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Racial Ecologies: Living Dolls
by Sean H. [Featured Reviewer] Date Added: 06/25/2014 16:18:00
Racial Ecologies: Living Dolls is a fun source book, while they do not necessarily have a place in all campaign, there are enough options here that a GM should be able to find a way to use one if they want. Equally a short “all toys” campaign would be rather fun using these rules. While there are a few odd bits and one important oversight in the rules proved, overall it is a strong, if niche, addition to the races available for Pathfinder.

Racial Ecologies: Living Dolls is a new “race” for Pathfinder and an unusual one, not a race of flesh and blood but a constructed race animated by magic of various sorts, toys by a child’s love, dolls by dark magic, or other combinations.

Wooden toys, marionettes, stuffed animals, porcelain dolls and cloth dolls are all variants built off of the same basic rules. They are “constructed” which means that they suffer the limitation of a construct (no healing, cannot be raised), along with vulnerability to fire, with only some of the advantages, gaining bonuses against disease, poison and similar effects which leads to some potentially odd situations (how does a blood disease manifest on a bloodless being or a nerve toxin punish a creature without nerves?). Each Living Doll is further customized with four Construction Points which can be used to buy an animation type (Child’s Love, Dark Arts, Lost Soul or Magic Surge are the choices, all of which imply intriguing back stories) or other minor abilities based on construction or origin.

To further support the new race there are: nine new feats, all building nicely off of the established themes. Seven racial traits, including the amusing Shift the Blame, which gives bonuses for doing exactly that. Five new items, all toys used as weapons, knucklebones and marbles to impede your foes, rubber balls as thrown weapons (which probably should do non-lethal damage), wooden swords and the probably too effective yo-yo (and certainly too heavy, a five-pound yo-yo?) and three new magic items. Four archetypes, mother bear (barbarian), toy soldier (fighter), possessed doll (oracle) and voodoo doll (witch) are presented along with rocking horse, an archetype/template for the animal companion of a living doll, complete the product.

The one thing that needed to be addressed for the living dolls to really work in a campaign is, how do they “heal”? By their description they “cannot be healed through normal, divine healing or channeled energy.” The repair object rules do not apply very well so it would have been nice to have had this addressed in the rules rather than forcing a GM to solve it on their own. Apart from that, Living Dolls is an excellent addition to the options available for Pathfinder races.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.

Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/

Rating:
[5 of 5 Stars!]
Racial Ecologies: Living Dolls
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CLASSifieds: Centaurian (Cavalier Archetype)
by Thilo G. [Featured Reviewer] Date Added: 06/14/2014 04:28:44
An Endzeitgeist.com review

This installment of the CLASSifieds-series is 6 pages long, 1 page front cover/SRD, 1 page SRD, leaving us with 4 pages of content, so what is this about?



The centaurian archetype replaces ride with knowledge (nature) and does not gain proficiency with heavy armor. Instead of challenge, the centaurian receives the so-called Tauric Shape - essentially a wild-shape variant, choosing a lower torso of a quadruped one size larger than the character. This increases size category by one step, but avoids the weapon-size debacle by simply also granting the undersized weapons creature ability of the centaur. The cavalier also gets a +2 bonus to Str and a +10 ft enhancement to base land speed. Equipment worn on lower torso and feet melds with the form or shows up in pouches, ready to be used. While in this form, cavaliers may wield lances one-handed and deal double damage with lances when charging as if mounted. This is a polymorph effect that lasts 1 minute per level (probably should be class level). At 3rd level and every 3 levels after that, the centaurian can assume this form an additional time per day. While personally, I just would have made it possible to shapechange in increments of 1 minute, but nothing wrong here.



In lieu of a mount, centaurians may 3+cha-mod times per day, as a swift action command allies to grant them a +2 morale bonus to attack rolls against ALL foes the centaurian can perceive. Yeah...this one's too strong. No range? This is arguably better than bardic performance and since the only limit is being able to perceive foes, makes the cavalier very strong in open warfare. Not strong enough to make me yell broken, but too far on the power-scale for my tastes. This increases to also providing +2 to damage and a +1 dodge bonus to AC at 4th level...so yeah.



At 3rd level, instead of cavalier's charge, the centaurian is treated as if having the mounted combat feat and gains the benefits of aforementioned ability while in tauric form. At 5th level, centaurians may, as a swift action con-mod times per day, gain the benefits of a haste-spell for 1 round per 2 levels (which, again, should be CLASS levels) - as an extraordinary ability. No suppression. After the burst of speed, a centaurian takes a -1 penalty to atk and AC and a -10 ft penalty to speed. However, I should note that this ability is NOT restricted to tauric shape as written...not sure whether that's intentional.



At 12th level, the centaurian's bonus to str in tauric shape increases a further +2 and they may initiate an overrun attempt sans AoO at +2 when hitting a target as part of a charge. Weird here - I *assume* this only works in tauric shape, but as written, a base-form centaurian could overrun smaller creatures with this just as well when not transformed. At 14th level, merely initiating a charge may make enemies that fail their save shaken. This extends to all enemies that can perceive you (again: very powerful in open warfare); More interesting - the ability fails to note that it is a fear-inducing effect, which becomes relevant for paladins et al.



We also are introduced to a new cavalier order, the order of the centaur (good, since the centaurian doesn't get the challenge of other orders)...ähhh...wait. This order also provides a challenge. Whenever using a move action when moving 10 feet or more, the cavalier gets a +1 dodge bonus to AC against the target of the challenge for one round. The bonus scales. Okay, though you have to bear in mind that the centaurian doesn't get this challenge! The order also reduces the AC-penalty when charging. At 8th level, 1/day when hit by an attack, the cavalier may make an acrobatics-check to negate the damage - NOT a fan of skill versus incoming attack. I've discussed in length before why I consider skill versus atk-roll problematic and I don't like repeating myself over and over, so yeah.



We also are introduced to 4 new feats:

-Tauric Mount: Carry allies into battle as if a mount, use tactician to grant them temporarily mounted combat or archery.



-Improved Tauric Mount: Allies may make full attacks after a charge while riding you. See, this becomes problematic - I assume the player character riding can only make one attack after charging sans this feat if s/he's delayed/readied an action, but I'm not sure. The feat's text could be read to imply that the rider gets the full attack in addition to the one they could potentially execute after your charge in their initiative order. Usually, the mount in mounted combat is subsumed under the rider and relegated to mostly moving/minor attacks. Here, with one player taking control of the mount and the other being the rider, things get more complex since a mount usually acts at a rider's initiative score. This problem also extends to the regular tauric mount feat, but becomes more pronounced here.



-Tauric Weapons: These gain you 2 primary natural weapons at 1d4 bludgeoning or slashing while in tauric form.



-Tauric Pounce: Make a full attack at the end of a charge, but only with your natural weapons. Urgh. Pounce is evil. The restriction keeps this somewhat in check, but I'm positive, that this can hurt in the hands of the right player.



Conclusion:

Editing and formatting are good; while I've noticed some minor glitches in the rules-language, nothing too serious did crop up. Layout adheres to Fat Goblin Games' elegant 2-column greyish/brown-standard and is a joy to behold. The color cover artwork is nice to see as well. The pdf has no bookmarks, but needs none at this length.



Tyler Beck's Centaurian is a cool archetype indeed, allowing you to play a centaur without the size-issues/ladder-climbing etc. - and its mechanical execution is mostly solid. Regarding the archetype, my mayor complaints boil down to the lack of range limitations regarding their buffing capability and another issue: Weight. Does the centaurian's size-increase also increase weight? If so, by how much? I *assume* standard guidelines here, but I'm not sure and when traversing brittle bridges or galloping over a recently frozen river, that becomes relevant. Another issue I have would be with carrying capacity -quadrupeds can carry A LOT more than bipeds, so doe carrying capacity increase while in tauric shape?



Now let's be honest, these points are essentially nitpicks, but with the supplemental information, things get a bit...ugly. The new order is fine, if nothing special...but why not create an order specifically for centaurs/centaurians? The archetype eats challenge and similar abilities all up, so some customization would have been nice here, especially for the poor cavalier who already the shortest possible end of that stick. Now where things turn ugly is with the feats to carry allies into battle. Sounds easy, right? Well... it's not. Mounted combat is already not too simple with the mount doing the move actions and the rider acting. When taking two players AND providing feats that mix up the action economy, the wording better be extremely precise. here, it's not -as written, they just don't work...at all.



So, how to rate this, then? All in all, we get a neat archetype with nice ideas and Tyler beck once again shows that he is a promising designer. But on the downside, this could have used an expert rules-editing to make the feat work, a clearer distinction re class/character levels for many abilities etc. This does not make this pdf bad, but it precludes it from reaching the higher echelons of my ratings. Hence, I'll settle for a final verdict of 3.5 stars, rounded down to 3 for the purpose of this platform.

Endzeitgeist out.

Rating:
[3 of 5 Stars!]
CLASSifieds: Centaurian (Cavalier Archetype)
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The 11th Hour [PFRPG adventure]
by Alexander L. [Featured Reviewer] Date Added: 04/29/2014 08:08:05
Originally posted at: http://diehardgamefan.com/2014/04/29/tabletop-review-the-11t-
h-hour-pathfinder/

Contrary to what you might think, The 11th Hour is not based off of the old Trilobyte sequel to The Seventh Guest. It’s actually got more in common with the old Bill Murray film Groundhog Day. I have to admit, from the name and cover, I WAS expecting a horror adventure, but what I ended up getting was a pleasant surprise.

The 11th Hour is an adventure for 1st Level characters. There is no mention of what size party the adventure is made for, but in truth, it doesn’t need one. The adventure can work just as well as a solo piece as it would for a party the size of a Dungeon Crawl Classics 0 Level game. How is that possible? Well, the adventure is pretty much combat free, and the players will be using their wits instead of flexing their muscles for the entirety of the affair. I say “pretty much,” because gamers being gamers, their characters could just go on a mad killing spree, murdering every NPC involved in the adventure as an attempt to “solve” things. Every so often you get a player or a full group with that thought process, so just a heads up that even though the adventure does its best to present a fun and challenging mystery for neophyte characters, someone may decide to go stab-happy.

Like many an adventure, The 11th Hour starts in a local inn/tavern. However, that’s as close to the usual tropes as the adventure gets. Once inside, the players will soon discover that they are stuck in a time loop, repeating the same hour over and over again. What’s more, the PCs are the only ones that seem to notice the loop is happening, while everyone else in the tavern are blissfully unaware, continuing to take the same actions they did before unless interrupted. It is up to the PCs to figure out why the loop is happening and how to stop it.

What’s more, The 11th Hour is designed to be played in real time, so that pace of the adventure flows with real world time. Adventures that are able to pull this off well are rare, but The 11th Hour does a great job. Perhaps not as well as Bride of the Black Manse, but that adventure is four hours long, while The 11th Hour has you repeating the same hour over and over until players figure it out. While the adventure is well written, the fact it is “only” an hour long means the DM needs to be very prepared to pull this off. The 11th Hour may be a great adventure to run for beginning and veteran players alike, but it really does need a highly experienced DM to keep track of everything, or the adventure will fall apart. All you need to do is miss one or two time cues and things can go bad.

The adventure is as hard or as easy as your players make it. They do have to pay attention to details, and this is a rare Pathfinder adventure, as role-playing takes precedence over roll-playing, but overthinking can make The 11th Hour harder than it should be. So far I’ve seen players go through it several times with the real world pacing throwing them off, and I’ve also seen a team get the adventure right on the first try thanks to having a Druid in the party. It all just depends on how used to non-combat adventures your gaming pals are and how quickly they adjust to playing an adventure in real time instead of a ten second battle taking an hour to play out.

All in all, The 11th Hour is a great adventure. It’s a nice change of pace from the hack and slash fare that most Pathfinder adventures (especially third party released) end up being. The PDF purchase price of five dollars might seem a bit much for only nineteen pages, but it is in full color, has some great art and also includes three maps for players and the DM to use. I really liked how outside the box The 11th Hour was. I wish more companies that produced content for Pathfinder would do adventures like this instead of the same old dungeon crawl hack and slash experience. If you’re looking for a breath of fresh air to give new life to Pathfinder, you should seriously consider The 11th Hour. It’s not for everyone, but the uniqueness of the adventure makes it a great way to introduce people to the mechanics of Pathfinder before overwhelming them with how intense combat can be.

Rating:
[5 of 5 Stars!]
The 11th Hour [PFRPG adventure]
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The Favored of Skexxiz [PFRPG adventure location]
by Megan R. [Featured Reviewer] Date Added: 04/14/2014 08:35:59
This is rather neat: a complete location, fully populated and replete with details and backstory, all ready for you to drop into a campaign and use as an adventure location. Although a few adventure ideas are given in case you don't have a ready reason for your party to go there, it isn't an adventure per se, it's a place in which adventure could happen and that adventure is up to you.

Basically it's a troglodyte lair, described in loving detail. The denizens all have their own lives, their own reasons for being here and their own plans and hopes for the future. This gives the feel of a location that's existing in your alternate reality irrespective of what the characters get up to, you get the feeling that the troglodytes will continue on their merry way even if the party never stops by at all. Yet if they do, it isn't a place that has sprung into existence just to provide them with a good brawl and something to loot, it's there already and they have just chosen to visit - something that serves to enhance the 'reality' of your campaign setting.

The whole place is well laid out and explained clearly, with 'read aloud' descriptions and all the information you need to manage events when the party arrives at each location. There's a good map - spread over two pages - and a new deity as well - and a deity who teaches that 'Anything stolen is rightfully yours if you are not seen taking it' has a certain appeal, possibly beyond troglodytes!

This is a nice resource to have, a traditional 'crawl ready to use whenever it fits in with the rest of your plots.

Rating:
[5 of 5 Stars!]
The Favored of Skexxiz [PFRPG adventure location]
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d20pfsrd.com presents Open Gaming Monthly #1
by Thomas C. [Verified Purchaser] Date Added: 04/11/2014 10:52:52
Very cool magazine. I’m not sure that it’s being published any longer as it looks like everything stopped as issue# 5. I had heard that they might move to a quarterly format which would be nice.

Anyway, some nice stuff here in Issue #1. Ordered print version. Nice glossy cover, full color interior. Articles are nice with excellent materials for GM’s (mini-adventures, drop in locations, new race ‘Briarborn’, fully statted monsters). Do like the BadWrongFun addition- haven’t seen home rules for d20 done before in-print, so this is a nice addition. Overall, a pleasant read.

Not cons, but what I’d like to see in future issues: a comic or two. Interviews with writers, developers and publishers. Reviews of other OGL pubs (splat books, modules, etc). Perhaps an online pub as well with audio podcasts and video interviews. Again, just ideas on what I think would be nice. Props to these guys for the awesome job they did in getting these 5 issues out! I know from personal experience how very difficult it is to pull this stuff together. Hopefully more to come.

Tom
-Dead Goblin Games

Rating:
[4 of 5 Stars!]
d20pfsrd.com presents Open Gaming Monthly #1
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Racial Ecologies: The Canids
by Thilo G. [Featured Reviewer] Date Added: 03/31/2014 04:31:35
An Endzeitgeist.com review

This installment of the Racial Ecology-series is 17 pages long, 1 page editorial/front cover, 1 page SRD, leaving us with 15 pages of content, so let's take a look, shall we?



Canids are, surprise, canine humanoids that usually, much like man's best friend, accompany other races - their communities usually exist in a kind of symbiosis with specific other humanoid cultures. Hard racial-trait-wise, they get +2 to Str and Cha, -2 to Int, low-light vision, scent, a 1d4 bite attack as primary weapon (or secondary weapon when wielding arms), get +1 to Bluff, Diplomacy and Sense Motive with their associated race (I assume a racial bonus, but the pdf doesn't say), +2 to perception and survival, can run on all 4s when carrying nothing in their hands. This would net a +10 foot bonus to movement for run, charge or withdraw actions. They can only do so while having medium load or less - and I assume they don't get a quadruped's usual bonus to encumbrance. To reflect their racial diversity, they can pick one alternate racial trait or a racial trait of 2RP or less and they do thankfully have some limitations applied to the selection. Still, I'm not 100% comfortable with this variety - why? Because the race is well-balanced on the upper echelon of the power-scale sans these and the ARG's system is notoriously broken.



On the alternate racial trait-front, we get to choose from 3 different ones - Bully build nest you the slow but steady racial trait and replaces the quadruped sprinting, whereas aforementioned diversity can be offset with a whopping +4 to CDM versus bull rush, trip, pull and drag. Finally, there are small canids that get, apart from their size-modifiers, +4 to stealth. We also get 5 race traits that allow you to run longer, drag something better (not the maneuver, the feat of strength), improved disguising, 1/day +2 to flanking and adaption to cold climates make for compelling race traits that manage to be useful without being overpowered and also offer a nice bit of fluff each - kudos for getting these right!



On the favored class option-front, all of the Paizo-classes (minus variants like ninja/samurai, but including the gunslinger) are covered with sensible options. Oh, and thankfully we get FULL AGE, HEIGHT & WEIGHT-tables, 6 entries for various physiques - neato! Also cool - a short lore-table is included!



We also get 6 new feats - improving bite attacks by one step and later, vicious bite allows you to chose to make your canid benefit from improved grapple when biting or gain the trip option. Finally, the third feat in the bite-chain allows you to inflict bleed damage or thrash bitten adversaries - the latter has a hick-up in the rules-vocabulary, when it allows you to either deal bonus damage or inflict the "shaken effect" - which should be "condition". Also, the pdf fails to specify for how long the shaken condition lasts. Improved overland hustling is also a neat idea, as does the idea fit that canids may follow tracks at normal speed. The feat does have a hick-up, when it specifies that it allows them to follow tracks at twice their normal speed at -20 - one can already do that sans the feat. I assume, the penalty was supposed to decrease, but whatever the correct new number, it's not in here. "Scent the Impossible" on the other hand is rather awesome - not only does it improve the option to track by scent, it allows the Canid to be particularly familiar with specific scents - these can then be picked up even in olfactory nightmares and overpopulated places - a great idea, also regarding storytelling.



We also get 5 new mundane pieces of equipment - from dog whistles to muzzles, extra teeth, a weight harness and even a neck barrel. Among the two new magical items, we get a silence-inducing, damaging dog-whistle and a breath weapon granting hell hound tooth that may enhance a canid's bite.



Now Canids are diversified and hence we get no less than 13 different variants, all with their own racial qualities:, ancestry, suggested starting languages and fluff

Ratters get +2 Dex and Cha, -2 Int, +1 to CMD/CMB (+2 when surprised, flatfooted or prone) and while small, they still get a movement rate of 30 feet. Wardens get +2 Str and Wis, -2 Cha, +2 to resist fear and demoralize effects and aforementioned grounded racial trait. Hunters get +2 Str and Wis, -2 Int, Hunt on the Run as a bonus feat and +2 to perception related to smell/scent. Dwarven Bullys get +2 Str and Wis, -2 to Dex, must take the bully-build racial trait and replace low-light vision with darkvision. I assume the default 60 ft. range for darkvision, but the pdf does not specify. Elven Hounds get -2 to STr, +2 to Dex and Int get a flat-out ovement-rate of 40 feet (and don't get faster when going on all 4s - which is weird) and +1 to reflex saves and initiative. Goblin Curs get +2 to Dex and Wis, -2 to Str, are small, cause allergic reactions in non-goblinoids and get +1 to atk and damage versus other canids and dogs. Gnomish ratters get +2 to Dex and Cha, - 2 to Int, are small and get hatred versus reptilian and goblinoid adversaries. Hafling Borzoi get +2 Dex and Wis, -2 Int, Hunt on the Run as a bonus feat, exchange scent for 40 foot movement rate and +4 to see through nonmagical disguises.

Drow Demon Dogs get +2 Str and Cha, -2 Int, darkvision and replace their quadruped ability with a base-speed of 40 feet - again, somewhat weird that the offshoot is not faster on all fours. They also get +1 to intimidate and +2 to saves versus disease, though they do pay the relative power with losing more basic canid racial traits. Kobold Warren Dogs get +2 Con and Cha, -2 Str, are small and still have a movement rate of 30 ft and replace low-light vision with darkvision (again not specifying the range). Orc War Mastiffs get +2 Str and Wis, -2 Cha, replace low-light vision with darkvision (this time the 60 foot range is included) and they also get ferocity, but pay for that with losing access to racial diversity and light sensitivity. Painted dogs get +2 Str and Cha, -2 Int, hatred versus Gnolls and hyena-like creatures and +4 AC versus Gnolls. Finally, the small Xolo get +2 Dex and Wis, -2 Cha and these hairless dogs are under a constant endure elements spell-like ability (that does not specify an effective level and is not properly italicized) and may woodland stride in familiar jungles.



Conclusion:

Editing and formatting are okay - there are a couple of formatting glitches, which partially make the respective crunch slightly less clear than they ought to be. Layout adheres to a drop-dead-gorgeous 2-column full-color standard and the original pieces of full color artwork are simply awesome. This is one beautiful pdf. The pdf comes fully bookmarked for your convenience. The pdf lacks bookmarks, which is an unpleasant comfort-detriment.



Author Nick Esposito has created an interesting race, slightly on the upper end of the power-scale, but not by much. While the racial diversity utilizing the broken ARG can be potentially problematic, per se the variants feel well-balanced and diverse, if admittedly not all of them are brilliant - more weird breeds with unique abilities like the Xolo or the Goblin Cur's allergies would have elevated this pdf further. Per se we get a solid race that has a lot, but in practice is haunted by quite an array of typos and minor glitches. The rules-language, while for the most part non-ambiguous, features several flubs like lacking durations for conditions, calling conditions effects etc. - nothing big per se, but they do accumulate over time to a point where they stand out and show that a tighter editing would have helped this pdf. Beyond that and the missing bookmarks, there is not much to complain about - as presented, this pdf's Canids are definitely useable and per se a relatively nice, if not always inspired race. Hence, my final verdict will clock in at 3.5 stars, rounded down to 3 for the purpose of this platform.

Endzeitgeist out.

Rating:
[3 of 5 Stars!]
Racial Ecologies: The Canids
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Mindblast! - Classic Monsters Augmented (PFRPG-Psionics))
by Megan R. [Featured Reviewer] Date Added: 03/16/2014 11:56:38
It's an interesting idea, that if you want to use psionics in your game, every creature might become psionically active. Or at least, have the chance to, just as some sentients will be but most will not.

So, if that takes your fancy, here are a whole bunch of well-known familiar monsters retooled to have psionic abilities as well as teeth and claws and whatever. The neat thing is, they are not just the monster you already know with psionics tacked on, read through the descriptive text and you will find that they have become quite different creatures, subtly twisted to become something else entirely. Use the original non-psionic version as well and really catch the party out!

There's a quick psionic primer, but if you are not familiar with the underlying concepts you may be a bit lost: Read 'Psionics Unleashed' by Dreamscarred Press to get the full picture.

A lot of the monsters are evil, and those who are not are generally neutral, like the Cat Psionic (thought all cats were a bit that way inclined anyway) or the Crystal Eater, a remote cousin of a Rust Monster which scoffs crystal rather than ruins metal. The Golden-Eyed Owlbear is more intelligent than the mundane version, unfortunately it may be smarter but it is no less vicious and bad-tempered. And as for the Red... it is a psionic hobgoblin, and a really nasty piece of work.

Each creature comes with a picture as well as full stat block and descriptive text. The picture of the Golden-Eyed Owlbear is particularly beautiful, with fur and feathers blending in a realistic manner.

An appendix contains psionic feats and powers for those wanting to explore some new ones. Plenty of scope for confusing, dominating or plain scaring your enemies there.

Overall a nice collection that is plausible within the context of psionics having developed within your campaign world, rather than having arrived from elsewhere. Well worth considering if you want to run a campaign that includes psionics as something that is around, generally available, embedded within the fabric of your alternate reality rather than an alien force imported in to it.

Rating:
[5 of 5 Stars!]
Mindblast! - Classic Monsters Augmented (PFRPG-Psionics))
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Enhanced Racial Guide: Bhriota
by Megan R. [Featured Reviewer] Date Added: 02/22/2014 09:53:14
Deeply embedded in the lore of the Shadows over Vathak setting, the bhriota are beastial and savage hominids, most of whom are irredeemably evil... not promising stock at all. They are tribal, with shamans who lead them in worship of the Old Ones and most view weakness of any kind as shameful. Those few who show any shreds of compassion generally find it politic to leave their tribal homes and seek their fortune elsewhere... becoming the small number of bhriota adventurers.

Full rules mechanical details are given for those who wish to play a bhriota. Large (often over 7' tall), with bonuses to strength and constitution and to Intimidate - due to their racial reputation - they present an interesting alternative to a pure barbarian character, and one which is embedded into the Shadows of Vathak setting. Those who do seek the adventuring lifestyle can follow most careers, often flavouring the chosen class with aspects of their tribal background - for example bhriota bards generally drum and recount tales from bhriota dark oral history. Many racial traits are available, mirroring different aspects of tribal custom and nature.

Next comes a collection of racial archetypes. The insane assailant is a barbarian archetype, whilst the savage huntsman is a ranger one. An esoteric binder is a strange summoner archetype and there is a witch doctor one based on the witch.... one with a penchant for pain and suffering. Other racial feats and campaign racial traits follow.

Bhriota also practise rune magic, and this is explained in detail. There are eight known rules than can be mastered, and although their effects are magical, runic lore may be studied by any class of character. Once a rune is mastered, a process that involves study and often a quest, it may be inscribed on an object permanently or 'improvised' on the fly to access the inherent powers associated with it. As well as the runes themselves, there are several associated feats.

Next comes a prestige class, the bhriota shaman, who employs curses, shamanistic dances, and herbal medicine and remedies to accomplish his ends. Their method of cursing is interesting. To gain the effect of a bestow curse spell, the shaman enacts a ritual naming the target and drives a nail into a special 'curse board' - and unlike the spell, this can target anyone known to the shaman who is on the same plane of existance... never mind having to touch them! Some other shamanistic powers are accessed by dancing, thus making it a quite unusual and spectacular class.

Bhriota equipment, weapons and magic items follow, and then there is a discussion of known tribes and their identifying characteristics... and their own specific tribal traits which may be taken by members of that tribe alone.

If you are using the Shadows of Vathak setting, this is a well-integrated race that will enhance your game. If you do not, but would like a savage and strange race to populate some dark corner of your world, this is a well-considered one that could prove an interesting challenge.

Rating:
[4 of 5 Stars!]
Enhanced Racial Guide: Bhriota
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NPC Arsenal No. 4: Kitsune Mistress of Manipulation
by Thilo G. [Featured Reviewer] Date Added: 02/15/2014 04:51:25
An Endzeitgeist.com review

This new series by Abandoned Arts offers you one NPC-build, a complex one - 3 pages, 1 page front cover, 1 page SRD, 1 page character, so what do we get here?



The Kitsune Mistress of Manipulation at CR 7 is a straight level 8 sorceress of the Maestro bloodline - and at first sight, as an enchantment-specialist, that seems not particularly impressive complexity-wise. Where this build shines is in the small moving parts - from racial traits to feats, the character is thoroughly geared towards being a master-spy if there ever was one; With 4th level-spells at DC 23,a hat of disguise, a total of +45 to disguise and smart feat-choices that make this possible in the first place, this mistress should be considered an exceedingly good at evading/setting up PCs. Add to that the fact that the build is relatively neutral and you could either have a superb benefactor or deadly manipulator - in any way, she is guaranteed to be one of the top brass in any given social situation - though in combat exceedingly vulnerable and fleeing won't be an option, lacking any movement-related skills or thieving capabilities.



Conclusion:

Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to a landscape two-column standard and the pdf has no bookmarks, but needs none at this length.



This kitsune is a master manipulator and top-brass in her given field, yes. However, as an agent/courtier, I don't think she works quite as well as she could, mostly due to not having any tricks beyond great disguises/social skills/enchantments. No stealth, no sleight of hand - as written, she is a great social manipulator, but not as cool/versatile an agent as she could have been. Hence, my final verdict will clock in at 4 stars - a good, but VERY specialized build.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
NPC Arsenal No. 4: Kitsune Mistress of Manipulation
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Racial Ecologies: Guide to Feyborn
by Thomas C. [Verified Purchaser] Date Added: 02/09/2014 20:44:04
This was a really well-thought out supplement and professionally done. The dice-roll for fae traits was fun. Really an amazing find for 2.00.

Rating:
[5 of 5 Stars!]
Racial Ecologies: Guide to Feyborn
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Class Acts: Monks
by Nick S. [Verified Purchaser] Date Added: 02/03/2014 09:55:54
I've picked up one or two other Class Acts before and enjoyed them quiet a bit but I'm sorry to report CA:Monks fell well short short of my expectations from others other PDFs. The feats presented here at the same dull monk feats you get pretty much everywhere else. Like most bad monk feat they are overly narrow and don't really evoke any sort of different feel from your standard fighter feats giving you a slight buff to one specific attack. They are not particularly exciting or imaginative, they don't offer very much in the way of new options and they don't even offer particularly strong buffs for the power gamer. Further since many of them have a lot of requirements they are not even the sort of feats you can take up casually but need to fully commit to the exclusion of other feats, as such I'm sad to say I'll likely never use any of these feats. While normally class acts are a steal at a dollar with CA: Monks I don't feel I got my money's worth.

Rating:
[2 of 5 Stars!]
Class Acts: Monks
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NPC Arsenal No. 3: Mercenary Pikeman
by Thilo G. [Featured Reviewer] Date Added: 02/03/2014 03:07:11
An Endzeitgeist.com review

This new series by Abandoned Arts offers you one NPC-build, a complex one - 3 pages, 1 page front cover, 1 page SRD, 1 page character, so what do we get here?



This time around, we get a human polearm master fighter 9 at CR 8 - finally some love for the poor, underutilized polearms! The mercenary fights with a glaive-guisarme and when pictured, should remind you of how fighting against Kilik (or any other long-range character) can annoy the hell out of you in Soul Calibur: With improved readied actions and pushing assault as well as vital strike, running against the readied actions of this guy will prove painful indeed. The extensive notes on further leveling the build and tactics of this NPC add more value, showing (gleefully so), how utterly evil this build can be in melee, with potions helping against some of the character's weaknesses.

Conclusion:

Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to a landscape two-column standard and the pdf has no bookmarks, but needs none at this length.



A more than solid build centered on just being a polearm master, AoOs and readied actions, this build may not be the most complex one, but it is a fun build; One that should definitely make some PCs gnash their teeth. Now it's not a particularly complex build, but it's versatile and mobile enough to make for a fun NPC - taking the low price into account, I'll settle for a final verdict of 4.5 stars, rounded up to 5: A very good, if not exceptional build.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
NPC Arsenal No. 3: Mercenary Pikeman
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NPC Arsenal No. 2: Troll Witchdoctor
by Thilo G. [Featured Reviewer] Date Added: 01/22/2014 03:08:03
An Endzeitgeist.com review

This new series by Abandoned Arts offers you one NPC-build, a complex one - 3 pages, 1 page front cover, 1 page SRD, 1 page character, so what do we get here?



Well, we get a beastmorph alchemist 6/Gravewalker Witch 2 Troll for a CR of 12! Troll physical prowess plus beastform mutagen + buffing + enhanced spell/alchemy-empowered regenerative properties supplemented by smart item-choices make this one memorable BEAST of a character! Add to that a smart spell-selection that allows for the purchase of time for the buffing suite and the information on build and tactical notes provided should guarantee that your PCs will NOT forget ending on the business end of this shaman's longspear (or bite!). And yes, he can fight until -47 HP and has a good chance to negate crits - I can see players crying "WHY WON'T HE DIE!!!"



Conclusion:

Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to a landscape two-column standard and the pdf has no bookmarks, but needs none at this length.



OMG - THIS, ladies and gentlemen, is a prime example of a damn cool, smart build -memorable, deadly, versatile and thoughtful, this creature is GOLD. Ever wanted to go Resident Evil: Nemesis on your players? Yeah, this one's pretty close - and gloriously so! The Aasimar was neat, this troll is glorious: 5 stars + seal of approval and well worth the fair asking price!

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
NPC Arsenal No. 2: Troll Witchdoctor
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[PFRPG] Pug's Bazaar: Tent #2
by Thilo G. [Featured Reviewer] Date Added: 01/11/2014 04:53:32
An Endzeitgeist.com review

The second installment in Tricky Owlbear's Pug's Bazaar-series is 12 pages long, 1 page front cover, 1 page SRD, leaving us with 10 pages of content, so let's take a look!



Written in-character like the sales pitches of Pug, we are introduced to a variety of curiosities and oddities in this supplement, first of which would be hexeater voodoo dolls - these essentially work as buffers for curse-spells and hexes, with each prevented one draining chrages from the doll. As a nice idea, each item herein comes with adventure hooks, the Hexeater's one dealing with the potential that these dolls that emit shrieks upon expending their final charge, may actually be linked to orphans...haunted orphanages...perhaps using lifeforce to fuel their protective properties? Disturbing!



Desert-dwelling characters may be interested in the Sacrabshell Breastplate, which is actually a +2 shadow agile breatplate that protects the wearer from heat dangers and damage incurred by sandstorms, even allowing the wearer to burrow at 10 ft through sand - cool armor!



Blasting bubbles are actually a new battlefield control spell that allows Magi and Wiz/Sorcs to place bubbles around the battlefield - these not only block squares (but not line of sight/effect), you may cause them to emit damaging pulses as standard actions - oh, and trying to destroy them results in unfortunate explosions - which may result in rather deadly chain reactions that may be a bit much damage-wise for the level. Still, since the explosions cannot be triggered by the caster without attacking the bubbles, I consider the spell interesting enough to consider it cool and working - oh, and the hook has a wizard trying to make the PCs destroy their copy of the spell, claiming copyright infringement. XD



Now if you like those blackpowder weapons, do you know about the new Dragonfury Cartridges? No misfire, no attack-roll, 30 foot fire cone, 7d6 damage, ref 16 for half damage. Oh, and there are ones for other damage types as well. Powerful, but also rather cool and limited enough.



I love battlefield control and Banerock Caltrops - these caltrops are not only more efficient than regular ones - they actually move towards a creature type specified and deal even more damage to said targets NASTY and cool!



We get another spell that deserves the moniker "nasty" with the level 7 sor/wiz-spell Portal Guillotine - warding a portal, door or similar gate, the spell deals force damage to those trying to pass it, potentially decapitating foes! My only gripe here is the lack of mundane means of disarming the ward.



Marionette Meathook Gloves act as +1 cesti and may be quite nice - where they start becoming sheer awesomeness is when the wearer is swallowed whole -DR 25/-, acid resistance 20 and apart from the usual way to lsoe the grapple condition, as a standard action, the wearer can attempt to hichjack the mind of the creature that swallowed him/her - will save or dominated... OUCH. Purple Worm tank/Dune, anyone?



The final new spell herein is Bloodfrost, for Druid 2, Sorc/Wiz 3, Summoner and Witch 4 - this spell deals cold damage, more so if the target suffers from bleeding wounds. Solid, but compared to the other pieces of content herein, rather common.



The Amplifying Wand Widget can be applied to wands to burn more charges, but apply specific metamagic effects to the wand's effects - at the cost of a 10% misfire chance on every use. Nice!



The final item would actually 3 i one - Gerzar's Amazing Unguents: Crimson Clay may be shaped in either a doll that can do easy tasks for you or into a protection from evil-effect or it may be ignited for small bursts via fire or electricity damage. Green Gel nets natural armor bonus, but decreases starting attitudes due to smell, can be stretched into a bubble that allows temporary breathing under water or be formed into bullets/sling-stones that deal non-lethal damage. Awesome! Finally, Purple Putty can be used for +10 to disguise (but does not affect clothes and must be of the same creature type and only allows for 1 inch height-difference), allow the user to walk over liquid or copy a page of nonmagical writing by pressing it on the page - I LOVE these! Kudos for all of them!



Conclusion:

Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to an easy-to-read, nice and printer-friendly 2-column b/w-standard. The pdf has no bookmarks, which is a minor bummer, but still okay at this length - though only barely so. The pdf offers awesome little b/w-artworks for each and every item herein, amazing at this fair price-point.



Author Wendall Roy has created a selection of items that is almost exclusively killer, bereft of components I'd consider broken and full of cool ideas, with aptly-written prose adding fun to the reading experience of cool items - add to that the top-notch production values Tricky Owlbear Publishing has provided here and we get one stellar supplement indeed - apart from the lack of bookmarks, I've got nothing to complain and honestly, I can't justify rating this down for such a paltry oversight - it's just too much fun! Final verdict? 5 stars + seal of approval!

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
[PFRPG] Pug's Bazaar: Tent #2
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CLASSifieds: The Saint
by Thilo G. [Featured Reviewer] Date Added: 01/06/2014 06:22:58
An Endzeitgeist.com review of the revised edition

This pdf is 18 pages long, 1 page front cover, 1 page SRD, ~1/2 a page editorial, leaving us with 15 1/2 pages of content, so let's take a look at the saint, shall we?

Saints need to have the same alignment as their deity and get d8,4+Int skills per level, proficiency with the deity's favored weapon and simple weapons as well as shields and simple armor, but not tower shields. Saints get prepared divine spellcasting via wis of spells of up to 6th level from their own spell-list, 3/4 BAB-progression and good ref and will-saves and one domain from their patron's available list. Regarding their spell-list - the list has been modified and has lost, among others, expeditious retreat, moment of greatness ,timely inspiration,, vanish, gallant inspiration, control summoned creature, litany of sloth, litany of defense, litany of eloquence, litany of righteousness, glibness, litany of escape, litany of sight, primal scream, commune, litany of vengeance, getaway, veil but gained sun metal, reprobation.- all in all, still a strong spell-list with some exclusives, but not as broken as it was before.
Aforementioned domain deserves special mentioning, for it does NOT add the respective spells to the spell-list, instead converting them into spell-like abilities that can be cast interchangeably (essentially like the domain is cast spontaneously via a pool). The save-DC for said abilities is 10+1/2 level + wis-mod and are cast from essentially a pool: 3+Wis-mod cats per day, with spells level 1 to 3 costing one use, level 4-6 spells costing 2 uses and higher level spells eating 3 uses per day. A rather interesting expansion of the spellcasting capabilities - though I'm not comfortable with the increased DC - domain spells tend to be rather powerful and further increasing their DC might propel them towards regions I'm not wholly comfortable with - especially since they can't be counterspelled. While before, they ignored some of the costs, now saints need to provide costly components... which violates how spell-like abilities work: They have neither somatic, verbal, or material components and require no focus.

Saints add their class level to diplomacy and intimidate-checks versus unbelievers and get bonus feats at level 5 and every 4 levels after that - and that's the only ability to help the fluff-concept of a negotiator/peaceful agent of the gods. That's not the signature trick of the saint - said component would be favor, of which the saint gets wis-mod per day. They can be regained by vanquishing challenging foes with the deity's favored weapon and non-combat ways of gaining favor, like converting others and proving your loyalty are also included - essentially, we thus get a version of grit based on faith. And I love the idea. Seriously, my one complaint with divine spellcasting always was that it didn't FEEL like wonders bestowed by a god - but rather a class feature analogue to the one of arcane casters. Tying a class ability to a deity's favor feels distinctly divine to may and makes this a rather neat decision - so kudos to designer Tyler Beck for that!
A Saint's favor caps now at wis-mod. Furthermore, several graces may award temporary favor, of which a given Saint may have a maximum of one at any time and they only lass for class level rounds.
Where there's something like grit, there'll better be some mechanics akin to deeds - and we get them in the guise of graces: At 1st level, 3rd level and every 4 levels after that, the saint learns new favors, of which a total of 18 such favors are provided. Thematically, akin to deeds, there are some favors that require the expenditure of a favor point, whereas others are passive and work as long as you have at least one favor point in your pool. The favors per se are interesting - one for example nets the saint access to the bodyguard feat and expands it if the character also has combat reflexes, making it usable dex-mod times per day - really nice to see such interwoven rules. Since the graces now no longer allows for the infinite regaining of favor, no more complaints on my side. Another grace allows the saint to temporarily (for class level rounds) make his deity's favored weapon merciful and when s/he manages to render a foe unconscious with the weapon s/he gains a point of temporary favor. One minor nitpick here would be that the Saint could hand said weapon to an ally - while not getting the temporary favor, I'm not 100% sure that was intended. No penalty-points for this very minor ambiguity, though, since either interpretation isn't too strong. Favored Dodge has been purged and no longer exists..

There is also the so-called favored onslaught - an array of attacks that requires the expenditure of one point of favor, but nets the saint an additional attack at his/her highest BAB with the penalty of -2 applied to all attacks. As a caveat that makes this more viable regarding the saint's less than stellar BAB, favored onslaught uses a full BAB to calculate the attacks at -2 and also requires the use of the favored weapon of the deity and while it can be used in conjunction with two-weapon fighting and similar attacks, it does not stack with haste-based effects. This is essentially the saint's signature offensive ability and it can be combined with two weapon fighting. I applaud the courage of this decision, as most designers won't touch the mess that is something like flurry of blows with a 10-foot pole, much less potentially combining it with TWF. The ambiguities that hounded the previous iteration of this ability have been thankfully cleaned up, though it still requires careful deliberation on the side of the player.

At 3rd level Saints benefit from the "In Harm's Way"-feat as long as he has at least one favor point and gains a temporary favor point whenever he takes an attack for an ally. They may also use a bard's fascinate ability. They may also spend favor to increase the DC by + 2 when casting spells that influence the target's attitude - note that per the wording of the ability, this means that the domain spell-like abilities cannot be enhanced this way! (Otherwise you'd have me complaining about a high DC being increased even further...)
At 7th level, Saints may spend favor to cast cure-spells on allies at range, with one point making the range 15 feet, 2 points increasing it to 30 feet. To heal e.g. dhampirs, he can use this ability in conjunction with inflict-spells, but either application may not be used offensively. Wording-wise, this ability is slightly ambiguous since e.g. heal and similar conjuration [healing]-spells probably should be covered as well. That's nitpicky, though. Saints also may, as a swift action, spend a favor point to bypass up to 5 points of DR (unless it's DR/epic) with his/her favored weapon or add for one favor silent spell to his/her spells sans increasing the spell level. Unfortunately, no action-type is given for this application of favor and the ability can be added to spell-like abilities, which makes no sense since last time I checked, spell-like abilities had no verbal, somatic or material components.
At 11th level, Saints learn to spend favor to channel energy as a cleric of his level, but NOT power this ability via temporary favor. Furthermore, the Saint always may choose whether to channel positive or negative energy and always uses the variant channeling rules from Ultimate Magic, halving dice, but adding an effect depending on the Saint's chosen domain. Also at this level, the Saint gets bonuses when s/he interposes him/herself between allies and foes and further increases the amount of bypassed DR when using the righteous strike grace, dealing bonus damage, which even multiplies on crits. Not a fan of that one since it runs contrary to how bonus damage is handled in almost all other cases – this may lead to some confusion in the long run.

At 15th level, saints may sacrifice all remaining favor and take 1d6 points of damage on ALL physical attributes - but also save an ally that would otherwise perish. VERY cool last second save ability that comes with enough of a drawback to be considered well-crafted! The saint also gets a now fixed protective aura that slowly increases over the levels. Saints may also spend favor to pay for expensive components of their domain spell-like abilities...which makes sense in the context of these domain-spell-like-abilities, but it should be noted that the domain-casts per default are spell-like abilities and thus would not require material components in the first place - hence also my complaint in the original review (and here again) that these are slightly too powerful. Essentially this whole grace is moot.

At 19th level, the Saints may use divine vessel with favor for class level rounds, further improves righteous strike and shorten the casting of a spell from standard action to swift action via 2 points of favor - thankfully not working on the domain-casts.

As a capstone, we get an outsider-transformation, that nets the celestial or fiendish template, with neutral saints being able to choose as well as smite like a(n) (anti-) paladin 1/day and essentially sees the saint turn into a herald-like figure of the deity, including some exclusive casts that may only be used if they pertain their divine mission.

We also get three new feats: Expanded Favored Weapon, which allows you to use abilities that would usually require wielding your deity's weapon to the weapon's whole group (As if the basic ability wasn't powerful enough already...) and one for +2 favor points per day. The final feat adds +2 uses for the domain spell-like ability pool.

The pdf also features massive lists of favored class options for ALL core races, featured races and uncommon races -kudos, since some of them actually are very unique: Kobolds e.g. getting 1/4 ranger trap fits nice with their racial theme.

The updated version also has two archetypes for the Saint, first of which would be the Temple Guardian, who gains no spells, but retains the domain spell-like abilities (with all the issues they entail). They do get access to ranger traps, though these may only be placed close to places of worship. Instead of favored onslaught, the Temple Guardian gains access to a monk's flurry of blows as long as he has at least 1 favor, useable freely with unarmed strikes and the favored weapon. Problem here - sans improved unarmed strike, flurry of blows using unarmed attacks is a bad idea at best. Why is flurry of blows powerful here? Choose ANY deity with a two-handed weapon and you’ll know why – Greatsword-flurry. Yeah. Ouch. Not every DM will be comfortable with this. Temple Guardians also learn to spend a point of favor to create an aura that makes foes shaken (later frightened) on a failed save, consecrate areas via favor (allowing them to use ranger traps). They also get a sense on a limited area of 10 ft./level and can determine the presence of non-believers. So....do heretics count? What if an area is high? As written, the ability is 2-dimensional. Also: What type of action is designating the area in question? No idea. At 19th level, the temple guardian can meditate 1 hour to create portals to the nearest temple of his/her deity, a portal only he can use. So...can this portal be blocked by teleportation-hampering/redirecting spells/effects? How wide is it? Does it have a CL, if so, which one? Why is it SU when it does what spells do? Can e.g. a siege engines drawn by designated horses go through? Is there a limit on the amount of beings/material that may pass through? Could he create a portal to empty e.g. a small sea into a temple by designating that the water may pass? Can such a portal transcend planar boundaries of demiplanes or full planes? Many questions and alas, no answers.

The second archetype would be the Dark Apostle: Instead of favored bodyguard, these individuals get a rogue's sneak attack of up to +6d6 as long as s/he still has at least 1 favor remaining. Dark Apostles also get the poisoner (ex) quality and may gain temporary favor by poisoning creatures of a CR of at least their HD-2. Due to the cap of temporary favor still okay in my book. They may also spend favor to have their weapon weep a special profane poison (which is rather potent at DC 10+1/2 level, wis-mod rounds frequency, 1d3 Con and 2 required consecutive saves) and spend favor when sneak attacking foes to set them up for easier disarm attempts. At 7th level, one particular ability is hardcore broken here - Forget Secrets. As a SUPERNATURAL ability, the Apostle may cause nearby foes to forget the last minute, dazing them. While only usable once in 24 hours on a target, the ability ISN'T mind-influencing: No protections, no counterspells. That's insane and would change how many organizations work. This needs to AT LEAST be (sp) and mind-influencing. At higher levels, Dark Apostles may spend favor to make extra attacks against foes they sent into the dying state, shadow jump. At 15th level, the Apostle exudes an aura that causes non-allies to forget to forget all that happened inside the aura after 1d4 minutes - since this counter does not start upon leaving the aura, this is a permanent amnesia-machine. This is so insane. The aura requires no conscious effort and is maintained as long as the Apostle has at least one favor - an apostle could steal YEARS with this ability, by mere continued presence. Again, no protection since it's supernatural and not mind-influencing. Oh, and the Dark Apostle gets 1/2 class level to disguise, bluff and sleight of hand as well as a modified spell-list.
.

Conclusion:

Editing and formatting, while not perfect, can still be considered very good - I didn't notice significant typos. Layout...is DROP-DEAD-GORGEOUS. I mean...beautiful. Evocative. Awesome. The full color artworks also help here and make this pdf a true beauty to behold. The pdf has no bookmarks, which I'd usually complain about - but this pdf is extensively hyperlinked: With the good kind of hyperlinks - you know, the ones that take a lot of effort. Where a hyperlink actually pertains to the right content -even the dispel alignment-spells are properly hyperlinked and you won't see e.g. "will" hyperlinked to will-saves when it does not refer to them! My hat's off to Fat Goblin Games for getting this right and for the significant increase in production values they have achieved since the last pdf I've read from them!

So this is author Tyler Beck's second shot at the Saint and he has learned from his last beat-down - with cleared-up rules-language, vastly improved abilities and better balancing, the saint now actually works as intended thanks to the introduction of the concept of temporary favor. The DC for the domain-casting is still too high, though, and he unfortunately did not get the mechanics of spell-like abilities right, which extends to some of the graces.

So no, the new saint is not perfect, but it's a VAST improvement, with the newish/modified graces kicking ass. What about the new content? Oh boy...well...I'm sorry to say it, but I wouldn't allow either of the archetypes in my home-game. The Temple Guardian is rather weak (unless you go greatsword/similar 2HW-flurry) and his limited ranger traps do not pay well for the loss of spell-casting. Add to that the fact that some of the archetype's ability require further clarification and that one falls through for me. The Dark Apostle is just downright broken: Poison, spellcasting and the insanely powerful amnesia as well as the ability that is an all-but-de-facto guaranteed kill on downed foes conspire to make this archetype too powerful. Add to that the fact that the aura requires clarification and we get an archetype that gets so much more than it loses.

So...how to rate this? Well, the base-class is *MOSTLY* fixed, but unfortunately, the archetypes require some work. There still are no bookmarks in here, but the hyperlinks are great. Were it only for the class, I'd settle for a final verdict of straight 4 stars, but with the massive issues of the archetypes, I'd have to go down to 3.5 stars, rounded down. My final verdict will be in-between, at 3.5 stars, with a recommendation to ignore the archetypes. Whether you round up or down much depends on your personal preference, personally, I'll round up because I REALLY like the concept of graces and how they feel divine.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
CLASSifieds: The Saint
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