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Bestiarum Vocabulum: Nagas & Magics
by Megan R. [Featured Reviewer] Date Added: 10/11/2013 10:30:53
Nagas are a particularly fascinating lot, intelligent and devious, ideal for those who like convoluted plots (whether as a GM or as a player with an unusual character), this work provides lots of added detail to anyone who finds use for naga in their game.

The introduction discusses some of the versatility displayed by nagas and explains the three main types: guardian, spirit and water nagas. There's a novel suggestion for their venom, that each naga has TWO separate venoms. One is stored in sacs attached to the fangs and is delivered by a bite attack; the other is derived from their bile, finds its way into the saliva and is delivered via a spit attack. Add in a whole slew of new naga species to go with the main three, and you get a dizzying slew of venom effects - a poisoner's dream, can he but catch and 'milk' a naga of its venom.

Next comes a listing of naga species, starting with the 'evil' ones. Best used as monsters, these tend to a pretty mindless pursuit of whatever they crave: the golden naga amasses treasure, the pit naga likes lots of slaves and so on. Neatly, their specific venoms are linked to their desires - a golden naga's bite venom turns the target into gold, for example. Slime naga and ruins naga are even more basic beasties, and best avoided.

Then the neutral naga species are explored. The eerily beautiful lock naga, all shimmering silver scales, guards interdimensional portals and planar gates, charging a toll for passage, that is if they will let you through at all. There's also one called a master alchemist - its venom is extremely useful if you are an alchemist as you can use it as a basis for virtually any potion or other subject you care to name.... and many of them have got wise to this, making a comfortable living out of selling their spit! Royal nagas likewise are content to earn their keep as advisors to monarchs, sharing their wisdom... and are very religious, being devoted to a deity. Their bite venom can convert victims into devotees... There are quite a few other naga species with different areas of interest such as the jade naga which hunts undead and the jet one that goes after demons.

This naga bestiary is followed by a list of spells. Most naga have some spellcasting ability. Most of the spells could probably be learned by other casters could they but find a teacher (or a book) but some really only work if you are a naga. There are also some magic items, constrained by the fact that naga do not have hands and so are quite limited in which items they can wield effectively. There are some interesting caps, torcs and ioun stones here, though, as well as some other oddments. Good treasure trove material if nothing else.

Nice selection of material about an interesting but rarely featured race.

Rating:
[4 of 5 Stars!]
Bestiarum Vocabulum: Nagas & Magics
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Feats of Rage
by Thilo G. [Verified Purchaser] Date Added: 10/05/2013 12:06:01
An Endzeitgeist.com review

This pdf is 3 pages long, 1 page front cover, 1 page SRD, leaving us with 1 page of content for 11 new rage-themed feats, so what do we get?



-Anarchic Aura: +2 to saves versus lawful spells and gain a chaotic aura.



-Chaotic Combatant: As a swift action, interrupt the teamwork feat benefits of all creatures in melee range as long as you connect with at least one attack. How awesome is this one? Quite cool idea!



-Deathless Rager: When having 0 HP or less, enter rages without expending rounds of rage.



-Enduring Rage: When receiving damage while raging, subtract the amount of rage-numbers you have left from the damage received. Nice one!



-Gruesome Finish: Improves Gory Finish to inflict the sickened instead of the shaken condition. Just wished the feat's text would not use the word "demoralize", which makes this slightly ambiguous, though not to a problematic extent.



-Pitiless Brutality: Activate Raging Brutality by expending only 2 rounds of rage.



-Prophetic Rage: When casting percentile-based divination while raging, gain a bonus to the d% equal to your charisma score. A bit specific for my tastes.



-Quick Hurler: Apply Catch Off-Guard to thrown improvised weapons.



-Sundering Stroke: +2 to sundering as long as your weapon is harder than the object you attempt to sunder.



-Unpredictable Rage: As long as you're raging, aid another does not work against you.



-Wrath of Righteousness: Allows you to become a paladin and maintain barbarian powers. Thank you. Thank you. Thank you. The limitation never made sense to me.

Conclusion:

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



This is what rage-themed supplements should look like. Opening up a couple of "Improved" venues to improve "savage" unpredictable fighting styles, we also find feats herein that simply are elegant and awesome - in fact, while not everyone of them are pure awesomeness, the amount of good and even superb feats severely outclass the two ones I'd consider filler. Taking the more than fair price into account, I'll settle for a final verdict of 5 stars + seal of approval.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Feats of Rage
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Amazing Races: Kitsune!
by Thilo G. [Verified Purchaser] Date Added: 09/30/2013 04:08:34
An Endzeitgeist.com review of the revised edition

This installment of the Amazing Races-series is 4 pages long, 1 page front cover, 1 page SRD, leaving us with 2 pages of content, so let's check out these options for the Kitsune!



We kick off with two new feats for the Kitsune:

-Kitsune Chakra: Via the expenditure of spell-level ki, you may use racially granted/magical tail-feat granted spell-like ability without expending it. Powerful one - and without the racially exclusive component, I'd start complaining right now. Since it's restricted to Kitsune, I won't complain here.



-Shapechanger's Reveal: This one allows you to revert to your true form by foregoing the first attack of your full attack and make bluff AND intimidate check versus every opponent within 30 ft. for a combined feint/demoralization-effect. Those aware of the Kitsune's shapechanging capability get +4 to sense motive/have their intimidate DC increased by +4. A powerful ability - and one I can only see work on a given foe once in every 24 hours. Apart from that caveat missing (introducing it for perhaps +30 ft range?), this feat's limit make it workable, if not superb.



We also get two new traits - one that nets you +2 to bluff to deceive humans and nets you bluff as a class skill. The second trait is useful when hiding in a crowd via stealth, you may make a sense motive check versus DC 10 to count as if the aid another action was executed by the crowd to aid you.



We also get 4 new alternate racial traits - Blazing traits allows you to replace magical talent with produce flames as a spell-like ability HD+cha-mod times. Alternatively, Kitsune may replace agile with +1 to Bluff and Intimidate as well as always learning +1 language per linguistics rank. The latter is imho bad - languages should not be that easy to acquire. Graceful Attacks nets you weapon finesse in exchange for natural weapons.

Finally, Kitsune may replace Kitsune magic with a ki pool of 1 point + 1 for every 4 level the Kitsune has. The Kitsune may spend ki to get DR 5/cold iron until the end of the turn. I wouldn't harp on this, but since the pool stacks with ki pools from other sources, it becomes an issue: The Kitsune may use cha instead of wis to determine ki AND there's another issue the pdf fails to specify: The ki pool gained via this racial trait can usually be used exclusively for the DR-granting purposes - so far, so good. None of the regular uses are possible - but what about Ki-based feats that require the expenditure of ki? I assume they can be taken, but I'm not sure. All in all, gaining a powerful (especially at lower levels) ability that far surpasses Kitsune magic in power makes for a problematic piece of content and one I wouldn't allow in my home game.



The pdf also provides us with a racial archetype, the White-Furred Oracle (WFO in this review). These Oracles later their bonus spells from their mysteries with an expanded selection of spells representing the Nine Mysteries. An interesting and mythologically sound decision is to replace the oracle's star gem -when not HOLDING this gem, these Kitsune must make concentration checks to properly cast the respective spells, spell-like abilities or supernatural abilities - with the latter getting information for the DC of their concentration-check. And now, in the revised edition, the star gem gets proper stats and makes for perhaps one of the coolest restrictive balancing-mechanisms I've seen in quite a while.



The oracle also gets 1/2 level + cha-mod ki points. Said points stack with other ki pools, but only apply attribute modifiers once. As long as there's one ki point remaining, concentration checks are 5 (!!!) easier for the oracle and additionally, ki can be used to increase the DC of spells by +1, increase speed by +20 feet for a round. They may also spend ki to cast mystery spells by expending spell level ki without expending said spell. This ability, in the pdf's first iteration victim of an unpleasantly worded sentence now has been rephrased - two thumbs up!



At 5th level, WFO may take rogue talents or ninja tricks that require a ki pool or any combat feat that requires ki in lieu of a revelation. The archetype gets a native outsider capstone.



Conclusion:

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



Author Alexander Augunas (of Pact Magic Unbound-fame) is a big fan of Kitsune - and it shows. For the better in the fact that the crunch is tied to mythologies and offers iconic options. The options contained herein while on the upper segment of the power-scale, now come with appropriately flavored information and streamlined options that got rid of prior ambiguities. The flavor is superb, as are the ideas of the crunch, but the price the archetype (or alternate racial traits) extol is not always perfectly on par with the benefits they grant. The revised version is superior in every way - and thus gets 4.5 stars, rounded down to 4 for the purpose of this platform.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Amazing Races: Kitsune!
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Feats of Flight
by Thilo G. [Verified Purchaser] Date Added: 09/26/2013 03:14:18
An Endzeitgeist.com review

This pdf is 3 pages long, 1 page front cover, 1 page SRD, leaving us with 1 page of content with 10 feats themed around flying, so what do we get?



-Aerial Acrobatics: Use fly instead of acrobatics with regards to moving in/out of occupied/threatened squares. Also improves evasion if you have it.



-Aerial Marksmanship: Ignore prone bonuses to AC when at least 30 feet above your foes.



-Eagle Eye: Triples the range-increment by which your perception-checks are penalized when doing aerial scouting.



-Flight of the Bumblebee: When airborne, you may use fly instead of bluff to feint.



-Just out of reach: Gain 5 foot elevation as an immediate action.



-Looming Ascent: When using the flight hex, you may combine that with the cackle hey and a bonus to intimidate. Neat!



-Skybound: +4 to saves versus altitude sickness and fatigue and on fly-checks for skill checks made to fly upward.



-Swooping Save: Reroll ref-saves 1/round when airborne, but at the cost of 30 ft. height - potential for crash landing here. Awesome one!



-Vicious Dive: End charging to a lower elevation with two natural attacks (instead of one) - not usable with manufactured weapons. Makes sense and is one of the feats that make you think: Why didn't someone do this before?



-Wingbeat Warrior: Use the Wingover-feat to turn up to 90 degrees during a charge - awesome!



Conclusion:

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



Sometimes Daron Woodson just gets it terribly, extremely...RIGHT. Aerial combat has not seen much support - and this pdf provides feats that make your flying adversaries awesome, so much cooler. From dual-claw dives to iconic dog-fight maneuver, this feat-collection should be considered a must-have for anyone interested in taking the combat to the skies. And the rules-language is concise indeed - all killer, no filler, no issues: Final verdict? 5 stars + seal of approval.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Feats of Flight
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Amazing Races: Vanara!
by Thilo G. [Verified Purchaser] Date Added: 09/20/2013 03:23:36
An Endzeitgeist.com review

All right, by now you know the drill - 4 pages, 1 page front cover, 1 page SRD, leaving us with two pages of content for the Vanara, so let's take a look!



Contrary to what the intro-box would make you believe, this pdf starts with 5 new feats for the Vanara-race, not the Kitsune - though these also have their installment in the series.

So what are the feats?

-Ki Cloud: Spend 2 ki to generate a fluffy cloud that nets you a perfect maneuverability and flying speed equal to base movement for 1 hour - and yes, strong winds can dissipate it, as does any action that would break invisibility - like attacking. VERY cool and iconic, if a bit strong - but sometimes coolness trumps all!



-Greater Ki Cloud: The cloud doesn't dissipate upon attacking, withstands winds better and lasts longer.



-Prehensile Toes: Hold object with your feet - but not move except to climb or attack. Neat!



-Vanara Flip: As a swift action, flip around and transfer items from hands to feet or vice versa. Cool!



-Vanara Feint: When doing a Vanara Flip, feint as a free action - Neat!



We also get two new character traits - one that makes you count as having a running start when jumping from climbing a vertical surface and one that allows you to wield branches as quarterstaffs sans penalty.



We also get two new alternate racial traits - Dexterous Tail replacing nimble and allowing a Vanara to cast a spell while grappling on a successful concentration check, whereas Serene Striker allows the Vanara to use wis instead of str/dex with their AoOs, also in exchange for the nimble trait.



The issue's racial archetype is the Agile Arcanist, a magus archetype with diminished spellcatsing, but in turn the archetype gets canny defense, may substitute arcane pool points for ki points with regards to taking feats and using them as well as evasion etc. - elegant design that may utilize a lot of existing material in interesting ways - I like it!



Conclusion:

Editing and formatting, apart from the mentioned introductory guffaw, are top-notch -I didn't notice any significant glitches. Layout adheres to Abandoned Arts 2-column no-frills standard and the pdf comes without bookmarks, but needs none at this length.



I don't like the Vanara-race one bit - and here I am telling you: This is steeped in lore, iconic and all-killer, no filler: Each and every feat feels properly and uniquely tied to the race, the traits/alternate racial traits rock and the archetype is concise, innovative and versatile while allowing you to create a character truly different that captures well what magical Vanara duelists should be about. Racial supplements have a hard standing with me, but this one succeeds in each and every way with bravura - and hence is worth full 5 stars plus seal of approval - Daron Woodson has done an extraordinary job here!

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Amazing Races: Vanara!
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CLASSifieds: Shaman of Humanity (Druid Archetype)
by Megan R. [Featured Reviewer] Date Added: 09/07/2013 10:42:24
Typically, a Druid is a nature-lover and often comes over as a bit of an eco-warrior environmentalist... "Where every prospect pleases, and only man is vile" - well, the Shaman of Humanity is a bit different. This druidical philosophy holds that humans are just as much a part of nature as everything else, and goes beyond this to try and impart a bit of humanity to other creatures, creating formidable allies.

This archetypeis quite a bit different from a regular druid build, but the differences are spelled out clearly. One interesting feature is the ability to transform an animal companion into a human-like form - this is discussed purely in terms of its combat potential although I can imagine quite a few other uses for such a transformation in day-to-day life. This does not only work on companion animals, it can be applied to summoned ones as well provided the decision to do so is made as the summoning is cast.

The Shaman of Humanity can also become protector to a settlement, guarding them against nature's denizens - a neat reversal of normal druidic activities, protecting nature against enroaching humanoids!

A couple of new feats are provided as well as full progression charts and information to enable development right up to 20th level.

An interesting and thought-provoking concept, and one well-suited to the adventuring life.

Rating:
[4 of 5 Stars!]
CLASSifieds: Shaman of Humanity (Druid Archetype)
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Feats of Battle
by Thilo G. [Verified Purchaser] Date Added: 09/03/2013 03:47:44
An Endzeitgeist.com review

This pdf is 3 pages long, 1 page front cover, 1 page SRD, leaving us with 1 page of content with 10 battle-centric feats, so what do we get?



-Deadly Opportunist: When hitting foes with an AoO, you may forgo any number of remaining AoOs to get 2 points of additional damage per foregone attack, three when using light weapons.



-Defensive Aid: Gain +2 to AC when using aid another to help allies.



-Defensive Battler: Increase the aid another DC to protect versus your attack by your BAB. That one's a bit too specific for my tastes.



-False Strike: As a full-round action, make an attack versus a foe. You deal normal damage versus that foe when you hit - if you miss, though, you count as having helped an ally within range with aid another to increase atk or AC versus the target of your attack. Nothing to complain here!



-Improved Takedown: When using takedown to grapple foes at the end of your charge, you pin successfully hit foes automatically. Iconic!



-Opportune Aid: +2 to atk and damage with AoOs until the start of your next turn when successfully using aid another.



-Shield Mount: As a swift action, share your shield bonus with your mount, but at the cost of twice the armor check penalty. Awesome one!



-Strategic Defenses: As a full-round action, grant all allies holding readied actions within 30 ft. of you +2 to dodge AC until the start of your next turn Cool one, though I would have preferred its range to scale .



-Takedown: When charging and successfully tripping (or otherwise knocking prone) foes hit by your charge, you can initiate a grapple with said target as a free action. Nice!



-Tireless Tenacity: 1/minute, ignore fatigue (or reduce exhausted to fatigued) for 1 round at the cost of 1d6 nonlethal damage. I really like this one - it should imho be codified as a default option for characters.



Conclusion:

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





Per se I like feats expanding options for aiding others - but many herein are a tad bit too specific for my tastes and feel a bit like they're on the weak side. However, there also are the takedown-feats, the cool "shield mount"-feat and the damn cool "Tireless Tenacity"-feat. All in all, a solid collection of feats for a fair price that has some neat gems and while not universally hitting home, it still is a worthy purchase at a final verdict of 4.5 stars, rounded down to 4 for the purpose of this platform.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Feats of Battle
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More Faeries!
by Thilo G. [Verified Purchaser] Date Added: 08/29/2013 05:47:30
An Endzeitgeist.com review

This installment of Abandoned Arts' More Monster-series is 8 pages long, 1 page front cover, 1 page SRD, leaving us with 6 pages of content, so let's take a look, shall we?



Not wasting any space, we kick off with the CR 2 Asrais, benevolent fey at home both in the air and in the water, who, depending on whether in contact with earth or water, may pass traceless through terrain or turn greater invisible. Rather cool: When flying by, the hypnotic hum of an asrai's wings may fascinate foes or send them into a deep slumber.



The CR 1 frostjacks benefit constantly from slipstream and icewalking as well as with a breath weapon they may alternatively use to create items (or weapons) from ice or to cover the area around them in ice - rather cool, versatile uses of breath weapons. Nice!



CR 1/2 Grogochs look essentially like whiskered, smelly fey bums who make for excellent housekeepers (via e.g. Improved Familiar) - if you can bear their terrible stench aura. Special mention deserve the whiskers - they net the fey +8 initiative - but only as long as there's no too powerful breeze blowing. Haven't seen that caveat before - neat! Also rather cool - the fey come with a severe antipathy towards all things divine.



At CR 2, the butterfly-winged, voluptuous Leanhuan are tricky things - they charm enemies, then task them with impossible tasks as per geas/quest - but only if they succeed in convincing the target. On a failed attempt, the Leanhaun has to serve the crafty individual as muse for a year as a muse - with significant benefits, especially for craftsmen... Oh, and when they succumb to the wiles of the truly powerful, these fey may change alignments and become truly loyal servants of said master - these Leanhuan are essentially a variant with some significant oomph added for CR+2.



The CR 1 Sheoque come not only with a nice rhyme, but are also guardians of the fey's sacred places - as such, they may hallow areas - to the point where the undergrowth actually attacks intruders! Neat!



The final page provides a list of the fey herein by CR, combat and skill role and also reprints the slipstream and vanish spells for your convenience.



Conclusion:

Editing and formatting are top-notch, I didn't notice any significant glitches. Layout adheres to Abandoned Arts' no-frills two-column standard and the artworks by Katie Brandley and Carlos Torreblanca are originals and their b/w-awesomeness is not something you'd normally expect to see at this price-point. The pdf has no bookmarks, but doesn't necessarily need one at this length.



Author Daron Woodson has once again created a collection of well-crafted monsters for your perusal, all with their respective signature attacks - but in contrast to the installment on Gremlins, this one feels a tad bit weaker. Only marginally so, though, and thus I feel justified in rating this neat collection of monsters 5 stars - no complaints and a definite recommendation.


Endzeitgeist out.

Rating:
[5 of 5 Stars!]
More Faeries!
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Feats of Observation
by Thilo G. [Verified Purchaser] Date Added: 08/24/2013 06:14:02
An Endzeitgeist.com review

This pdf is 3 pages long - 1 page front cover, 1 page SRD, 1 page content providing 9 new feats, so let's take a look!



-Assassin's Eye: Study foes faster for death attacks and potentially delay executing the death attack by up to 5 rounds. Nice one!



-Stonesense: As a full round action, get tremorsense 5ft for a round - I LOVE this one - rather iconic and cool!



-Improved Stonesense: Instead gain Wis-score feet tremorsense, rounded down to increments of 5 - neat!



-Investigative Tracker: Glean information from crossing tracks - including a round by round description of combat, if one happened. Cool for investigative characters!



-On my command: Allies that ready action for you to give the order to attack get +1 to atk and damage. The bonus is untyped, but does not stack with itself. Nice for commander-type characters, if perhaps a bit strange on the power-scale - I would have expected a maximum number of allies that can benefit from it or a scaling bonus.



-Reconnoiter: Ignore 10 ft of perception-penalties, plus 10 ft for every two ranks in perception you have. Neat for scouts!



-Scout's Eye: +Int-mod to Perception and Sense Motive when observing flat-footed foes unaware of your presence. Okay, though I'm not a big fan of multiple attributes being added to one skill.



-Sensory Joining: Extend a limited form of bond sense to summoned creatures, which takes 1 minute and is at -10 - but still so full of potential, it's awesome. The storytelling potential for NPC-masterminds is boundless, as is the one for PC-scouting without being overpowered since summons lose quite a bit of their duration. Neat!



-True Disbeliever: When passing 10 ft. by an illusion, you may disbelieve it without interacting with it.



Conclusion:

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



Observation-feats could have been boring. Could have. Instead we get a collection of feats that contains some true winners (especially for "brainy" investigator-style characters and scouts) and can be considered well done indeed. The feats are interesting, open some cool options and should be considered welcome additions to your game. Add the more than fair price and we get a package that is well worth the low asking price and a final verdict of 5 stars.


Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Feats of Observation
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d20pfsrd presents Open Gaming Monthly #5
by Luke M. [Verified Purchaser] Date Added: 08/23/2013 22:54:40
A superior monthly gaming mag for all things open source gaming. If you were a fan of Dragon or Dungeon back in the day, consider this magazine your must purchase. According to the publisher a subscription option is coming soon.

Rating:
[5 of 5 Stars!]
d20pfsrd presents Open Gaming Monthly #5
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Feats of Subtlety
by Megan R. [Featured Reviewer] Date Added: 08/13/2013 09:40:29
Not every battle is won with sword and spell... your tongue may come in useful too!

Especially if you have taken a glance through this product and picked out a feat or two that suits your style. Perhaps you use darkly honeyed words to convince others to do what you want... take the Coercer feat and gain a +4 (!) bonus to Charisma and Charisma-based skills to get those under charm or compulsion enchantments to do something that they'd normally refuse.

A few of the ten feats you have to choose from operate in combat, using feints and deceptive footwork to evade your enemy or to enhance your swordsmanship. The subtlety here is physical rather than verbal.

Others enhance your performance on the social scene which - especially if you play in intrigue-rich games - may be as much of a battlefield as any war zone (albeit a bit less muddy). Engage your Social Combat feat and prove your prowess as you disrupt other people's attempts at Bluff, Diplomacy or Intimidate by turning it back on itself.

If you already have the Slippery Mind feat, you can improve on it with Slip Enchantment, which lets you choose precisely when you break free of that enchantment that's been cast on you, rather than being released as soon as you succeed in your roll. Plenty of scope to be sneaky!

And if you want real subtlety (and are a spell caster) the Subtle Spellcaster feat lets you whisper the necessary words so that nobody notices that you are in the middle of spell-casting!

Loads here, enjoy.

Rating:
[5 of 5 Stars!]
Feats of Subtlety
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More Gremlins!
by Thilo G. [Verified Purchaser] Date Added: 08/13/2013 03:18:31
An Endzeitgeist.com review

The first of the mini monster manuals by Abandoned Arts is 8 pages long, 1 page front cover, 1 page SRD, leaving us with 6 pages of new mischief-causing gremlins, so what do we get?



Well, the first critter would be the Gobbledeguk at CR 1/2 - which comes with a short, nasty song (nice!) and two rather interesting abilities: When killing a creature by biting, these gremlins shred anything with a hardness of 8 or lesser (fearsome imagery) and they may also a grinning state: Having mouths studded with far too long teeth, grinning results in severe damage to the Gobbledeguk, causing bleed damage, but also an adrenaline release for the masochistic gremlin, resulting in increased combat prowess... The creature also comes with notes to create the dreaded 15 HD brood mothers of the race...creepy. The one thing I have as an issue versus these gremlins - they are TOO suicidal - with wis 8 and no ranks in heal, grinning is a death sentence. Not that may be the intention, but still.



Nightkin Gremlins at CR 1 had me flash back to diablo 2's most hated world - potbellied, mask-wearing, blowgun using threats that, upon death, turn into tiny skeletons that keep attack - unless wearing masks, which are also introduced and which work for them as a gentle repose - for a time.



Shaggy Gremlins with tusks and unworldly stench, breath weapons and a morale bonus( and penalty) suppressing aura, the Osswyrd at CR 2 are made of win - as are the witchwyrd variants who additionally get access to a limited selection of spells from various witch patrons.



The hunchbacked Perstermin gremlins at CR 1 not only have shrooms growing on their back, much like an antibard, they can penalize foes with invisible nettles, thwarting their attempts to do anything really and cutting the proud down to size. Oh, and their beard can hold objects.



Wicklings at CR 1 look like a candle is growing out of their head and may disguise themselves as such. Their tongues can ignite flammable objects and extinguishing the wick of these small pyromaniacs causes them severe discomfort and power loss - nice Achilles heel!



The final page provides the statblock for aforementioned nightling skeletons as well as a list of monsters by monster roles and one that organizes them by CR.



Conclusion:

Editing and formatting are top-notch, I didn't notice any significant glitches. Layout adheres to Abandoned Art's 2-column no-frills standard and is easy to read. Each of the monsters comes with its own beautiful piece of original b/w-artwork by Carlos Torreblanca- nice indeed to have at this low price point! While personally, I would have liked to see bookmarks, at this length their lack is something that can be ignored.



Gremlins are nasty critters, as anyone who ever faced a pugwampi can attest to - and these are no different. Nasty, psychotic and mischievous, these little buggers make for great low-level adversaries, drive home the alien nature of some fey and come with several unique signature abilities per critter to boot - all in all resulting in a thoroughly well-crafted supplement worthy of 5 stars + seal of approval - congrats to author Daron Woodson!

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
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You Name It: Orcish Names & Tribe Names
by Thilo G. [Verified Purchaser] Date Added: 08/02/2013 09:47:39
An Endzeitgeist.com review

This installment of Abandoned Art's name-table-series is 3 pages long, 1 page front cover, 1 page SRD, 1 page content - so what do we get?



Essentially, we get 100 names for orc males, 100 names for orc females and 100 tribe names. Male names include for example Brungmar, Hhrask and similarly harsh-sounding, sonorous names, whereas females get names like Tarynyls, Kullika etc. - raw and still slightly feminine. Tribal names are established composites and in contrast to the goblin's installment feature no wonky high jinxes, but rather come off as intimidating with "Fear-Drinker", "Firescreamer" and "Flaybrothers" should be considered neat names indeed.



Conclusion:

Editing and formatting are top-notch, I didn't notice any glitches. The pdf has no bookmarks, but being one page, it needs none. The names per se are awesome and thematically fitting - BUT: As before in the series, I'm not a big fan of the layout - all three types of names are crammed into the same table, each type of name taking up two columns. Presentation-wise, that's making the pdf look more jumbled than it ought to - just making breaks between the background-shading between the name-tables would go a long way there. Hence, I'll give this a slight penalty in the presentation-department, resulting in a final verdict of 4.5 stars, still rounded up to 5 for the purpose of this platform, though.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
You Name It: Orcish Names & Tribe Names
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Amazing Races: Aasimar!
by Thilo G. [Verified Purchaser] Date Added: 07/30/2013 01:57:28
An Endzeitgeist.com review

This installment of the Amazing Races-series is 4 pages long, 1 page front cover, 1 page SRD, leaving us with two pages of content, so let’s take a look, shall we?



As always, we kick this installment off with new feats, this time around a total of 8!

-Dazzling Counterspell: Dazzle foes whose magic you counter for countered spell level rounds. Nice one to make counterspelling less of a wasted action.



-Disrupt Undead: Automatically (no suppression) treat any undead you touch or hit with an unarmed strike as subject to a disrupt undead effect with CL equal to your HD.



-Familiar Counselor: Upgrade Celestial familiar to Int 13. Bit of a wasted feat imho.



-False Hero: +8 to bluff to lie about your alignment/motives.



-Holy Wings: Wings are treated as good-aligned for overcoming DR.



-Sanguine Sacrament: When subject to a bleed effect, you treat each square within 5ft. of you as consecrated. You may cut yourself for a bleeding wound to also gain these benefits. I REALLY like this feat! Its imagery is iconic and damn cool!



-Sanguine Strike: When suffering from a bleed effect, you deal an additional 1d4 points of damage to undead and creatures with the evil subtype with your weapons.



-Sunspell (Metamagic): At +2 levels, dazzle creatures upon failed will-saves for spell level rounds. Already dazzled foes become blinded for one round. Ridiculously weak, since it only works in areas already in sunlight and its +2 levels make this a complete waste of a feat.



We also get two new traits, one that makes you count as humanoid with the human subtype and one that nets you access to an effect akin to the phylactery of faithfulness for 1 round.



Beyond that, there also are two new alternate racial traits, one replacing “skilled” with the option to impose a -4 penalty to Perception on foes the aasimar has successfully used diplomacy against, the other one replacing spell-like abilities with a good aura of a paladin of equal levels.



A new archetype is also provided – the Righteous Fury is a variant of the barbarian and modify their list of class skills and in spite of alignment restrictions, continue to advance as a paladin even if none-lawful. When raging at least two rounds, the archetype also regains 1 round of rage at the end of a rage and finally, the barbarian’s weapons count as good while raging and deal additional damage versus evil creatures. On the one hand, I love the idea behind this archetype, on the other hand, I honestly consider the execution slightly less interesting than it ought to be – a blend of paladin/barbarian could have been much more interesting than this rather conservative take on the idea.



Conclusion:
Editing and formatting are top-notch, I didn’t notice any glitches. Layout adheres to Abandoned Art’s two-column no-frills standard and the pdf has no bookmarks, but needs none at this length.



Author Daron Woodson has crafted this time around some rather cool feats – especially the Sanguine Sacrament-feat is simply glorious. The other components of the pdf are also neat, but don’t completely live up to said feat’s glorious potential and imagery. While I love the archetype’s idea, more paladin/barbarian-synergy ability-wise would have imho made this so much more compelling – still, a more than solid installment in the series and well-worth 4.5 stars, rounded down to 4 for the purpose of this platform.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Amazing Races: Aasimar!
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Amazing Races: Kitsune!
by Megan R. [Featured Reviewer] Date Added: 07/14/2013 10:24:01
If you play a kitsune character, here are various feats and traits specifically tailored for you, as well as an archetype called the White Furred Oracle for kitsune who wish to tread the oracle's path and, er, have white fur. Apparently most white-furred kitsune do become oracles... they are quite rare, though, most kitsune have standard fox coloration in their natural form.

There are 2 feats, 2 character traits and a whole bunch of racial traits to choose from, so there are plenty of ways to hone your character to suit your own concept. Everything is well-balanced, neither advantaging or disadvantaging the kitsune who chooses from this book rather than from the standard feats and traits available to him.

The White Furred Oracle has been well thought through and is worth considering if you want to play a kitsune oracle... indeed, reading through makes me quite fancy playing one although it wasn't something I'd been considering before!

Nice little collection for the players of kitsune and GMs whose groups include one.

Rating:
[4 of 5 Stars!]
Amazing Races: Kitsune!
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