This book presents options to play a Gothic Horror themed campaign or a game set somewhere in 1911. This book does not provide a set of monsters or present locales or cities. It is important to note that the material contained herein is based on the Pathfinder Rules.
Almost half the book is dedicated to character origins and classes. Character origins are background that can help flesh out a character and also provide a few options beyond what is accessible through a class. Each origin also provide a summary explanation as to why a character from such origin would choose to become a hunter. These origins provide the same versatility that races provide in Pathfinder, though obviously, everyone is a human herein.
The next chapter presents character classes. Players can become exorcist, hunter, magician, murderer, scientist, scoundrel, soldier, spiritualist, vagabond, white witch, prize fighter. I will not into the details of all the classes, but most of them are built around talents that can be chosen from a list and bring diversity to each class. Many of these classes are not proficient with any weapons which I find quite refreshing because this book is set in a close approximation of our world (albeit more than a hundred years ago), so not everyone would be good at using a weapon. However, these classes usually have access to spells and other interesting abilities that more than make up for the lack of weapons. Of all the classes, I found the scientist the least appealing. It has similarities with the alchemist class, but the Scientific Gadgets class feature seems a bit over-complicated and I am not entirely sure what they are supposed to do. I did not get the chance the play with it, but I think I would need to see it in action to better understand the class. The last class, the prize fighter, is a monk archetype that works quite well in this more modern setting. It seems very fun play. The other classes seems interesting, but I think that the capstone for the Magician, transcendence, is an overpowered ability making the character pretty much immortal.
The next two chapters cover skills, feats an gear. They are expansion of what you have in the core rule book, providing new rules and adapting other rules where appropriate. A large portion of the gear is dedicated to firearms, which are not used in all pathfinder campaign.
The chapter on combat provides additional rules for using firearms in combat. The rules are fairly simple and the part on called shot presents easy rules to make combat more fun in my opinion. A brief chapter describes what life was like in 1911 and suggests resources to help bring this period to life for your players.
Chapter 8 provides tricks and tips on how to run a game for Monster Hunters. This is a nice chapter that helps to bring into perspectives the differences between a fantasy game and a gothic horror game. I feel however that many Ravenloft supplement back in the days of 2nd edition were doing a much better jobs at providing guidance than this chapter but still, the right elements are there.
The book ends with a short sample adventure that helps to emphasize on what was discussed in the previous chapter. the adventure is straightforward and lacks details, but does provide a nice starting point and great foundation should a Huntmaster (as GMs are called in this book) wishes to expand it.
Overall I really enjoyed this book. I did not get a chance to run a game using these rules yet, but I feel like it would be easy to do using this book as a reference. The additional rules are simple and easy to grasp. They feel appropriately grim and would make for nice change of pace. I like that the classes are simple and easy to play. I also liked the rules on called shots. Tough I am not a big fan of this, I think these rules made sense. If you liked Ravenloft of you would like to play in setting similar to what Bram Stoker and Mary Shelley described, than this is for you.