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#1 With a Bullet Point: 5 Haste/Slow Feats
par Joshua G. [Acheteur vérifié] Date Ajoutée: 09/03/2012 02:42:12
5 Haste/Slow feats is yet another round in the never ending magazine of bullets Owen is firing off this summer. Following the basic look and feel of this excellent series, the PDF is presented in landscape, with a three column approach (although the third column is filled with artwork both times, lol) for the main body of the material, weighing in at 4 pages. Sporting three pieces of pretty decent art, and no true editing/grammatical speed bumps to speak of, this entry into the Bullet line lives up to usual standard of quality that I have come to expect from SGG. So, let's dive in and see what we have this time, shall we?

Distorted Speed is an interesting feat in that it goes both ways on the spectrum, being able to affect haste, or slow (or even blessing of fervor if you allow it within your campaign). Short and simple breaks down to this, those enjoying haste or fervor get to pick from a short list of variant perks instead of accepting the normal boost, while those suffering under slow are at your mercy with a new list of options for them as well. Nice, very very nice. Marathon of One gives you the ability to focus your speed spell of choice on a single target, as opposed to an area...got to say, am seeing some serious options for when this could be real handy. Master of Speed is one of those feats that proves once again Owen should have been around a long long time ago tucking his little nuggets of brilliance into the game...OK, follow me here...we've all been there, the play group roll their initiative rolls, the weakest non combat prepared players not only roll high, they roll really high...while your muscle rolls lower than the GM's critters/bad guys/insert evil thing here...crap...well folks, no more. With master of speed the spellcaster can “collect” the parties initiative rolls, and redistribute them as they see fit...yeah, you read that right, let it soak in. If a playgroup plays it right, the fighter will always be where he needs to be in rotation, the healer won't be wasted right off the bat, etc etc, you get the idea...Overlord of Speed really starts to give your speed spell chucking character some meat, any time a foe fails a save against a spell, SU ability or spell-like ability vs. you they suffer a slow[/] effect. Now, as cool as that is, this feat is not quite done yet...because if you have an ally in range, they get a [i]haste[/] just for being in the right place at the right time.

Which takes us to the fifth feat, Unrestrained Spell. Now, this feat is seriously useful for a spell chucking character, as it increases the the range between targets for ANY spell that defines a parameter of distance between targets....wait, wha? What does that have to do with [i]haste/slow? Specifically? Nothing. But, in the broader scope, everything. Haste and slow both are limited by the whole “must be within so many feet of each other blah blah blah”...as are many other spells. So, does this one belong here, yeah, technically....it's just uber cool that it also applies to a massive amount of other spells.

So, tallying it all up.....hmm, not much on the negative side there.....OK, not often do I look at the ratings and wish they went higher than 5...but here I am wanting a sixth star. I love the speed set, and being able better manipulate them makes me a happy GM. I'm going with an official 5 star, well worth the price of admission and all....but this one is a straight 6 as far as I am concerned.

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Megadungeon Delver's Player Options
par Mikhaila B. [Acheteur vérifié] Date Ajoutée: 09/02/2012 00:09:02
Simple, wonderfully written and fully realized, the Megadungeon Delver's Players Options book contains feats aplenty for the adventurer delving into the epic dungeons and cavern complexes. Highly recommended.

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#1 With a Bullet Point: 5 Unseen Servant Feats
par Thilo G. [Acheteur vérifié] Date Ajoutée: 08/30/2012 10:58:02
This pdf is 4 pages long, 1 page front cover, 1 page editorial/SRD, leaving us with 2 pages of content for 5 feats to modify the unseen servant spell, so let's check this out!

the feats are:

-Force Servant: The unseen servant counts as a force effect and thus is immune to damage and can manipulate ethereal objects.

-Greater Servant: This feta modifies your unseen servant so it has an effective str-score of 6, can perform tasks of up to DC 14 and keep up with movements like climbing, flying etc., even if you move more than 15 ft.

-Unseen Actor: Your unseen servant can interact with figments you create, adding minor real effects to your illusion and thus making it harder to see through. The unseen servant can slo be used to enhance your stealth. This one's really creative and cool -bravo!

-Unseen Craftsman: The unseen servant can take the aid another action when an unskilled assistant could do so and gain access to your Craft and profession skills.

-Unseen Squire: Your unseen servant can be assigned to other characters to stow items safely away or produce them, prepare a weapon etc. and enables the character with such a squire to accept or pass items as a free action- the servant could also reload a crossbow or firearm (though it takes long), carry a shield or apply a potion to the character. This feat is AWESOME - not only is it clever and cool, just think about it: With some minor reskinning, you'll have a nice framework for some kind of beneficial haunting/friendly spirit-themed characters - Kudos and two thumbs up!

Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches. layout adheres to SGG's 3-column standard and the pdf has no bookmarks, but needs none at this length. Every time I think I'm getting finally tired of these spell-feats one-man-feat-factory Owen K.C. Stephens manages to pump out yet another stellar pdf full of great feats with yet another one or two inside that can only be considered innovative and cool. This is another one, and one that ranks among the more creative and interesting spell-feat BPs. My final verdict for this cool, creative little file will be 5 stars seal of approval - the squire feat alone is worth checking this out.

Endzeitgeist out.

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#1 With a Bullet Point: 5 Unseen Servant Feats
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Megadungeon Delver's Player Options
par Thilo G. [Acheteur vérifié] Date Ajoutée: 08/29/2012 06:04:57
This free pdf is 5 pages long, 1 page front cover, 1 page editorial/SRD and 1 page advertisement, leaving us with 2 pages of content. This BP is intended for Megadungeons like SGG's dungeonaday-colossus Dragon's Delve or Rappan Athuk and seeks to provide character options, specifically, feats, tailored towards prolonged journeys through these places, so let's check them out!

-Caged Rage: Improved CMB to bull rush and no need to move when underground. Also 1/rage bull rush as a swift action. Nice to shove foes into these pit traps!

-Corridor Combatant: Use improved speed to move through friendly spaces when in the corridor by walking on the walls.

-Delver's Saga: Have allies add your inspire courage bonus to atk, saves, skill checks, concentration, spell penetration and dispel checks, up to a maximum of the dungeon's total levels.

-Doorkicker: Improved breaking of unattended options, not only doors.

-Dungeon Stalker: Use Knowledge (Dungeoneering) and Survival to determine the creatures in an adjacent room.

-Earth Dragon: 1 caster level to earth, rock and stone-related spells.

-Herald of Justice: Aura of Courage also applies to saves vs. traps and skill check to survive difficult terrain.

-Mole Master: Replace summoned creature's low-light with darkvision and/or summon less to give them burrow rates.

-Room Sweeper: Take in potentially all inhabitants of a room in one sweeping glance.

-Shrine Keeper: Modifies consecrate and desecrate to abr a type of creature or boost a non-undead creature respectively.

-Spread Spell (Metamagic): Cast a burst or line-spell as a spread at 0 levels.

-Trap Master: Use cunning trigger to activate traps you have disarmed, not only created.

Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's 3-column standard and the pdf has no bookmarks, but needs none at this length. The feats herein are definitely geared toward old-schoolish dungeon romp and provide useful, powerful options to grant players an edge in a continuously hostile environment. That being said, the design goal and intended purpose also means that depending on your campaign, I'd suggest being careful with taking/allowing them if you're not going into a mega-dungeon. In mega-dungeons they work just awesome and could mean the difference between life and death - plus, this pdf is FREE! Free is hard to beat, especially at this quality and thus, my final verdict will be 5 stars - and if you haven't, check out dungeonaday-site, which will not only remain open, but be fully pathfinderized for a dungeon to use them in.

Endzeitgeist out.

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#1 With a Bullet Point: 5 Machinesmith Feats
par Thilo G. [Acheteur vérifié] Date Ajoutée: 08/28/2012 04:59:27
This BP is 4 pages long, 1 page front cover, 1 page editorial/SRD, leaving us with 2 pages of content, so let's check them out!

This pdf is a supplemental one for one of my favorite 3pp-classes released in the last couple of months, LPJr Design's Machinesmith, which, since a slightly bumpy inception, has been revised and now rocks hard - if you haven't checked it good, give it a shot! That being said, let's take a look at the 5 feats:

-Alchemical Admixture: Select one of a staggering array of alchemical bombs and add them to your prototypes, gadgets or greatworks. When you attack with them (or force a save or have them attack), you may as a free action release the alchemical admixture, dealing additional damage and/or effects. The save-DC is reliant partially on your craft (alchemy) skill. A complex feat that makes sense, is iconic and cool - that's the type of content I love to see from SGG!

-Behold!:3+Cha-mod times per day, you may demoralize foes as a swift action when using an item you have created via the Knowledge (engineering)-skill, instead of the intimidate skill, cowering these primitive monkey WITH SCIENCE!

-Better than New: When repairing something via mending, you also temporarily improve its atk, damage, saves, skill checks or DR/hardness with a small bonus dependent on your level.

-Creation Focus: Choose a single item you have created, including magic items, prototypes, gearworks and gadgets. As long as you fiddle and make adjustments every 10 minutes, said item can increase its atk, damage, saves, skill checks or DR/hardness by 1. Pity this feat does not improve over the levels like "Better than New".

-Emergency Activation: Activate an item you have created, including magic items, prototypes, gearworks and gadgets as a swift action, but only for non attacking actions and activations that would take a standard action or less. You may use this ability once for every 4 levels you have. GENIUS - after all, we all know about all these iconic emergency-escape tricks, edges in combat etc. Very cool!

Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches. The pdf adheres to a 3-column standard and comes with no bookmarks, but needs none at this length. The machinesmith is a great class and this pdf offers some awesome actions for the class to use. While I'm not sold on "Better than new" and "Creation Focus", the other three feats, especially alchemical admixture and Emergency Activation, are pure unadulterated genius. Taking the low price into account as well as the fact that the Quartermaster's Handbook for NeoExodus, which was supposed to add new machinesmith options, has been delayed some time, I can wholeheartedly recommend this pdf for fans of the machinesmith and also to designers who want to take a look how handling access to another classes class ability can be handled without making this versatility too strong or unbalanced. my final verdict will thus be 5 stars.

Endzeitgeist out.

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#1 With a Bullet Point: 5 Machinesmith Feats
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Loot 4 Less: Things That Make You Go Boom
par Sean H. [Featured Reviewer] Date Ajoutée: 08/27/2012 11:26:32
Loot 4 Less: Things that Make you go Boom which is a compilation of several earlier Loot 4 Less products (Arms and Armors, Rings and Rods,check the individual products for more detailed reviews) which are all about lower powered -and lower level- magic items which fulfil a useful niche in the magic item/adventurers ecosystem. And many of them are just fun as well. For anyone who likes minor magic items, and discussions on how to make them, this product is a good investment.

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The Genius Guide to Another 110 Spell Variants
par Sean H. [Featured Reviewer] Date Ajoutée: 08/27/2012 11:25:06
The Genius Guide to: Another 110 Spell Variants is just that, taking existing spells and giving them a twist to create a new spell. This is very useful for rapid generation of ancient tomes of magic and signature spells for NPCs. Though it should be noted that many of the base spells are from Ultimate Magic and a smaller number from the Advanced Player’s Guide and without access to those spells this product will not be as useful.

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#1 With a Bullet Point: 5 Haste/Slow Feats
par Thilo G. [Acheteur vérifié] Date Ajoutée: 08/27/2012 04:50:16
This pdf is 4 pages long, 1 page front cover, 1 page editorial/SRD, leaving a total of 2 pages of content for 5 feats dealing with the haste and slow spells, so let's check this out!

-Distorted Speed: Choose from 3 alternate blessings when under haste or blessing of fervor, ready or store a piece of equipment, charge as a standard action or gain deflect arrows; All effects remain for 1 round until they can be changed again to the regular benefits. Slow also provides 3 new detrimental effects: Increased casting time for those affected, ranged attacks cost standard actions or an inability to ready or delay. All targets of slow suffer from the same effect, while those affected by your modified haste-spells can choose freely.

-Marathon of One (Metamagic): Cast blessing of fervor, haste or slow as a single target spell at one level lower. Nice!

-Master of Speed: When you and allies within range (30 ft) roll initiative, you may assign allies to share their component initiatives. Rather cool, especially for strategist-type characters.

-Overlord of Speed: Whenever an opponent fails a save against a spell, spell-like ability or supernatural ability of yours, you can enforce a will-save to have them slowed for 1d4 rounds and, if they fail their save vs. this effect also grant an ally the benefits of either haste or blessing of fervor for the same round. This feat is too strong - even at DC 10+1/2 level, a free slow effect as part of another cast is very strong. Add then the beneficial effect for allies and we have a VERY strong feat. At least in my home game, this feat will not be allowed and imho needs some further limitation to make it less powerful - perhaps limiting the slow effect for one round and eliminating the accelerating benefit? Or making it either/or?

-Unrestrained Spell (Metamagic): At 1 level, double the range of "targets can be no more than X ft. apart"-clauses in spells.

Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's 3-column standard and the pdf has no bookmarks. And here we are - another excellent selection of iconic feats from SGG - with one exception: While most of the feats herein are dangerously close to my comfort zone regarding power, Overlord of Speed is sickeningly powerful and needs a nerfing. The abuse is rather plain to see and additionally, the feat entails additional dice-rolling with every cast that features a save. Thus, due to the one rather overpowered feat that tarnishes a collection of otherwise stellar and original feats. Thus, I'll settle for a final verdict of 4 stars.

Endzeitgeist out.

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Anachronistic Adventurers: The Tough
par Thilo G. [Acheteur vérifié] Date Ajoutée: 08/22/2012 09:02:19
This pdf is 24 pages long, 2/3 of a page front cover, 1 page editorial/SRD, leaving 22 1/3 pages of content, so let's check this out!

The latest new class in SGG's critically acclaimed series, which has provided us with one of my favorite PFRPG-classes ever, introduces us to the Tough: d12, 3+Int skills per level, full BAB, good fort-saves, no spellcasting. The tough gets a tough talent at 3rd level and every 4 levels after that and, as all classes in the anachronistic adventurer-line, can choose an anachronistic archetype. But before I get into the talents, I feel the need to address a basic part of the tough's concept: Representing the hard as nails survivor that just doesn't know when to call it quits, the tough has several abilities that depend on the new battered condition: Essentially, if you've played 4th Ed, when he's bloodied, i.e. at less than 50% maximum HP. He e.g. always gets an improving bonus to atk, AC, damage and saves when thus damaged. The talents presented are a total of 15 and include getting the back to the wall-bonus to skill checks, being able to act longer when almost dropped to death, enhanced power when subjected to detrimental conditions and even becoming immune against mind-affecting spells and effects while battered at the cost of being unable to use certain skills. The snarling juggernaut that is almost impossible to put down culminates in the capstone ability that lets the tough save to prevent taking dying via a save once per round -neat!

On to the archetypes: Monster Smashers focus on destroying monsters and can impede their supernatural and spell-like abilities temporarily with their hits, but thankfully only a limited number of times per day. They also exhibit a kind of instinctual knowledge on how to put down supernatural beasties and learns to specifically work against monsters with specific abilities. Furthermore, the archetype gets access to a selection of 4 special talents that let them combat larger beasts effectively or even take on certain characteristics of their adversaries, like a bite attack, being amphibious etc.
The second archetype herein, the Outrider, is something I've been waiting for: Using teh relative positioning and vehicle rules from Ultimate combat, the outrider can specialize is a type of vehicle in which they are even better than usual, learn VERY fast on how to operate them and a total of 8 different talents enable the outrider to e.g. repair a vehicle as a swift action (with the aptly-named Come on, Baby!), excel at dogfight maneuvers and make her machines temporarily faster. I LOVE this archetype. Seriously! Finally we have a functioning pilot archetype for Pathfinder - for all those flying ships, chariots, golem-bikes, power-armors and even for time-distorting snail-powered mechs (yeah, I once had those in my game). Two thumbs up!

The Master of Arms is more conventional, I suppose: Selecting a weapon group, they improve the damage capabilities by the chosen group of weapons rather drastically, setting e.g. a minimum dice-type that the weapons deal damage-wise and adding additional benefits: Flails e.g. can ignore shield-bonuses to AC, while firearms enable the master of arms to demoralize foes. The archetype also comes with 5 different talents, of course also focused on martial prowess with their chosen field of expertise.

The final archetype we are introduced to would be the Wise Guy, a tough guy who would make for an excellent godfather or leader of an unpleasant organization, being able to intimidate allies and minions by calmness, instilling competence via fear and the ability to strike extremely hard and devastating when striking.

The pdf then goes on to explain the relative positioning and distance interval-rules, lead vehicle loci and environmental loci as well as how to cover encounters with multiple loci before going into vehicle maneuvers, the vehicle template (wanted to create that Tarrasque-tank? There you go!) and 3 sample vehicles based on monsters - great ways of reskinning these beings! Before we get on to the short run-down of progression-levels as is by now obligatory in the series, we are introduced to the vehicle golem feat, which becomes a permanent fixture and magical vehicle for you. It also contains the exceedingly rare SGG-typo, speaking of "GN"s.

Conclusion:
Editing and formatting are very good, though not as perfect as I'm accustomed to by SGG - the bonus feat-section has a blank line, which looks weird and there is the typo - not enough to rate the pdf down, but worth mentioning. Layout adheres to SGG's 3-column standard and the pdf features some cool, classic and flavorful pieces of artwork. The pdf has no bookmarks, and honestly, by now I think that every pdf apart from Bullet Point-length ones should have them, so that's a detracting factor.

The Tough is a cool class, fitting seamlessly into the grand concepts of this series and providing a modular line. Personally, I'm not a huge fan of the battered condition, as it has a rather significant potential for metagaming, but that's a personal thing - I have to admit that creating a character à la Rocky Balboa works very well with this class. Design-wise, I'm a huge fan of the Outrider, though that one will probably be not for all campaigns, it would also work well for a regular NPC-cohort to represent the trusted pilot. I love it. What does that leave us with, rating-wise? Apart from the lack of bookmarks, I have nothing to complain about and thus, my final verdict will be 4.5 stars, rounded up to 5 for the purpose of this platform due to otherwise great, balanced content.

Endzeitgeist out.

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#1 With a Bullet Point: 8 Lightning Bolt Feats
par Bruce B. [Acheteur vérifié] Date Ajoutée: 08/17/2012 19:34:14
This Bullet Point was everything I expected: simple, inexpensive and powerful.
I like the Forked Bolt -_ Multiple Bolt -_ Mystic Arc Feat progression, which then allows a Wizard or other Evoker to create elementally "realistic" Lightning effects.
I am also quite taken with the Cloud-to-Cloud Feat, which provides a subtle hazard beyond the usual "Oh, Ho Hum, just another cloud of mist" reaction. Suddenly the much-ridiculed myriad of fog/haze/cloud spells become a potential Electrocutional minefield!
The Thundercrack Feat provides an obvious elemental effect, since anyone who has been caught in a Thunderstorm can understand the multiple experience of a Lightning strike: the flash of lightning and the concussion of thunder. Shock and Awe!
I'm wild about the Storm Rider Feat, which allows for a Dimension Door-like short-range transit.

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#1 With a Bullet Point: 7 Shield Spell Feats
par Thilo G. [Acheteur vérifié] Date Ajoutée: 08/16/2012 04:33:47
All right, you know the deal, 4 pages, 1 page front cover, 1 page editorial /SRD, leaving 2 pages of content for 7 feats to enhance the shield spell, so let's check them out!

What do the feats do?

-Covering Shield: Extend your shield to an adjacent ally.

-Elemental Shield: Choose an element when casting a shield-spell to gain AC-resistance to the chosen element.

-Force Shielding: Cool feat lest you cast the spell on a physical shield, making it also work against touch attacks and increasing its hardness.

-Reactive Shield: Also get AC-bonus to CMD. Kind a boring.

-Shiels Spell Bash: No we're talking! Execute shield bash maneuvers with the spell! This feat is plain genius!

-Shield Properties: We know that concept already from e.g. mage armor: Add a limited array of shield properties.

-Tower Shield Spell: You can stretch your shield spell to enhance it at the cost of an armor check penalty and hindered attacks - again, a cool concept, though I feel this particular one is rather weak.

Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's 3-column standard and the pdf has no bookmarks, but needs none at this length. Honestly, I was somewhat disappointed by this pdf - there are cool ideas herein, but also some that are rather boring and not as clever or complex as I'm accustomed to by SGG. That being said, for a buck, this pdf still has some nice options for you and thus, my final verdict will clock in at a rating of 3.5 stars, rounded up to 4 for the purpose of this platform.

Endzeitgeist out.

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#1 With a Bullet Point: 8 Lightning Bolt Feats
par Thilo G. [Acheteur vérifié] Date Ajoutée: 08/09/2012 04:47:06
This pdf is 4 pages long, 1 page front cover, 1 page SRD/editorial, leaving 2 pages of content for 8 spells that modify the classic lightning bolt spell, so let's check these feats out!

-Cloud-to-Cloud: A cool spell synergy feat: When casting a cloud or foggy spell and following up with an electricity-based one, you deal the damage of the latter to all contained in the cloud.

-Forked Bolt: You may opt to shorten lines of electricity to either 1/2 or /3 length, but broaden them.

-Magnetize: Foes who fail saves against your electricity-spells have their armor check penalty increased -cool!

-Multiple Bolts: Divide the line of a line-spell into up to 4 smaller lines that originate from you.

-Mystic Arcs: You may redefine line-spells you cast as arcs - again, very cool!

-Re-strike: When you cast an electricity-based spell and it has the same area of an electricity-based spell you cast before in that area, it has its caster-level dramatically increased.

-Storm Rider: Sacrifice a spell-slot as a swift action to teleport to an area in range of the electricity-effect you just cast. Cool, more versatile adaption of the cool "Like Lightning"-concept from War of the Burning Skies!

-Thundercrack: Changes half damage to sonic damage and if an area, creates an area of 5ft. in it that is sonic instead of electricity. Again, very cool.

Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's 3-column standard and the pdf has no bookmarks, but needs none at this length. I'll make it short - this is once again a winner among the spell-changing Bullet Points that offers a supremely versatile array of cool options that offer both cool options and iconic imagery. My final verdict will thus be 5 stars endzeitgeist seal of approval.

Endzeitgeist out.

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#1 With a Bullet Point: 6 Nonmagic Special Qualities for Weapons
par Thilo G. [Acheteur vérifié] Date Ajoutée: 08/06/2012 06:59:50
All right, you know the deal: 3 pages content, one page front cover, 1 page editorial/SRD, 1 page content, let's check these out!

I'm not a friend of too many magic items flooding my campaign world and thus I really welcome the option to add weapon qualities that don't need to be magic, so what do we get here?

-Back Spike: A weapon with this enhancement gets an additional spike and can then do either its normal damage or the same amount as piercing damage.

-Basket Hilt: These enhance your CMD and additionally your AC if you choose the total defense action, but make a weapon a lousy option to throw at foes.

- Flamberge: When using the dueling rules from UC, a Flamberge-wielder may hit a foe with an AoO when rolling a natural 20 on a parry-attempt.

-Parry Hooks: Now I feel somewhat insulted. These do EXACTLY THE SAME as a flamberge, but don't stack with it. Yes, you read right - they are essentially nothing short of a reskin of the flamberge-quality. This should be a footnote in the former's entry, but it is NOT another weapon quality. And yes, it says so in the publisher's blurb. But it still reads "6 qualities" where we get only 5.

-Ringed: These weapons add rings to make them hit harder: -1 atk, 2 damage. VERY cool!

-Springy: 2 to CMD for -2 to CMB and 1 harness less due to flexibility.

Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's 3-column standard and the pdf has no bookmarks, but needs none at this length. I feel honestly insulted by the false advertisement of this pdf. Yes, it's Super Genius Games. Yes, the content is top-notch and the qualities per se are awesome. And yes, the price is low. Can't I look past the lazily reskinned quality?
No. And I don't want to. This is simply false advertisement, providing essentially only 5 different qualities, not 6, depriving us of one sixth of the promised content of the title. If this pdf was even a tad bit more expensive or had any other flaw whatsoever, I'd rate it 1 star for this. Instead, I'll settle for a verdict that will reflect my utter disappointment at this business practice that I hope SGG will not continue but still take into account the great quality of the other content - 3 stars. If this pdf is renamed "5 Non-magic Qualities for Weapons" or a new one added/Parry Hooks revised, I'd happily revise my review.

Endzeitgeist out.

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[3.5/OGL] The Shaman
par Naomi B. [Acheteur vérifié] Date Ajoutée: 08/02/2012 15:24:02
I can't see how to make this work in a fantasy setting. A raw foodist who loses his abilities if he eats processed food? And that includes honey as it is processed by bees - an example given. What about if the water has to be spelled clean? Or goodberry? More than a day underground and the shaman will be useless to the group. And let's not forget the time needed to forage for food in a fantasy setting.

I like the idea but I find it too restricting.

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[3.5/OGL] The Shaman
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#1 With a Bullet Point: 10 Mage Armor Feats (Full Clip!)
par Thilo G. [Acheteur vérifié] Date Ajoutée: 07/31/2012 06:11:39
This Bullet Point-pdf is 4 pages long, 1 page front cover, 1 page editorial/SRD, 2 pages of content, so let's check this out!

Presenting us with 10 feats to modify the mage armor spell, here we go:

-Defensive Spell Focus: When you cast a spell that grants you AC, you get an additional 1 AC.

-Deflective Armor: Apply force-based AC-bonuses also on your touch attack AC.

-Eldritch Armor: When under the protection of a mage armor (or similar effect), you add the AC bonus to the DC of dispelling attempts made towards your person and worn equipment.

-Explosive Mage Armor: Allows you dismiss an AC-granting force effect to break binds that tie you or escape grapples and similar predicaments. Cool idea and iconic imagery.

-Heighten Mage Armor (Metamagic): Increases the effective level of the mage armor and allows you to get 1 AC for every 1 spell level you make the spell. VERY cool mechanically, as it keeps the spell useful at higher levels - somewhat resembling the psionic system being applied to vancian casting. Two thumbs up!

-Mage Armor Properties: reduce a mage armor's AC bonus of up to 50% and grant it magic armor properties instead - I only wished that more armor qualities would be available - as written, only 5 different ones can be traded in via this feat.

-Shapeable Mage Armor: Either make it harder to confirm criticals or grant your mage armor a locked gauntlet, armor spikes or even use it to slightly improve regular armor, filling in the gaps. Now this is a useful, versatile feat.

-Slick Armor: Casting takes longer, but the armor grants you its bonus to CMD vs. grapple and escape artist checks.

-Summoner Armor: You can cast mage armor at short range on summoned creatures and may add the spell as a swift action to a summoned creature of yours. Very cool and something especially summoners (d'unh) will enjoy.

-Witch Armor: Your Mage Armor also grants you half its bonus as resistance bonus to saving throws against supernatural abilities.

Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's 3-column standard and is crisp and no-frills. The b/w-artwork is nice, the CGI on the cover isn't. The pdf has no bookmarks, but needs none at this length. This pdf provides us with several rock solid options to improve the life-span of the classic mage armor spells and while not all of the feats are as awesome as Shapeable Mage Armor or Summoner Armor, they do provide logical and valid choices for PCs to take and best of all, keep the spell a valid option throughout the levels. Seeing that I don't have any balance-concerns or gripes, I'll settle for a final verdict of 5 stars.

Endzeitgeist out.

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