: Love for the Universalist [PFRPG]
by Thilo G. [Verified Purchaser] Date Added: 05/08/2013 03:25:29
An Endzeitgeist.com review

This pdf is 4 pages long, 1 page front cover, 1 page SRD, leaving us with 2 pages of content, so let's take a look!



The Universalist Wizard has always been problematic - they have gotten the short end of the stick for quite a long time and this pdf seeks to remedy that via 4 options, all of which come with a short fluffy introduction before getting into the crunchy bits.



The first new option would be the Arcane Researcher: Replacing Hand of the apprentice with the ability to research spells much faster makes for a nice first ability - especially if you e.g. feature categories of spells that require research because they simply are not openly available. Metamagic mastery is replaced with a rather AWESOME ability that will provide a godsend for some wizards - spells the arcane researcher has researched himself can be prepared by him/her without having access to a spellbook. Some nasty surprise for authorities/slavers who thought that keeping the spellbook away would be enough to neutralize the caster... Finally, at 13th level, they get +1 DC for their researched spells.



The Beastbonded Arcanist can inscribe a limited amount of spells on to the hide of his/her familiar, making the familiar a type of backup spellbook. Beyond that, the familiar can aid you for +4 instead of the regular bonus and at higher levels automatically succeed at helping you. At the higher levels, as long as your familiar are with 30 foot and conscious, neither you or your familiar can be flanked/flat-footed. Neat one!



The Bookbonded Arcanist gains a spellbook that never runs out of blank pages as a bonded item, but requires bonus spells you have to be inscribed in the pages of the book and not some other spellbook. Furthermore, the bookbonded arcanist may ignore the cost of sepia snake sigil when casting it on the book and the book ignores damage caused by runes on the book itself, rendering it impervious to the deadly security measures you may wish to implement. At higher levels, the arcanist may even teleport the bonded spellbook to the hands of the arcanist - awesome!



The final new option would be the Spellweaver - nimble fingers allow the spellweaver to add his dex-modifier to Spellcraft DCs, increase the casting time to also increase the caster level a limited amount of times per day and later even the DC of your spells.



Conclusion:

Editing and formatting are very good, though there's an instance (Aforementioned Sepia Snake Sigil) of a spell not being properly italicized in the text. Layout adheres to Interjection Games' elegant 2-column b/w-standard and the pdf has no bookmarks, but needs none at this length. The artworks included are thematically fitting stock-art.



This pdf is interesting in that it FINALLY offers some unique options for universalist wizards - all too long we had no cool distinct options for them and this pdf remedies this short-coming rather well, with especially the Bookbonded Arcanist and the Arcane Researcher feeling VERY wizard-like in style, marrying great crunch with good ideas - and the former WILL be popular at my table, since I'm one of the bastard-DMs that like to target Wizard spellbooks - and drench them, burn them, cut them to pieces - you get the idea. The only one of the options that slightly falls behind its potential is imho the slightly unfortunately named Spellweaver (there's already a skill-based casting-class by Misfit Studios...) - while solid in its approach and featuring an elegant, easy to grasp mechanic, this one feels like it could have used an additional ability, something slightly more distinct.



Since this is complaining at a high level and since this pdf comes with a very fair price-point, I'll settle on a final verdict of 4.5 stars, rounded up to 5 for the purpose of this platform.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Class Expansions: Love for the Universalist [PFRPG]
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Class Expansions: Witch Hexes [PFRPG]
by Thilo G. [Verified Purchaser] Date Added: 05/03/2013 02:35:44
An Endzeitgeist.com review

This pdf is 4 pages long, 1 page front cover, 1 page SRD, leaving us with two pages of content for new hexes for the witch-class, so let's take a look!



The pdf kicks off with a hex that is very specific, but in line with mythology - it allows the witch to become a living bridge across a given gulf. Teh second hex is rather cool, allowing a witch to animate her broomstick as a scaling animated object. Also rather cool: Witches can attune themselves to the echoes of souls perished and be assaulted by their unfinished business (think Blackwell Games), helping her dealing with sinners. Witches may also gain a minor DR, shroud creatures against divinations by making the casters of divinations suffer from unpleasant visions or curse adversaries to need twice the amount of sleep.



Witches that dabble in herbalism may enhance their prowess when using the heal-skill and heal additional hp - but foraging/tools are required, making this especially useful for settled characters/NPCs. Witches may now also properly paint pentagrams to increase her caster level checks - for a price. Pyretechnics is a hex I'm not comfortable with: Rendering a witch at first immune to natural sources of fire and later gains even resistance to the element. The issue is: What constitutes natural fire? A forest fire? A chimney's fire that engulfed a whole mansion? The rather ill-defined term means that I won't consider this one for my campaign, though per se I like the fluff. Also: Not sure whether the intended pyre-resistance and cosmetic "burns" the witch gets are enough - what about the threat of suffocation from the rising fumes? At least in my game, pyres and burning areas have a real risk of suffocation...



There's also a hex to curse the witch's adversaries with increased surcharge and social penalties and a hex to tell fortune's granting a 50-50-chance to grant the target creature a bonus or penalty to its rolls. Taking on established witch-lore, witches may now also survive longer when submerged and even breathe water and walk across it at higher levels. Iconic and cool - I really like it! Finally, there's a hex to create zombies.



Conclusion:

Editing and formatting are top-notch, I didn't notice any significant typos or the like. Layout adheres to Interjection Games' black-bordered, printer-friendly 2-column standard and the 1 piece of stock-art seal feels like it belongs to the pdf - nothing to complain. It should be noted that the pdf is excessively hyperlinked to d20pfsrd.com for your convenience. The pdf has no bookmarks, but needs none at this length.



The hexes herein vary in quality, but only slightly - generally, the concepts covered are solid and achieve with a solid grasp of the rules what they set out to do - even when it comes to more complex topics, which is a definite plus. While personally, I handle herbalism as per Necromancers of the Northwest's stellar pdf, I can't complain about this hex. Munchkins will have to look elsewhere, btw. - generally, the hexes are well-balanced and if in doubt, are rather on the lower end of the power-scale. While not all of the respective hexes are great or awesome, there are some herein that definitely make shelling out the fair asking-price well worth, though aforementioned pyretechnics-hex, while cool in concept, imho needs some clarification and thus costs the pdf some of its star-potential. In the end, I feel justified in rating this offering 4 stars - a solid buy for witches and especially if you want to represent some heretofore uncovered tropes in witch-lore, then this pdf will have you covered.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Class Expansions: Witch Hexes [PFRPG]
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Annals of the Drunken Wizard: +0 Weapon Modifiers [PFRPG]
by Thilo G. [Verified Purchaser] Date Added: 05/01/2013 04:25:41
An Endzeitgeist.com review

This pdf is 5 pages long, 1 page front cover, 1 page SRD, leaving us with 3 pages of content, so let's take a look!

I'm a fan of low-magic, gritty settings and my players tend to find magic items on a basis where the items actually matter - hence my personal love for Legendary Items (that level with characters) and alchemical items that offer quasi-magical benefits. But standard-rules have a discrepancy there -between masterwork items and even +1 weapons, there's empty space, treasure-wise, and this pdf tries to remedy that.

The item-qualities cost 500 GP and a total of 20 are provided and range from weapons with retractable hooks to acidic weapons - that only deal regular damage upon critical hits, but splash the foe as a flask of acid would upon crits. There are some of these minor enchantments that trade in the bonus damage on critical hits for alternate detrimental effects, which personally, I like.

The Dense quality is also interesting - the quality offers -2 to CMD, but also +1 to sundering attempts, whereas the jittery quality provides its enhancement bonus not to damage, but to initiative, making this particular enchantment rather useful at higher levels. Another quality allows you to heal enhancement bonus Hp on a critical hit instead of bonus damage and then there is the least spellstoring weapon - which makes it possible for the weapon to discharge a spell of up to 1st level upon striking the target creature in exchange for the regular additional critical hit damage.

As a further balancing mechanism, the quality also halves the weapon HP and adds the broken condition upon releasing a spell thus. Really like this one! Another weapon is simply awesome - lighthurling. While requiring multiple rounds of concentration to properly use, the wielder can once per day throw force-damage dealing stars at adversaries.
"Vengeful" is also a great quality - within one round of being critically hit, 1/day, the wielder can declare an attack a smite that deals an additional 2d6 damage to the wielder as well as the target.

Conclusion:
Editing and formatting are top-notch, I didn't notice any significant glitches. Layout adheres to Interjection Games' elegant 2-column b/w-standard ad the stock-art sigils complement the pdf nicely. The pdf has no bookmarks, but needs none at this length.

I didn't expect to like this pdf - at all. All the more surprised was I upon reading it and finding the presentation completely professional, the mechanics interesting and the balancing sound. At low levels, this pdf provides a significant boost in variety, one that is not necessarily lost in high levels and the design decisions are rather cool and uncommon. Add to that the low price and I can gladly rate this 5 stars + seal of approval. Author Bradley Crouch has delivered a nice offering indeed.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Annals of the Drunken Wizard: +0 Weapon Modifiers [PFRPG]
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Class Expansions: Sorcerer Bloodlines [PFRPG]
by Thilo G. [Verified Purchaser] Date Added: 04/26/2013 10:46:09
This pdf is 5 pages long, 1 page front cover, 1 page SRD, leaving us with 3 pages of content, so let's take a look, shall we?

No filler seems to be the motto here, as we directly, sans introduction or the like, jump into the first bloodline, the Artificial Bloodline. Now don't fret - the bloodline is thankfully not yet another construct-themed bloodline, but rather offers a touch attack versus manufactured objects as well as a DR-granting skin-coating and is otherwise very focused on crafting. A solid bloodline.

The second bloodline is the Fatespun, which is interesting in that it nets you an oracle curse as well as oracle favored class bonus in lieu of sorceror options. Furthermore, the class may a very limited amount of times per day reroll d20-rolls that are not natural 1s or 20s. Luck's Equilibrium is interesting - for every natural 1, you gain a +1 luck bonus that stacks with itself and for every 20, you incur analogous a -1 luck penalty, to a respective maximum of 5. Interesting mechanical choice! You may also use your first ability to decrease to potential penalty you might incur and even spread the bonus/penalty to allies and creatures. However, the ability is not 100% clear in one of its caveats - the selection of which allies to include in the bonus requires a +1 bonus, but choosing reduces the net-bonus granted by -1. Does that mean the sorceror needs a netto-bonus of +2? A minor rephrasing is in order here, though overall I really like the bloodline and its base equilibrium-based mechanics.

The final new bloodline is the radiant bloodline, which nets the sorceror access to a limited array of neat divine healing-spells and adds the [light]-descriptor to spells with the[fire]-descriptor. What's slightly weird is that the bloodline modifies spells thusly and adds light damage - an heretofore unspecified type of damage. Sunbeam for example deals untyped damage, so I guess this light-based damage should be untyped as well. Apart from this admittedly cosmetic gripe with the touch attack of the bloodline, the bloodline also offers fast healing-granting flames, add wis-mod times wis-mod to your spell-DC or concentration-check (munchkinism-potential) and at high levels, deal spell level light damage the round after damaging foes.

Conclusion:
Editing and formatting are top-notch, I didn't notice any significant glitches. The pdf's layout adheres to a printer-friendly two-column standard and the pdf sports some thematically fitting stock-art pieces and an elegant black border. Nice. The pdf has no bookmarks, but needs none at this length.

The three bloodlines herein are rather solid - though minor glitches where the wording could simply be a tad bit tighter detract slightly from the overall appeal - while no game-breakers are included, minor issues like the descriptor-problem can be off-putting. On the other hand, the bloodlines have in common that they actually endeavor to do something different and not just be yet another formula x-collection of bloodlines. Mechanically, they offer some interesting options and I feel that offsets some of the minor issues, resulting in a final verdict of a solid 3.5 stars for this pdf.

Endzeitgeist out.

Rating:
[3 of 5 Stars!]
Class Expansions: Sorcerer Bloodlines [PFRPG]
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The Corpseshaper's Toolbox [PFRPG]
by Marc S. [Verified Purchaser] Date Added: 04/21/2013 06:01:50
Worth every cent. Honestly, magic is so often too clean and dry-cut. Wave your hands, say some funny words, maybe even empty your coin purse in the process, and you have an effect.

Boring.

Necromancy has the potential to be one of the grittiest, involved, and rewarding types of magic in the game. And yet, if you want to run an ethically-minded semi-feudal fantasy campaign, its uses follow more or less the same pattern as Conjuration or Evocation- magical blast, status modifier, yadda ya. Lets give it some of its own character. You're dealing with DEATH here, and all its accoutrements- corpses, diseases, spirits. This isn't nice and cute and clear-cut fire-and-forget spellslinging. This is stuff that MEANS something, stuff that sticks around. The tangibles of magic, not just one-shots with cool effects. You have to commit.

So, a necromancer with a surgical degree and a poor sense of ethics?

Yummy.

Rating:
[4 of 5 Stars!]
The Corpseshaper's Toolbox [PFRPG]
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The Tinker: Master of Modular Mechanical Mayhem [PFRPG + OGL 3.5]
by Marc S. [Verified Purchaser] Date Added: 04/21/2013 05:51:36
Nice and intricate, with plenty of oomph. The entries are clear. The artwork and layout isn't what I would call brilliant, but its not always about the wrapping paper. Some of the clas abilities, like Swarm, seem like thematically they would be better suited as one of several options.
Also, thematically, "tinker" seems less an appropriate name for the class than something to the tune of "Automechanist". Feel free to steal that one. I have seen many Tinker classes and feats, not necessarily with the same name, but with similar designs and intents: make gadget, use gadget, try to beat out any spellcaster up to and including the Party's wizard. At this point it becomes a fantasy ripoff of "Annie Get Your Gun".
This iteration of the Tinker mode just screams "I AM NOT YOUR STANDARD GADGET-MONKEY WITH A MAGICOPHOBIA COMPLEX". Thus I find it refreshing. Make minions, buff minions. Its like a Summoner without an anti-magic achilles heel.

But what REALLY got me was the mentioned potential prestige classes that might be issued if sales were good enough. No lie. What were they? Steelsinger, something about making a juggernaut, and THE MECHROMANCER. That name jumped out at me. Now, if anyone is familiar with Borderlands 2, someone might scream about copyright violation or copycatting or something. To them, I extend an invitation that involves very intrusive and awkward personal activities. A mad Asimov-Frankenstein hybrid in prestige class form?
...
...
...
Shut up and take my gold pieces.

My first forays into the magical world of the d20 were in the 3.5 days, and what I wanted to know was "what could the PLAYER do? What could the PLAYER put into the world? How could the PLAYER affect it? How could the PLAYER threaten the DM's petty little plans?" So naturally I loved golems. And alchemical items. And making undead. Making things that allowed you to field a gang of monsters and mayhem against the other things the DM sent your way. This is how I got into the 3rd-party stuff- I wanted the players to put THINGS into the world, and scare the crap out of me. This wasn't about following the plot as much as MAKING the plot. Sure, the usual climax and stuff was up to me. But the players needed to dictate how bad it really needed to be. As Deus Ex D20, I had no right to limit my Player's characters any more than the rules did, because I can throw anything I want at them. Let them have their fun, and their Drizz't knock-offs and meatshields and even the original character or two. Because, sadly, I AM Annie Oakley in this overextended metaphor. In losing, I win. So please, Mechromance away.

Rating:
[4 of 5 Stars!]
The Tinker: Master of Modular Mechanical Mayhem [PFRPG + OGL 3.5]
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Publisher Reply:
Aw, man. Somebody else got to Mechromancer first, you say? Well, I promise I haven't so much as touched that game. Also, and this is relevant to your interests, the tinker is already 25% of the way to getting a prestige class written for it. Sales have been, in a word, ridiculous. It'll be going up to vote one way or another when the time comes.
Annals of the Drunken Wizard: +0 Weapon Modifiers [PFRPG]
by Shane O. [Featured Reviewer] Date Added: 04/07/2013 20:19:38
Magic weapons are something of a drag at lower levels. The requirement that you must have a +1 enhancement bonus first, not to mention the high cost of a +2 weapon (which is what you need to get beyond just adding “plusses” to hit and damage) means that low-level characters aren’t going to get cool magic weapons.

That’s the reasoning behind Interjection Games’s latest Annals of the Drunken Wizard: +0 Weapon Modifiers.

Five pages long, with one page for the cover and another for the OGL, +0 Weapon Modifiers is short but sweet, listing twenty new minor magic weapon properties in the remaining three pages. Beyond its cover, the book makes for a fairly spartan display, though it tries to juice its aesthetics up with thin but conspicuous page borders, and the occasional black and white illustration of a small runic design.

The book gives us two paragraphs of how +0 weapon modifiers work, and actually manages to hit pretty much all of the information we need in that space. For example, it is mentioned that weapons with these enchantments still require a +1 bonus (something which I think was a mistake; these would make great enchantments that could be placed on non-magical – and even non-masterwork – weapons, making for a new class of “minor magic weapons”), that each weapon may only have one such +0 enchantment (a somewhat heavy-handed but necessary restriction), and that if issues of pricing are necessary, to assume that a +0 weapon property has a market price of 500 gp.

This may sound like these enchantments grant something for (almost) nothing, but the truth is that the counterbalancing agent for these minor powers are built into the properties themselves. Each grants something, but also introduces a drawback. For most of these, this is to remove the critical hit multiplier from a weapon – a lesser bladethirst enchantment, for example, makes it so that on a critical hit no extra damage is dealt, but the weapon heals the wielder for a number of hit points equal to its enhancement bonus.

One thing that the book didn’t talk about, but which I found to be an interesting thought, is the idea that these enchantments could be viewed as an alternative to standard cursed items, at least for higher-level magic weapons. It’s one thing to give up the critical hit multiplier for a greatclub to be able to dazzle a creature for 1d4 rounds on a critical hit (the flaring property), it’s quite another thing when the weapon is an otherwise-normal +4 keen scythe.

Of course, not all of the weapons balance out by removing the critical multiplier. Several grant a +1 bonus to a certain type of CMB check, but apply a -2 to the wielder’s CMD (apparently versus all kinds of checks). Another removes the weapon’s enhancement bonus from damage rolls, and applies it to initiative instead; there are a number of ways that these weapons incorporate drawbacks into their powers…it’s interesting to consider which seem more worthwhile than others.

Unfortunately, much like the new magic weapon properties here, there were a few drawbacks to the book. The resisting property is merely a cut-and-paste of the raging property’s text, which is clearly in error. Similarly, the weighted property is explicitly called out as being non-magical, which is awkward, since it not only still has a caster level listed (and is noted as having a level requirement to create), but it’s +1 bonus to trip CMB rolls is much the same as other weapons that grant a bonus to another type of CMB rolls…yet those are listed as being magical.

It’s also worth noting that the text on the book’s storefront is not reproduced in the book. While the expository text describing how the material is balanced is essentially restated, the framing fiction from the book’s product page is not to be found here. If you were amused by the opening bit of fiction, you’ll need to go online to reread it.

Overall, despite some odd flaws, the magic properties in +0 Weapon Modifiers are quite colorful, and help to add some necessary innovation to the panoply of standard magic weapon properties. Rather than merely granting another kind of bonus or power, these add something much better: distinctiveness. They may be priced at +0, but that makes what’s here exceptionally valuable.

Rating:
[4 of 5 Stars!]
Annals of the Drunken Wizard: +0 Weapon Modifiers [PFRPG]
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Publisher Reply:
...Really? I did THAT? Well, I feel a bit of a fool. I've fixed Resisting and updated Weighting. I had meant there to be flavor text regarding what lead tends to do to magic in that ability, but them's what happens when the QA professional doesn't do QA. He sucks just like everyone else. May the record show I fixed it within 5 minutes, for whatever that's worth. To you, sir, this is exactly the sort of reviews I like to get. The good, the bad, the ugly, all of it - right in my face, and a better product comes from it. So, thank you, sir. Feel free to contact me at interjectiongames@yahoo.com with the name of one of my cheaper products. I'd be honored to give you a free copy. If there's a problem in THAT one, we can keep the cycle going.
...Ah, featured reviewer. Nevermind, then, but you're cordially invited to use your power to grab free stuff to acquire more free stuff without the obligation of reviewing it; how's that? :P
Annals of the Drunken Wizard: Critical Hit-Exchanging Weapon Special Abilities [PFRPG]
by Melinda F. [Verified Purchaser] Date Added: 04/06/2013 19:32:28
Annals of the Drunken Wizard: Weapon Special Abilities

First off I should probably let you know that I was lucky enough to get a free copy of this product in exchange for giving feedback and promising to write a review. It was with gleeful delight that I undertook the former and pleasure that I complete the later. Yes, this supplement is that much fun. I can’t wait to unleash come of these goodies on my own players.

Interjection Games has created a handy little guide for kicking up a weapon’s critical damage potential a few notches. In exchange for giving up a extra damage for a critical hit, the player – or NPC – gets some sort of cool effect. There are some wonderful ways to give non-fighter types a little more oompf when they're lucky enough to roll a critical. It's a chance to not only even the playing the field a little bit, but to make it even more interesting and maybe a little bit unpredictable. It can also be a means to reward players for character development as opposed to doing their best to min/max out their player.

As someone who often plays rogues, I'm itching to let one of my characters get their hands on a weapon enchanted with "Alchemical" or "Bladethirst". Or maybe "Cunning." Those using magic can find use for "Arcanist's Recall." Clerics can make use of "Divine Recall" or "Greater Divine Recall." Or how about the fun of "Greater Tideturning" or "Hamstringing? There's even something for the bard of the group, what with the usefulness of "Trumpeting."

As a DM, I'm really looking forward to tossing some weapons at my players that contain a few of these enhancements. They're just munchkin-y enough that I won't let that many into the game, but it'll certainly add to the color and flavor of the bad guys. AND it'll be interesting to see how they put them to use once they get their hands on these goodies.

And while I was lucky enough to get my hands on a copy for free, it's well worth the $3.50 asking price. And I'll definitely be checking out more of their fun offerings here at RPGNow.

Rating:
[4 of 5 Stars!]
Annals of the Drunken Wizard: Critical Hit-Exchanging Weapon Special Abilities [PFRPG]
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Class Expansions: 20 Rogue Talents [PFRPG]
by Megan R. [Featured Reviewer] Date Added: 03/25/2013 11:38:16
Herewith a neat collection of talents to entice any rogue... somewhat stereotyped in places but delightfully wicked throughout. Many are best suited to those rogues unashamed of their villany, taking their ethically challenged status to out and out badness. Others aid the rogue in full-on brawls, enabling participation in combat beyond skulking around looking for a chance to stab a back or two.

Yet others will aid the rogue in day-to-day life, such as Black Market Connections (always useful) and Heard It Through the Grapevine; whilst Flair for the Dramatic confers immunity to damage from broken glass... if that makes you stop and think, just imagine your rogue leaping through a window to attack (or, of course, to run away).

Several of the talents are beneficial to those rogues comfortable with using poisons in their day-to-day activities.

The ones I like best, though, are Meant to do That (which enables the rogue to bluff his way through performing skills he doesn't actually have), Physical Proof (which grants the ability to back up your bluffs with minor illusion magic) and Crazy Prepared (allows the rogue to always have low-value mundane items about his person just when they're needed). That's the way I like to play my rogues...

Altogether an interesting selection, and whatever style your rogue has, there's probably at least one talent that will appeal.

Rating:
[5 of 5 Stars!]
Class Expansions: 20 Rogue Talents [PFRPG]
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Class Expansions: Oracle Mysteries [PFRPG]
by Megan R. [Featured Reviewer] Date Added: 03/22/2013 08:25:19
This work presents two quite fascinating and well thought out 'mysteries' which Oracles might choose. These are Fathoms and Lunar.

Firstly, Fathoms is a distinctly wet option! It involves water, and grants the Oracle the ability to swim as well as adding Knowledge (nature) and Survival to his class skills list. As he rises in level (or sinks to the depths?) he also develops other watery powers such as the ability to breathe underwater and descend to extreme depths without problems. As water, especially deep down, tends to be cold the Oracle also gains benefits in casting cold-related spells. All-in-all it is an interesting package especially if your adventures are at sea or at least on a shore...

The other, Lunar, involves the moon, of course (assuming your campaign world has any!). The abilities conferred on Oracles that study this mystery are many and various ranging from skill at Acrobatics, good perception, a talent for both diplomacy and bluffing and even the ability to frolic the night away! Low light presents no obstacles, and other gifts are based on the 'inconstant' nature of your average moon... the waxing and waning in the sky. Again, it's quite fascinating and appropriate to any Oracle wherever he might adventure - after all, the moon shines down on everywhere too.

They are both thorough and consistent mysteries, worthy of consideration as alternatives to those in the core books.

Rating:
[4 of 5 Stars!]
Class Expansions: Oracle Mysteries [PFRPG]
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The Corithian Construct Catalog
by Sean H. [Featured Reviewer] Date Added: 03/12/2013 20:23:37
The Corithian Construct Catalog is (unsurprisingly) a selection of constructs, seven of them with three variants for a total of ten beings. There are no illustrations in this product just text, which is fine as many of the construct ideas are very good and you get a good impress even from just the basic text descriptions and power sets. If constructs have a major place in your campaign, this catalog is full of inspiration.

There is a good variety of CR represented among the constructs ranging from 2 to 13 with designs for maintenance and repair, a librarian, and a variety of combat and guardian models. My favorite is the terribly named “blingling” which looks like a dragon hatchling made from gems and precious metals. My only complaint is that even the low level constructs are mostly immune to magic, though each is given some sort of magic vulnerability as well which is good but I am of the opinion that such levels of resistance should be rare.

Rating:
[4 of 5 Stars!]
The Corithian Construct Catalog
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Publisher Reply:
This product is one from the conceptual age of D&D 3.5, where constructs were caster-hating, critical-hit ignoring sacks of HP who were also huge terrors on the battlefield if they really didn't have anything other than those two properties going for them. As such, yes, the designs will seem a little archaic and unfriendly when compared to the constructs one sees out there in currently supported systems because they all add on top of those two lovely, completely evil little concepts. Still, your opinion here suggests that I need to get to work on some constructs for the new archaetype. I've got a doozy on the drawing board right now.
Ooh, Shiny! - Entropic Equipment
by Megan R. [Featured Reviewer] Date Added: 12/02/2012 08:11:04
This product presents a wealth of entertainment for the discerning GM who likes to keep his characters on their toes as they loot their way through the dungeon. It provides a collection of items that each have a mix of beneficial and less advantageous effects, a pleasant balance rather than the oft-found items that are either good or evil with no half-measures. It's up to the characters to find out the effects and decide if they want to take the chance... or perhaps to get bitten on the rear by an adverse effect that was not initially apparent! Up to you how you present these items and reveal their powers...

Take for example the Dilitantte's Cape. It's a rather battered old thing, a patchwork of leather and cloth and ring-mail, and once you wear it you start getting visions of yourself achieving great exploits through utilising various skills and abilities that you don't have... or do you? For each morning you wake up, provided you continue to use the Cape, you have gained the abilities of a random class for that day, and can actually manage some of those exploits that you were dreaming of, until the end of that day.

Then there's the Eternally Toxic Shiv - a blade that appears perpetually coated with an oily substance and which does damage to a random ability of your target... unless you fumble. Then it nicks you, and does damage to YOU instead (randomly, of course).

Or maybe you'd like the Magician's Top Hat. Take it off and pull out... a random item. Every time, something different. It might be useful, amusing, friendly... or it might bite. There are plenty more such items, guaranteed to produce the odd chuckle, at least from your side of the GM's screen.

All this work lacks is a pair of running shoes to aid the GM's escape from vengeful players!

Rating:
[4 of 5 Stars!]
Ooh, Shiny! - Entropic Equipment
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