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The Cartomancer: A Deckbuilding Diviner
Publisher: Interjection Games
by Thilo G. [Featured Reviewer]
Date Added: 11/26/2014 03:11:40
An Endzeitgeist.com review

This class clocks in at 42 pages, 1 page front cover, 1 page ToC, 1 page SRD, leaving us with 39 pages of content, so let's take a look!



The Cartomancer gets d6, 4+Inst skills per level, proficiency with simple weapons and light armor (receiving arcane spell failure in all pieces of armor/when using shields s/he is not proficient with, but none with those s/he is proficient with), 1/2 BAB-progression and good will-saves. The class being card-based, its hand-size increases from 2 to 6 over the 20 levels, while the active deck composition (least/lesser/greater) starts at 4/1/0 and amps up to 23/10/5 at level 20 - but how does this cartomancy work?



First of all, you don't have to be afraid of this class requiring a specific deck of cards - as the class specifies, it's not what's ON that card, but rather the cartomancer's narrative that's associated with it that makes the magic work. The cartomancer's magic is called "portents" - these are surprisingly treated as divine magic (even though the cartomancer suffers from arcane spell failure chance in equipment s/he's not proficient with) and are spell-like abilities, completely with associated schools of magic and thus can be enhanced via items, feats, etc. Portents can be counterspelled by any spell of the same school as the associated school, an extremely important distinction to regular spell-like abilities, which cannot be counterspelled. Least portents count as 1st level spells, lesser as 2nd level and greater as 4th level spells for the purpose of concentration. Each portent has a somatic component and requires a Cha of at least 11, 12 and 14 to use the respective portents. Cartomancers instantly know all portents, much like clerics get access to their whole array of spells. Saves, if applicable, are higher than spells - 10 + 1/2 class level+cha-mod.



A cartomancer has a so-called active deck, which includes the cards s/he can use this day - and has to adhere to rules: No duplicate portents (though at 11th level, 2 least portents may be in the active deck at the same time. The deck must include 2+class level least portents, 1 lesser portent + 1 for every two levels beyond 1st and starting at 4th level, also one greater portent +1 for every 4 levels beyond 4th. To change the composition of the active deck, a cartomancer requires 8 hours rest + 1 hour study, but does not need to study to refresh the daily uses of her active deck - just 8 hours of sleep suffice. Since a cartomancer knows all cards, the cards not included in the active deck of the day are called "collection."

Playing a card (and AFTER THAT unleashing the portent) also may deviate from how spell-like abilities usually work - some portents can be played as swift or immediate actions and these do not provoke AoOS, while those that require a move action or a standard action do provoke AoOs. So yes, the playing of a card is one effect, the portent unleashed another - counterspelling the portent does not cancel the effect from playing the card. Cards that are played go into the discard pile - and whenever the cartomancer plays a card, all cards of a lesser type than the one played (i.e. lesser and least if you play a greater card, least if you play a lesser card) are shuffled back into the active deck, adding further strategy, especially since there are effects associated to discarding certain types of cards and discarding the cards to produce such an effect does NOT trigger the reshuffling. Now to play a card, a cartomancer must draw it from the active deck into the hand, which can be done once per round as a move action as long as you have not reached your maximum hand size. There would also be the terminology "Reveal", which flips up the face of the uppermost card of your active deck. More on that later.



Starting at 1st level, cartomancers may 3+cha-mod times per day tell a fortune, for good or ill, providing one of 20 random insight-bonuses, with 1, 13 and 20 reversing the effect. The insight bonuses last for class level X 10 minutes and the process takes 1 minute per fortune. Cartomancers also get a fatespinning pool at second level, amounting to 1/2 class level +wis-mod points. Whenever a cartomancer uses such a point, the cartomancer rolls on the aforementioned table. At 3rd level, the cartomancer can tell his/her own fortune, Starting at seventh level, +1 use of the ability allows the cartomancer to roll twice and make both effects come to pass, whereas at 9th level, +1 use can result in rerolls of all but 1, 13 and 20s (those can only be rerolled at 19th level) and at 17th level, telling fortunes can be rushed to only take a full-round action, but also shortens duration to 1 minute per level and requires the target's consent. These modifications do not require additional ability expenditures when applied to the cartomancer herself and at 13th level, the class gets an upgrade for the bonuses/penalties to +2/-2, respectively.



Points of fate can be used in various ways - as a standard action to look at the top 3 cards of the deck; as a swift action, to draw a car; play a lesser portent as a move action, but only when also playing a greater portent in the same round, or play a least portent as a move action, but only when playing a lesser or greater portent in the same round. Starting at 2nd level, cartomancers also get access to a seal, +1 every 4 levels thereafter. These talent-like abilities also have a fate points cost, often a minimum requirement, and require you to discard a card to kick off their effects. The more powerful the card, the better the effect. DCs, if applicable ,are 10 +1/2 class level + wis-mod. Each seal has a different activation action, with actions ranging from swift actions to full-round actions and a total of 12 seals are provided.



To give you an example what these can do: The "Seal of Pentacles", which costs 1 point of fate, actually makes crafting mundane items much more feasible - the duration lasts for 1 day and increases production speed by factor 2 for least, 4 for lesser and even 10 for greater portents discarded. The "Seal of Persistent Fate" is also interesting, allowing you to exchange a card on your hand with a portent of equal power from your discard pile at the cost of one point of fate. The "Seal of the Read Palm" on the other hand would be a chaotic debuff, allowing you for 1 point of fate and a standard action, to apply Tell Fortune-benefits (or penalties) for 1 minute per class level to a target within 30 feet, with. Granting retroactive skill-bonuses (1d3, +1d6, greater also to saves) to atk and skill-checks as an immediate action also makes for a very interesting ability. 10th+ level cartomancers may also spend 3 fate points to create a 1-minute persisting 1-charge wand that they can share with allies, with divine casters treating the granted portent (which is chosen from the discard pile) as being on their spell-list for UMD-purposes. While I would have preferred an explicit statement clarifying that activation of the wand follows the wand-rules and not the portent's, that is arguably a very minor nitpick and hence won't influence my final verdict.

As a capstone, the class can discard lesser portents for 1 fate point, greater portents for 5 fate points - okay, but not as cool as most Interjection Games-capstones. We also get FCOs for Aasimar, Drow, Hobgoblins, kobolds, Orcs, Tieflings and Puddlings as well as the standard races. It should be noted that the half-orc's benefit requires greater portents to work, but taking it prior to access to the card type will render it more powerful.



We also get a massive array of 26 feats for the cartomancer - these add further gambits to the cartomancer's arsenal. Remember the ability to place two copies of the same least portent in the same active deck? Well, if one of the two is in the discard pile and the other on your hand, 2 points of fate let you look through your deck for said second card and put it in your hand. Increased hand sizes, -2 least portents for +1 lesser portents (and analogue, for greater portents), shorter duration for penalties incurred by telling fortunes, increased bonuses/penalties for telling fortunes, better DCs for seals, using fate points to target additional creatures with portents that are eligible targets and within 10 feet of the first target. Interesting would be Morning Rush, which adds + 2 to max hand size when drawing a hand in the morning, but also increases drawing cards from a move action to a full-round action whenever your hand's empty. Interesting risk-reward scenario. Using seals to draw a least portent from the discard pile is also an option in here (including abuse-proof caveat). Also interesting would be "Fate by Association", which lets you spread all Tell Fortune outcome rolls applying to one target within 3o feet to all other creatures within 10 feet of the first target - will-save negates and shorter duration, but still - interesting. The improved version even takes the save away from adjacent targets and further expands the AoE - this feat in particular can be used for some VERY nasty combinations. My favorite feat, though, would be one granting you a Monty Deck - it's Kobyashi for your foes: Choose one of three cards (this deck can be used 1/day, does not go in the discard pile and has no interactions with your regular deck) - 1 is a lesser, 2 are least portents. If the lesser is drawn, it affects the target. If the least is drawn, both least portents are unleashed on the target.



Now if you don't have the print & play cards in the end of this document printed out, massive tables for use with playing cards are provided, with associated portents and power-levels all collated on one page. Prefer Tarot? 3 pages of card/portent-connections are provided for these decks as well - awesome! Better yet - the respective portents have their associated cards mentioned as well, making use at one glimpse rather easy.



Notice something? So far, the class does not look too impressive on paper. That changes right now. Quite a few of the portents have an a caveat that allows you to benefit from e.g. playing an additional, just drawn card when drawing a greater portent. The portents allow you to reflectively deal slashing damage to foes that damaged you or an ally, buff them...and generally, there are some pretty neat ones to choose from. Portents are grouped in 3 categories - least, lesser and greater. Take as example for least portents e.g. the guilt portent: When the subject attacks you, it takes force damage equal to the base weapon dice used. Or what about limiting the target's hands? Alas, not all can be considered well-balanced - take needles: These reduce movement rate by 5 ft. whenever the target moves and renders the subject HELPLESS if movement ever becomes 0. This is a dragon slayer, in spite of its ref-save. A less deadly condition would be appropriate here - perhaps an entangle-effect that also precludes movement? Now it should be mentioned that some of these have a synergy with greater portents - for example the "Spark"-portent, which has its class level x 1d4 damage upgraded to x d6 when cast in the same round as a greater portent. A better shield other, a fire aura, an auto-counterspell dependant on school, treating the next roll of a d20 as a natural 21 or as a natural 1. Multiple healing and hp-rearrangement options can be found herein as well.



Among the Greater Portents, adding damage on a target that has botched last round (sans save), adding a heal-effect to drawing cards, a glamer that duplicates full concealment (but still allows you to be targeted) - generally, these are cool. The Downfall-card does require a nerfing, though - a creature targeted takes max hp- current hp damage, max 6 X cartomancer level; While unable to kill targets, this one is a dragon-slayer. Worse, there is one that establishes a link that sees a creature die if the linked creature dies - the problem with this one is quite distinct, link kitten to enemy, kill kitten -> save or die save for dragon/emperor/whatever. This one needs some kind of HD-based connection or other limitation that prevents abuse in that regard. We also receive for example, energy-conversion, rerolls - quite a few unique tricks.



It should be noted that pages 29 -42 contain playing-card-like cards that contain all the cartomancer's unique tricks, allowing you to print them out at a handy convenience - these cards sport swords, shields and x's for easy overlook of what category they fall in. Their power-level is coded in colored borders, from least = green, to lesser = blue to greater = red.



Conclusion:

Editing and formatting are very good, I did not notice any glaring glitches. Layout adheres to Interjection Games' 2-column b/w-standard, is printer-friendly and the pdf comes with nice thematically-fitting stock-art. The pdf comes bookmarked for your convenience, though not excessively so.



Bradley Crouch knows how to make complex, uncommon classes and this time around, he takes a look at the concept of a card-based class. I won't lie - I wasn't stoked to make this review. Regular Interjection Games-classes are already difficult to review and Dreadfox Games Gypsy-class back in the day took quite some time to properly analyze and so did this one - and its well and good that I took the appropriate time and tried this one out in game. The massive issue of different card-based classes would be the luck-factor of the draw and balancing this with being useful - lack of control + power makes for a rather hard design to pull off.



The cartomancer can offset a certain amount of bad draws, has unique mechanics and the limited, yet still existing level of control makes for a rather cool playing experience - in fact, a much better one than the class looks on paper. While some of the portents herein could use some minor nerfing, over all the cartomancer fared quite better than a first reading suggested - the overall performance of the class by far outclassed the gypsy and while a first reading made me gulp at some of the combos and options available, in play the class proved to be powerful, but not necessarily broken. Now it is not perfect or as streamlined as most Interjection Games-classes, the cartomancer still makes for a powerful, cool class. As for my final verdict - I will settle on a final verdict of 3.5 stars, rounded up to 4 since the class does not deserve a mediocre rating.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
The Cartomancer: A Deckbuilding Diviner
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Lords of Gossamer & Shadow: Gossamer Heroes (Diceless)
Publisher: Rite Publishing
by Thilo G. [Featured Reviewer]
Date Added: 11/26/2014 03:09:14
An Endzeitgeist.com review

This LoGaS-supplement is 12 pages long, 1 page front cover, 1 page editorial, leaving us with 10 pages of content, so let's take a look, shall we?



This pdf kicks off with a short introduction to the matter at hand - namely, the depiction of new player characters, readily generated at the suggestions of Kickstarter-patrons to serve as player characters. hence, by intention and to allow for a user-base as wide as possible, the characters herein have a limited breadth of powers, which should not be considered a detriment, though.



So, who do we get? First of them would be Cordelia - a kind of pirate-queen/gossamer lady studded with quite an array of different unique magical items - sword, armor, crown, etc., she is a lightning swashbuckling lady.



Grendel is a master of the umbra and believes to have potentially reincarnated into his current form, offering quite a few nice built-in roleplaying opportunities. Harrison is a totally different breed - a veteran of a war-torn world, his warwalker (a mech more than 10 ft. high) sports its very own personality to complement the monocle-wearing gentleman-pilot.



1st rank Psyche Jessamyn may be pictured as a progressive lady of a neo-victorian bent and true mistress of sorcery, bent on further improving her impressive powers -as a nice nod, she is directly tied in to the legendary Lucien.



Lowen would be something for fans of Shadowrun et al - born on a world of high techno-magical progress and teeming, never-ending sprawls, this powerful man sports a suit which renders him a superb assassin and combatant...and a crystal arm that acts as a prosthetic. Have I mentioned his mastery of eidolon?



Moreltheus is a master of umbra wholly unlike Jessamyn - devoted to eradicate all traces of his (or her? or its? It's supposed to be a guy, but then again...all that is written may be misinformation...) former existence, this entity is god-king to his (or her...or its...) personal Hollow World of dinosaurs, reigning there as a god-king.



Natasha would be a true warrior queen and mistress of wrighting, born and raised to rule and a background of privilege, she is indulging her curiosity. Reevard would, on the other hand, be 1st rank warfare and should be considered a light-hearted trickster - including shapechanging garments and a demonic servitor side-kick.



Taltos, 1st rank endurance, would be more grim - a veteran of wars against the ghoul-king of his home realm, he saw courage and ideals fail and, after destroying the legendary foe, has taken as a mercenary to the Grand Stair. Oh, and he is allied with the Dwimmerlaik empress.



Conclusion:
Editing and formatting are good, but not as good as in most LoGaS supplements - I noticed e.g. an instance of a verb missing and similar minor glitches. Nothing game-breaking, though. Layout adheres to Rite Publishing's two-column full-color standard for LoGaS and the supplement sports one stunning full-color artwork for each and every character herein, many of which I haven't seen before - rather impressive. And, ladies - the female characters herein actually have PROPER armor. Kudos! The pdf comes fully bookmarked for your convenience and also with a second more printer-friendly version.



Jason Durall provides a cool array of compelling heroes herein -interesting characters that have the basic stats ready and offer enough of a blank slate to develop in multiple directions. In fact, all of the heroes herein could be developed into villains or act simply as the emergency pregen if a PC does die and the player has no time (or inclination) to build a new one. That's perhaps the thing here - while character-death is uncommon in LoGaS (as opposed to more dice-happy RPGs), it can happen. And while LoGaS is very new-player friendly, requiring no mastery of x rule-books to get, this pdf does provide quite a benefit for new players - just hand them one character and teach them as they go - all is done, all convenient - neat pregens indeed! Add to that the built-in hooks and we get quite an interesting, diverse array. One can also see that the characters themselves are essentially commissioned, though - some just feel a tad more common and slightly less compelling to me than others - Grendel, Jessamyn and Lowen resonate with me just a tad bit more since their personalities shine a bit more through.



If you don't want your pregens to come with too much background, this pdf will be straight 5 stars for you. If you do prefer some more hooks and pieces of information regarding the character you'll be playing, if only to ignore (or inspire you), then you may stand before these stats wishing you'd have a tad bit more to develop. What is there can be ignored, but what isn't can't be rated. Hence, my final verdict will clock in at 4.5 stars, rounded down to 4 for the purpose of this platform.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Lords of Gossamer & Shadow: Gossamer Heroes (Diceless)
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Village Backdrop: Star Run Falls
Publisher: Raging Swan Press
by Thilo G. [Featured Reviewer]
Date Added: 11/26/2014 03:07:15
An Endzeitgeist.com review

This Village Backdrop clocks in at 10 pages, 1 page front cover, 1 page advertisement, 1 page editorial/ToC, 1 page SRD and 1 page back cover, leaving 5 pages of content, so let's take a look!



Star Run Falls, if the name was not ample clue, is a village primarily inhabited by an elven population. Constructed via magic thanks to the rather famous small academy of wizards, the place, while otherwise rather peaceful, also sports a certain fame beyond its borders and usual capacity.



However, it may very well be that the peace of the village is about to see an abrupt, unpleasant end - the so-called "Crimson Shadow King", whose hunt is heralded by the chirping of crickets, is gathering goblinoids in the woods, stealing elven babies...all for some nefarious purpose. (Alas, said purpose is explained and...well, is nothing to write home about, alas.)



Beyond the plot around human refugees, we also receive 3 statblocks - one for villagers, one a ftr3/wiz 3 and a half-gold-dragon unicorn (!!!) -rather cool. As is the implied duality of classes between refugees, the potential for racial tensions etc. - any Dm worth half his salt can make this village a compelling and cool place to visit and work in -especially if you add the potential for magical shenanigans the academy adds to the mix.



Conclusion:

Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to RSP's superb, streamlined and printer-friendly 2-column b/w-standard. The pdf's b/w-cartography (of which you can download player-friendly versions on Raging Swan's homepage for free!) is just as awesome as I've come to expect from the series. The pdf comes fully bookmarked and in two versions, one optimized for screen-use and one to be printed out.



John Bennett is a glorious author - he knows how to craft neat settlements, is well-read and has quite an array of tricks up his sleeve to inspire DMs using this village. Star Run Falls is more than one would assume from the cliché of the elven happy-idyllic-village and the monumental falls add an iconic landmark as well. However, the implied threat to the town...made me groan. I'm sorry, for the rest of the village is just breathing great ideas, but I can't get over the implied villain. The threat he poses feels contrived, the moniker somewhat cringe-worthy (also: Don't cite the Crimson King unless your king is just as epic...) and over all, this ONE component almost spoiled the whole village for me. I know, it is a nitpick, but even with more than a week between draft 1 and 2, I can't find it in me to ignore it and still cringe. Rest assured, though, that, from rods that produce dancing lights to the rest of the hooks and demographics (including two souls that share one body in the headmaster/mistress of the academy!), the village *is* worth a visit. I just wished the villain and his master plan had remained opaque or at least, been more imaginative. While these constitute only a fraction of the word-count, it is enough to make this slightly less awesome than what I'm used to by John Bennett. Hence, my final verdict will "only" clock in at a good 4.5 stars, rounded down to 4 for the purpose of this platform.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Village Backdrop: Star Run Falls
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Kitsune Compendium
Publisher: Everyman Gaming, LLC
by Thilo G. [Featured Reviewer]
Date Added: 11/25/2014 04:29:44
An Endzeitgeist.com review

This massive pdf clocks in at 29 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with a massive 26 pages of content, so let's take a look!



Base Kitsune, as presented herein, receive +2 Dex and Cha, -2 Str, are medium shapechanger humanoids, get +2 to acrobatics, may change shape into a specific human form, receive +1 to the DC of their saves versus enchantments, low-light vision, a bite attack that deals 1d4 (I assume usable as primary - since that's the default for bites, but still wished the Kitsune-entry in the ARG, from which this was taken, had specified that -I like my racial information in one place, if possible...) and Kitsune with a Cha of 11+ may cast dancing lights 3/day as a spell-like ability.



Got that? Well, this is, of course, not where everything ends here. Let me embark on a slight tangent, okay? One of the issues I tend to have with race-supplements would be their tendency to create some crunch, slap some fluff on it and then assuming an alignment-based psychology and culture. That's boring. That's just slapping new crunch on a blank humanoid frame. There is more to a race - its psychology ought to be complex, its abilities should influence the society and the morals of the creatures and their interaction with other races should also be taken into account - essentially, a well-crafted race ought to be a significant choice beyond min-maxing crunch and feel distinct. Well, this pdf helps those not familiar with Kitsune mythology by leaps and bounds - from general observations on psychology to 5 "facts" everyone knows about them and their behavior, which provide amusing tidbits and maxims to their biology, physiology - in a level of detail only seldom seen nowadays - taking even their digitgrade stance into account, though, of course, as just a cosmetic detail you may ignore.



Now the cool thing about aforementioned "facts" and other fluff, beyond helping craft a distinct racial identity, would definitely be that these guys receive quite an array of alternate racial traits that are based on these observations - from being able to always take 10 when disguising as human to limited fey sorcery and even a ki-pool (that does thankfully NOT stack with other ki-pools), the racial traits are generally rather awesome - one of the traits, though, strikes me as a tad bit too strong - nimble dasher nets the Kitsune +5 ft. movement (+10 ft. in true form) as well as the run-feat - exchanged only for the agile-trait of the base race. Compare that to another alternate racial trait that nets a +1 bonus to three skills and makes one a class skill and you'll notice somewhat of a discrepancy here - not a game-breaking one, mind you, but still one I felt obliged to mention.



Beyond these, we are also introduced to Kitsune culture -from birth to marriage and death, the book is surprisingly detailed here - including information on architecture, crafts, languages, names and even cuisine (!!!) as well as relationships with other races. Beyond that, this compendium takes a cue from the best racial supplements and provides an extensive origin myth - rather interesting here: The origin myth has representations in crunch as well, this time in the guise of 3 bardic masterpieces - one allows for the lessening of conditions (cool!), one creates wandering star motes and one provides a powerful calm emotions. Nice ones!



Of course, in such a comprehensive take on a race, racial religion (including anew deity and two associated subdomains) and its peculiarities can be found as well. If you'd prefer a somewhat variant take on the Kitsune, you might be interested in the 5 general variants - the default kitsune are Earthkin and beyond Voidkin, the three other classic elements are covered with at least one subtype-exclusive racial type - each subtype receives a short take on the peculiarities of the clan they belong to. Now, the following is a nitpick, I know. It won't influence the final verdict. But why not use the eastern elements instead of the western ones? Feels more logical to me, but oh well - personal preference, I guess. FCOs for many classes, including ACG-classes, can also be found herein.



Now polytailed kitsune have been popular in fiction and the misconceptions regarding them are addressed herein as well - including nice suggestions that a DM may govern to determine possible reasons for why a kitsune has more than one tail -from being mythic to blessing, bloodlines and ki - the options are interesting. Jiuweihu exchanges the shaman's spirit animal with a star jewel and receives magical tails over the course of the class progression. The Kyuubi Visionary monk replace stunning fist with selective spell-like abilities and even combine these with flurry of blows, casting one spell in lieu of his/her highest BAB attack Messing with flurry of blows is a complex endeavor, but Alexander Augunas pulled it off this time - kudos! The Nine-tailed Mystic for the oracle has a nice synergy between magical tails and spellcasting.



Non-nine-tailed kitsune also receive new archetypes - fighters may opt to wilder in the swashbuckler's toolbox, while a new ninja archetype can use ki to enhance her shapechanging - learning to assume new forms and even beasts and plants: nice infiltrator! The swashbuckler may opt for the ronin archetype, combining unique deeds with order abilities. Rogues may wilder in kitsune-exclusive tricks (great and thematically fitting!) and make one-handed weapons eligible for finesse via new talents. Skulking Hunters receive extended spell-lists to choose spells from (taking spells that show up on multiple lists into account) - nice. Additionally, studied targets of the slayers replace animal focus. Inquisitors can choose to become communal guardians. These guys establish a link with certain individuals and tie this connection with judgments, teamwork, movement etc. - somewhat akin to how Tacticians can establish networks - rather cool! Two new hexes allow for a jewel-shaped familiar, allowing the familiar/intelligent item to be magically enhanced while in gem-form and better shapechanging with access to skulls makes for a cool blending of hex and racial ability. Now rather interesting would be the decision to provide not one, but two kitsune bloodlines - one for the bloodrager and one for the sorceror - rather than trying to jam one bloodline in and make it fit for both, this way we receive better tools for both classes. The bloodrager transforms into a foxlike quadruped upon raging and learns to cast even while in bloodrage, receiving some truly deadly bite-tricks as well - nice! The bloodline for sorcerors has a completely different focus, centering more on illusions, shapechanging and similar mischief - neat as well!. Wildblooded sorcerors may also elect to choose the nine-tailed bloodline to receive access to a ki-pool and several ki-powered tricks, while the oni-based nogitsune bloodline is not hampered by the dark and has particularly potent compulsions.



Now next would be magic - which includes takes of Kitsune, in-character, on the respective schools. Nice! A total of 3 new spells are provided, one granting the target an animal head, one balefully transforming targets into foxes (with the potential to retain or lose their special tricks) and one version that shifts creature's heads to those of animals AND potentially reduces their int to animal levels as well - amusing and potentially disturbing, if done right!



Of course, a book like this also sports new feats - here, we receive equipment tricks for kitsune star gem and the new concealment-granting fox-style focused on feints and its follow-ups are rather well made - thankfully taking the stealth-hiding caveat into account. Kudos! Feinting versus foes set to counterspell your magic is also an interesting option - but what I personally like more, would be something completely different: Remedial shapechanging - difficult, non-overpowered healing for shapechangers as an optional rule, limited daily to prevent abuse and expandable via new feats - thematically fitting, logical and concise - two thumbs up!



The final page of this pdf is devoted to an array of cool traits and a fitting drawback for kitsune, involuntary shapechange - all rather iconic and well-balanced!



Conclusion:

Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard that sports several stunning, original full color pieces of art by Jacob Blackmon. The pdf comes fully bookmarked for your convenience. Now there is a minor downside - the pdf, due to its layers, loads rather slowly - if you're using this on an electronic device, that may be annoying. I happen to know, though, that Alexander Augunas is trying to fix this as per the writing of this review and if you're like me and print books out, no issue.



Alexander Augunas *loves* Kitsune and it shows - I am of the firm conviction that passion for a product always shines through in the end and this is no exception - from the level of detail and attention devoted to cultural and psychological peculiarities to the tie-in of said pieces of information with appropriate crunch, this book reflects well the enthusiasm of Mr. Augunas. Now, the downside of quite a few such projects tend to be that they overshoots the target, resulting in somewhat Mary Sue-ish options that fail to properly balance coolness with the general rules - to say I was skeptical would be an understatement.



And here, on can see the author's experience - the amount of important, but easily missed rules (concealment-stealth, to name one example!) this pdf catches in its options is indeed laudable and shows the experience of an accomplished designer. The crunch, though, is honestly not what I'd consider the crowning achievement of the pdf - this honor belongs in my book to the fluff and the fact that it's so ingeniously tied to the crunch. Indeed, this book makes kitsune feel like a proper race - distinct, unique, fun - this is essentially an ecology for the race PLUS crunch tool box. And then there would be the icing on the cake on a meta-level - there is a paradigm regarding racial archetypes and class options in general - if something can be achieved by any race and does not build on a race's unique options, it probably should not be a racial option. Good racially-specific crunch builds on existing abilities and this pdf does just that for not only a content-wise great book, but also one that pleases me on the level of rules-aesthetics.



All right, so how to rate this? Its fluff is glorious, the crunch is nice, it oozes passion, has at best the most minor of issues...and it is a fun read. My final verdict will clock in at unsurprising 5 stars + seal of approval, now can someone please give all those identity-less, fluff-wise boring and underdeveloped ARG-races a similar treatment? Please?

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Kitsune Compendium
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Witch Options (PFRPG)
Publisher: 4 Winds Fantasy Gaming
by Thilo G. [Featured Reviewer]
Date Added: 11/25/2014 04:25:04
An Endzeitgeist.com review

This pdf clocks in at 10 pages, 1 page front cover, 2.5 pages editorial/SRD, leaving us with 6.5 pages of content, so let's take a look!



So, if you're like me and remember the beginning of 3pp Pathfinder, you'll remember the witch-class by 4WFG, long before the APG. This pdf essentially codifies the 4WFG-witch and makes her tools available for the APG-witch. Got that? All right!



We kick off with 5 hexes - the first, battle rite, temporarily enhances a witch's dex and con by +4. On its own, not bad; The level 3-minimum caveat prevents dipping-abuse and the daily limit works as well in the favor of this hex. Still, it does have me disconcerted somewhat, especially since the bonus increases to +8 at 10th level. I'm quite sure I can find a way to break this, though one has to exert some trickery to do so - hence, I'll let it rest.



The ability to use a hex to duplicate spell-like abilities via a broom and turn that broom into a broom of flying at higher levels is neat indeed. Creating zombies (that crumble to dust after 24 hours), making protective circles and a pearl of power style spell recall via her grimoire also make for compelling hex options. Via advanced hexes, a witch can use sympathetic magic via blood to impose massive penalties on targets, ask for the guidance of ancestors etc. The option to gain a smite via a hex feels a bit too much, though - while witches are not a particularly melee-centric class, to say the least, smite has traditionally been a very powerful option. The scrying options fit better thematically.



A total of 4 grand hexes are also part of the deal - a superb heal, a long-lasting shield-style buff (including attribute bonus), DR and immunity to mind-affecting effects or alternatively, a true telepathy/sight-based one make for compelling capstones.



We also receive 6 Patron themes - Black Magic, Demons, Protection, Summoning, Sun and Weather - the spell-selection here is solid, but nothing to write home about - thematically okay, but nothing that wowed me.



A total of 10 new feats are provided herein as well - they range from increased DC for elemental spells to a second patron (and a choice which spell to get), to an AoE-healing hex to a better warding option. Furthermore, circle hexes with the right feat can now inflict half damage on the attacker with the right feat and another one nets you low-light vision or maximizes healing potion efficiency. Faster hexes would also be an option. The feats per se are high concept and generally, on their own, not bad, if powerful options. Alas, unfortunately the respective rules do not exist in a vacuum - from more patrons to faster hexes, the options herein strike me as too strong. Not on their own or when used as intended, but the problem of such feats being available for all witch-builds makes them potential issue-sources. Faster hexes, for example, just beg to be abused, as does the one that rebounds half damage is a true caster/dragon-slayer and needs further nerfing.



A total of 10 spells are also part of the deal - one allows for a gaze-based fright-effect - sans properly using the gaze attack wording/mechanic., one nets you armor + intimidate bonus; There are 6 hag-summoning spells and another allows you to deal damage to foes via witchfire and penalize them. Finally, a level 9 spell allows for a ceremony to sacrifice a target for a paltry array of temporary hit points, somewhat wonky mechanics (why not go coup-de-grace?) and a minor buff, which lasts for a month - still, imho too weak for 9th level and the long, complicated casting.



4 pieces of mundane equipment, from athame to boline are also part of the deal alongside the new CR+1 hagborn template and a sample CR 7 hagborn salamander.



Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to PDG's printer-friendly two-column b/w-standard and the pdf comes fully bookmarked for your convenience.



Robert W. Thomson is a capable designer and it shows herein - his original witch was a nice class and this one opens some of her cool signature tricks for the Paizo-witch-class, which is nice indeed! However, as a certain guy from Gilead would have said, "The world has turned..." - the components per se are not broken; What is problematic, though, would be that the power-boost they net the witch-class with combinations of published material is simply not required. The witch is one of the most powerful classes in Pathfinder and the option to swift/free action cast hexes needs to die. In fact, quite a few of the options herein show that they were not necessarily intended for the power-curve of the witch-class as it exists - they range from solid to "too good," feeling partially as if they had been made for a player who did not know how to make this class powerful as all hell.

While the hexes generally are solid, especially the feats provided herein simply do too much for too small a cost -which is a pity, for their expansion of hex-based tricks is something I indeed do enjoy. The other supplemental material is solid, I guess...and, one caveat: Yes, I've complained about balance in this review for the content herein can be rather overpowered for your campaign. The reasoning goes both ways, though - the pieces of crunch herein *can* work just as intended and wording per se is rather rock-solid. As long as you take heed and care with the content herein, you'll find some gems. Since I have a policy of in dubio pro reo, I will hence settle on a final verdict of 3.5 stars, rounded up to 4 for the purpose of this platform.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Witch Options (PFRPG)
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The Key to Marina
Publisher: Four Dollar Dungeons
by Thilo G. [Featured Reviewer]
Date Added: 11/22/2014 05:49:09
An Endzeitgeist.com review

The latest module by 4 Dollar Dungeons clocks in at 79 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, leaving us with a massive 75 pages of content, so let's check this out!



This being an adventure-review, the following contains SPOILERS. Potential players should jump to the conclusion. No. Seriously. You don't want to spoil this one.

...

..

.

Okay, only DMs left? Great!

Now DMs may wish to know the following - like all 4$D-modules, this one does provide some guidance beyond the usual synopsis in modifying the hook for the DM to fix issues with encounters that might come up, rendering this module easier to prepare than most comparable resources. This level of foresight by the way also extends to the copious maps provided for the module - DM and player maps are NOT identical in every case - two thumbs up. Scaling advice, handy lists of encounters, treasures etc. - all provided, rendering the running of this module as easy as one can possibly make it.



Now let's dive into the plot, shall we? We begin this module in the coastal city of Morphoton - or any other coastal city. Here, a note on adaption should be made - the module delivers a handy list of criteria a city has to fulfill for the module to run smoothly and this advice, once again, renders running this module easier - 50+ years, predominantly stone buildings, districts for different classes, a strong mercantile presence and a council among the governing bodies are rather easy to fulfill.



So, how does this scenario begin? Well, it (probably) is autumn, when, by some relation or friend, the PCs are bequeathed a picture depicting the Gardens of Marina, a local park in a less than popular neighborhood, with a cryptic hint that there is some mystery to be found there. Depending on your players, their innate curiosity may even suffice - for mine it did! Checking out the park the PCs encounter a scene of neglect and decay - the gorgeous statue in the middle of the park has been vandalized and several of the decorative statues from the park are missing. However, between nostalgic old people and the occasional loner frequenting this abandoned, dilapidated park, they may also notice a ring of odd, symbols around the fountain and a discrepancy in the composure of the statues. There is obviously a mystery afoot and the missing statues are obviously tied to the task. Hence, the PCs will have to hunt down the park's former statues - wherever they might be.



Thankfully, at least one man can help the PCs, the by now over 90-year old senile gardener Arbitan, who may very well be the park's only frequent visitor - it is via the interaction with this man (a nice way to once again enforce a theme of decay and finality and the fleeting nature of life, btw.), the PCs can glean the first hints - and much like in a good mystery/adventure-movie, the detective work begins - from the unpleasantness of essentially forced labor weaving to the bureaucracy of the council, dealing with greedy art dealers and snobbish custodians, the trails lead towards a crab-merchant, a bell-tower, a crypta and even a maze - and we haven't even started the deadly part yet! Still, the individual encounters collectively manage to set a tone that starts resonating as one plays, slowly developing the mood in an excellent example of indirect storytelling.



Now from the plinths of these statues and their signs, provided as hand-outs for the PCs, btw. - after all, visual puzzles sans visual aids are hard and a total of 9 jpgs make visualizing the puzzle exceedingly easy. Have I mentioned that all combat-relevant aforementioned locations sport player-friendly maps?

So finally, the secret is unearthed, the access route opens to perhaps one of the best examples of secret dungeons I've seen in ages - and we enter the dungeon below - which is highly uncommon. Why? Well, first of all, the place is essentially an example for a vertical, rather than a horizontal dungeon, with cross-section maps being provided as well (and secret rooms not included necessarily in the default map. Secondly, the module's dungeon sports massive tanks that can be modified and accessed via special keys - and which require some thinking. Essentially, this whole level can be considered one gigantic logic puzzle - not every room, not every creature is relevant, but the system per se is concise and well-wrought...and it makes one thing pretty clear - If your PCs are dumb, they can die horribly here: Diving into a mix of water over-saturated with oxygen? In case you've never played Metal Gear Solid 2, let me enlighten you: No, you can't swim in it, yes, it's a bad idea to try. The same can be said about diving headfirst into a tank as a level 1 character that contains a massive giant zombie shark - of course, you can just empty the tank and then kill it at range, though it will take some arrows to put down...



Smart tactics and smart playing will be required to properly navigate this part of the dungeon indeed - but the challenge does not end there - in order to proceed further, at one point the PCs quite possibly will have to deal with a rather lethal demonic adversary...only to stumble upon an evil seamstress (who do you think makes all those cultist's robes?) and a massive chapter of Asmodeans. Thankfully, if the PCs are not dumb, they'll be disguised in Asmodean robes. Walking the floors of this place should send torrents of sweat down the PC's backs - multiple high level clerics, high-level outsiders - the PCs are well in over their heads and with imps buzzing to and fro, unmasking is suicide. Thankfully, the cult has not taken one thing into account -the reservoir. They have not been visited for ages. No one bothers them. Why guard the ingress? And who would have thunk that a certain tank now is filled to the brim with 1.5 tons of water? Some crowbars, a little bit of force and a massive, crushing tsunami-like floods can be used to annihilate the opposition that is so far above them, they will just be cheering. At least my players were. Thankfully, the water drains and with the missing head of Marina's statue, the park can be restored to its former glory, the PCs rewarded and blessed and the module brought to a satisfying conclusion.



As always with 4$D-modules, we receive handouts of the artworks for your PCs, properly detailed maps, stats for all creatures, hazards, spells and yes, even creature qualities as well, rendering this literally the only book you need to run this module.



Conclusion:

Editing and formatting are top-notch, I did not notice any significant glitches. Layout adheres to a printer-friendly 2-column full color standard sans backgrounds and the pdf comes extensively bookmarked for your convenience. As an additional benefit for people like yours truly, we receive two pdfs - one in A4-format and one in US-format, making the printing of this module easier and better looking for Europeans like yours truly. Cartography is provided in full color, of just about every combat-related environment, with player-friendly maps and even cross-sections galore. It should also be noted that, as always, each encounter features the respective DCs for skill-checks and results in a handy mini-table.



No 4$D-module is like the other - but ever since "Horn of Geryon", all three have been superb in their own, distinct ways. They all sport a subdued, mature humor that makes reading them a joy and provide a level of detail and logical cohesiveness seldom seen in any other publication. Instead of resting on his laurels, after "Journey to Cathreay" became one of my favorite wilderness modules of all time, author Richard Develyn instead opted for something different - and made a module that is equal parts investigation and essentially the exploration of a vast, magical and logical dungeon. Suffused with a sense of decrepitude, the module's theme is enhanced by just about every step building atmosphere along the way - and this is good. Why? Because this module requires respect to beat. I am not kidding when I'm saying that this module is difficult - in an uncommon, very rewarding way - from the beginning to the end, this whole module is all about BRAINS over brawn. If this were a GoT-character, it would probably be Tyrion Lannister.



What do I mean by that? Organically, the dungeon and its challenges prepare the PCs (and players!) mindset-wise towards a most uncommon finale that would not work with another mindset. It's essentially like the glorious classic "Tomb of Abysthor" and the author does not kid when the CR-rating for a particular room is denoted as "infinite" - at their level, the PCs have simply no chance to prevail other than being smart -something that would come out of left field in any other module and result in unfair TPKs here works as the logical conclusion of the things that have come before.



All right, I'll come out and say it - this is the brainiest module I've had the pleasure to run in quite a while - and I mean that as a compliment. Mind you, there are enough combats in here and a skeleton whose skull is inhabited by an undead octopus and similar weird creatures make for fantastic changes of pace throughout the module and the fights before furthermore enhance the emphasis on tactics, strategy and using your brain.



This module can be deemed a love-letter to all the glorious modules that could not be solved by rolling a 20 every time, an homage to the brainier of mystery/adventure movies and is just plain fun to run. That being said, DMs should carefully read (and understand) the full module before running it - its modular nature and complex dungeon are not something you can pull off on the fly. if your players and you are bored by roll-playing, if you want concise and logical puzzles that do not require trial and error to solve, then this will be a true blessing for you. The Key to Marina is a glorious module that once again shows what was once considered to be the best of old-school adventure-writing and puts it into a new, polished form. At this point, I am using 4 Dollar Dungeon-modules as a type of balm for my reviewer's soul - after reading flawed math, the oompteenth supplement dealing with xyz, after being frustrated by a logical glitch or railroading - this is when I open one of these modules, read them, run them...and all is well. And no, that was no exaggeration. Add to that the exceedingly low price-point and I guarantee that you won't find something similar around.



I am aware that I must be sounding like a fanboy at this point and honestly, I kind of am - but deservedly so. The level of quality provided is staggering for this price-point and the amount of superlatives I can heap on this module are rather impressive as well - but you've heard those before, I wager. Hence, let me just reiterate that this is a module for the advanced player, for the thinkers, a module steeped in glorious detail, one that could be easily transplanted into e.g. Ravenloft or any other setting. It is also yet another flavor of awesomeness from the penmanship of Richard Develyn and the fourth (!!!) module in a row I consider a candidate for my Top Ten of the given release-year.

Yeah. this level of mastery is getting creepy. still, once more, let me spell it out - final verdict: 5 stars + seal of approval, candidate for the Top Ten of 2014. Go buy this now - it's cheaper than a pack of cigarettes or a proper meal, even in a fast food chain, and it will stay with you for much, much longer.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
The Key to Marina
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Psionic Bestiary
Publisher: Dreamscarred Press
by Thilo G. [Featured Reviewer]
Date Added: 11/22/2014 05:42:59
An ENdzeitgeist.com review

This massive bestiary clocks in at 105 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page advertisement, leaving us with a massive 100 pages of content, so let's take a look!



First of all - this is a massive bestiary and as such, I can't go into the details of every creature herein without bloating it beyond belief. Additionally, I have reviewed the ongoing subscription (with the exception of ~2-3 installments, I think), so if in doubt, there are some reviews in the ether that are more detailed regarding the respective creatures. Finally, if you're like me and have accompanied the evolution of PFRPG's psionics, then you'll notice that Ultimate Psionics no longer featured monsters - well, that's why this book exists - handy player/DM separation by book - nice.



We begin this book with some explanations on how psionic creatures work, what to look out for etc., before 2 new feats that are used in this book are depicted - the aberration-only feat that nets you acidic blood, plus one 6-rank-prerequisite feat that allows the creature with it to avoid detection by e.g. blindsight etc. - while I get the intent behind the feat and applaud it, I do think that different abilities should add different bonuses to the perception-check for fairness's sake - after all, quite a feat creatures are very much dependant on blindsight and more often than not fail to invest ranks in perception. Now rest assured that this is a VERY minor nitpick and will not influence the verdict, but I'd urge DMs allowing this feat to take a look at eligible creatures and potentially reassign skill-ranks.



All right, got that? Neato, then let's dive head first into the array of psionic creatures presented herein - and, as per the tradition, we begin with the iconic astral constructs and all the table to customize them...but I assume you're familiar with these guys. Much cooler would be the psionic inevitables, the automata - crystalline machinery, deadly tricks, a regeneration only foiled by sonic damage...these guys are nasty and the direct foes of aberrations and similar creatures!



Classics like the crysmal, caller in darkness, folugub, psion-killer or cerebrelith can be found in these pages as well, though more often than not, I have to admit to by now simply having a higher standard for monsters - when compared to quite a few critters herein, the "classics" feel a bit conventional at times.



Now if you've followed my reviews, Hellfire aura-bearing devils, cerebremorte undead, beetles with a truly disturbing life cycle and brain parasite worms may sound familiar - and if you haven't encountered them, the phrenic hegemony, heirs to the illithids, may very well be the more disturbing (and complex) type of creature - they were awesome in the WiP-pdf and by now have more artworks - and these are simply awesome. Speaking of awesome - when I complained about the polearm masters of the Pyn-Gok race not getting any cool signature tricks via their plummage, I was heard - they now have quite a bunch of cool additional tricks! The T'artys have alas, not received a similar treatment - they still are ye' old mischief-causing fey, only with psionics. *shrugs* Their artwork ahs been upgraded, though!



A nod to Forgotten Realms' Saurians can be found in this pdf alongside some delightfully demented plant creatures -from the classic udoroot that now has some actually unique tricks to strange, mouth-studded trees, many of the artworks perfectly drive home the utter weirdness and partially alien flavor of psionics - take the humanoid plants with EYES, the Iniro. One look at their nightmareish artwork and you'll know you want to use these fellows! The Mindseed Tree is no less disturbing to me and just a fun adversary as well!



Dreamborn, colossal magical beasts adrift in the ether, the last members of a dying race, a strange array of mutated creatures that have been driven insane by a cataclysm, only to endure...how? Upon death of one , another member of their race hideously splits in two... The crystalline shackle using Dedrakons and similar hunters make for iconic magical beasts as hunters that work well in a context of a given world requiring appropriate predators.



And speaking of predators - beyond the awesomeness that is the phrenic hegemony, we also receive examples of psionic apex predators - psionic dragons. A total of 5 dragon types are provided - all of which radically different from the gem-dragon tradition: We receive the Cypher, Imagos, Keris, Lorican and Scourge dragons. Cypher dragons are travelers of the planes and do have some rather cool, unique abilities - they can disrupt patterns just like the Cryptic-class and indeed, their age-category abilities gained fall in line with this concept and remain their uniqueness.



Imago dragons do not cause fear, instead using confusion and are the wilders among dragonkind, coupling wilder-style tricks with a theme of oneiromancy etc. - cool! Now if you're like me, at one point, the color-coding of dragons annoyed you - while templates etc. by now allow for ways past that, simply introducing the energy-type changing Kerris dragons and their tricks might do the trick as well. Two thumbs up! Speaking of which - the Lorican dragon's tricks are imaginative as well - these guys can wrap essentially a pocket astral plane around themselves and exert control over this area, modifying magic affinity, gravity etc. - innovative and just incredibly cool!



Finally, the Scourge Dragons would be the dread-equivalent to the cypher dragon's cryptic-affinity -masters of fear with an affinity for the plane of shadows, they should be considered rather awesome as well. But this would not be all - beyond these trueborn dragons, there also are Ksarite dragons and drakes, partially composed of psionic force -compared to the true born dragons, though, these guys feel less impressive.



In case you're looking for templates to apply to creatures, we also receive fodder in that regard beyond aforementioned brain worm hosts - take the Marked One (CR +3) template - studded with psionic tattoos they can spread, these guys are obsessed with order and there might very well be a global agenda behind the phenomenon... narrative gold hiding here. Speaking of which - by now, you can create your own deranged trepanner-constructs -cool to see the missing crafting information showing up herein. I just wished the psychotrope drugs of a shambler variant had received similar treatment.

A massive appendix of creatures by type, by CR and by terrain makes this bestiary easy to handle for the DM - kudos!



Conclusion:

Editing and formatting are top-notch: At this point a shout-out to Anguish on the Paizo boards who did a massive bunch of editing for this book, checking statblocks for even the most minute of errors. My hat's off to you, sir (or madam)! The pdf comes fully bookmarked for your convenience and layout adheres to Dreamscarred Press' two-column full color standard. The artworks provided for the creatures herein are universally full-color and belong to the more gorgeous, unique of artworks you'll see. While not adhering to a uniform style, the artworks are great and the less than awesome ones from the WiP have been exchanged with higher quality pieces - neat! It should also be noted that the pdf of this book comes with an additional, more printer-friendly version - nice! I can't comment on the print-version since I do not have it.



The team of designers Jeremy Smith, Andreas Rönnqvist, Michael McCarthy, Dale McCoy Jr., Michael Pixton, Jim Hunnicutt, Jade Ripley and Dean Siemsen have done a great job - the psionic bestiary offers quite an array of damn cool psionic creatures, studded with unique signature abilities, using the rules to their full extent, often significantly improving the less than superb examples among the WiP-files. Indeed, the majority of the creatures herein have something significantly cool going for them. Now if there is something to said against the pdf, it would be that there is no template to turn non-psionic creatures into psionic creatures and wilder in the class rules of the respective psionic classes. This is especially baffling to me due to the cover offering an aboleth, of which there is a distinct lack of in the book - why not provide some psionic versions of these iconic foes?



This would constitute the only thing truly missing from this book - a way to codify psionics in a massive choose-your-tricks template - other than that oversight, this book is a glorious bestiary, especially if you're looking for far-out creatures...and for fans of psionics, there's no way past this, anyways. My final verdict will hence clock in at a high recommendation of 5 stars, just shy by a tiny margin of my seal of approval.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Psionic Bestiary
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Underworld Races: Gitwerc
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 11/21/2014 02:39:58
An Endzeitgeist.com review

This supplement clocks in at 20 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving us with 15 pages of content, so let's take a look!



As with the other installments of the Underworld races-series, this one kicks off with a massive mythology of the subterranean races, a collective origin history that can be potentially transplanted from Aventyr into other settings, should one choose to do so. From there on, the gitwerc are described - amidst the numerous dwarven races forged from the ancestry of the dvergr, the gitwerc could be called those most out of line with conventional dwarvenkind in other campaign settings - not even the mad derro feel like fitting analogues, mainly due to a completely different focus. What d I mean by that?



Well, they went into the earth's molten depths and erected an empire, but Aventyr isn't like other worlds - in the bowels of the earth, the devils are bound and the gitwerc have entered infernal pacts with the forces of HEL, rising to become emperors among emperors, realizing the coming of the Dracoprime before its impact was felt - the gitwerc are feared and notorious indeed - and their history is far more expansive and interesting than that of their other dwarven brethren, adding more to the overall race's mythology. With distinct, disturbing eye and flesh-colors, a penchant for body modifications and unique racial traits, they also stand out in that department:



Gitwerc receive +2 Con, Cha and Int, -4 Dex and Wis, are slow and steady, receive 60 ft darkvision, are native outsiders that still need to eat, breathe etc., receive cold, electricity and fire resistance 5, +1 natural armor, always treat diplomacy and sense motive as class skills and sorcerors of the abyssal/infernal bloodlines treat their caster level as +1 for the purpose of bonus spells or bloodline powers. Additionally, they can see perfectly even in magical darkness and suffer from light blindness...oh, and they receive an alter self-like effect to pass as a dweorg as a supernatural ability. Yeah. And know what - while stronger than the core races, they are in line with aasimar and tieflings, so exactly 0 complaints on my end!



Speaking of 0 complaints - this extends to the copious favored class options the Gitwerc receive. A total of 6 racial feats allow Gitwerc to add oomph to their infernal flair - whether it's being a devilishly sly negotiator, receiving a kind of natural armor spikes that damage those foolish enough to grapple you (upgradeable to a nasty carapace), making consumed alcohol flame-breathe or assuming the look of creatures whose skin you've worn...wait. What? Yes, Gitwerc enjoy wearing flayed skins, which are one of the new items. The other being the dread HEL bottles (think deadlier alchemist's fie that is essentially a micro-lava-splash-weapon...and blood candles, which can be made via a new spell (and easier made via a feat) - these allow the victim's souls to be ripped from their bodies and subsequently being siphoned to HEL. Even before the HEL contracts, this makes the Gitwerc capital "N"-level nasty. The other two new spells beyond the fashioning of blood candles allow you to counter grapplers as a swift action with impaling horns or conjuring forth spectral, flaying blades- ouch!



Conclusion:

Editing and formatting are very good, I noticed no significant glitches, though a couple of bolding and similar minor glitches can be found herein. Layout adheres to a drop-dead-gorgeous two-column full-color standard with rocky borders and awesome graphic elements, making this a beautiful, if not very printer-friendly pdf. The plentiful original pieces of full color artwork throughout the pdf are nice. The pdf also comes fully bookmarked for your convenience.





Julian Neale and Mike Myler's Gitwerc are awesome - hardcore lawful kings of the Underworld, they resound with myths of the more nasty of dwarvenkind like Alberich, combining this with cool infernal tyrant and tieflingdom tropes, crafting a small window into a race's culture that is greater than the sum of its parts and which still has its own identity - more fluff, concisely presented, unique items and a thoroughly disturbing array of items and we have a race that is distinct, appealing, and won't be confused for anything else - unless the Gitwerc want to. This is by far the best of AAW Games' dwarven races, with no issues to speak of and storytelling potential galore. My final verdict will clock in at 5 stars + seal of approval.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Underworld Races: Gitwerc
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The Barbarian Reforged (PFRPG)
Publisher: Total Party Kill Games
by Thilo G. [Featured Reviewer]
Date Added: 11/21/2014 02:35:11
An Endzeitgeist.com review

The second of TPK Games' redesigns of base classes clocks in at 17 pages, 1 page front cover, 1 page editorial, 1 page advertisement, 1 page SRD, leaving us with 13 pages of content, so let's take a look!



All right, so let's dive into these guys - the reforged barbarian receives much the same stuff you know from the base class - but with some modifications. First of which would be the addition of survival and stealth to his class skill list, which makes sense to me - lore is rife with suspicious barbarians that prowl the less civilized lands. In an uncommon twist, ref-saves have been upgraded to a medium progression - while not standard for class design, that is not a paradigm I'd consider sacrosanct - so yes, interesting.



Now in a rather interesting take, TPK Games have eliminated the movement bonus the standard barbarian receives in favor of a bonus to movement when charging, including a further increase in str-mod by half when charging for devastating charges. While this makes low level charge-builds exceedingly lethal, per se not something I'd consider broken. It should also be noted that reforged barbarians receive mobility at 5th level. In an interesting take, rage now has a fortitude save to prevent the temporary fatigue at the end of the rage - per se another choice that may add a small bonus, but not one I'd consider problematic.



As a variant to rage, whirling frenzy is provided - this nets the barbarian +4 to str (untyped, should be morale analogue to rage), +2 dodge bonus to AC and ref-saves and essentially allows him to flurry - +1 optional attack in full attacks, but at -2 to all attacks, INCLUDING AoOs the bonuses sclae to +6/+3 and +8/+4. Additionally, the barbarian does not receive indomitable will, but does receive evasion while in a whirling frenzy. This variant provoked a knee-jerk "OMG, OP"-reaction from me that was only partially justified. While the flurry is extremely strong for a full BAB-class and the bonus-type glitch sucks,, the lack of con-bonus means that these barbarians are more fragile. In the end, testing did show that due to proficiencies etc., this does not break the game, though it is a pretty strong option that is not for every game. Still, apart from the bonus hick-up, not something I'd condemn.



Trap Sense is modified into danger sense, granting a bonus to perception as well as the minor bonus to ref-saves and AC versus traps. Damage reduction is moved down from 7th to 5th level, +1 every 4 levels thereafter (not an issue since DR is probably the most overrated rules-component in PFRPG) and instead, at 7th level, the reforged barbarian receives Diehard hard-coded into his frame-work. The higher levels remain untouched, ability-wise.



We also receive a host of FCOs, -which are pretty cool - reduction of AC-penalties for drow, more claw/bite damage for catfolk, better mobility AC-bonus in dim light for fetchlings -the FCOs tie into both race and class and make sense and rank among the best examples for them. The one for (half-) orcs deserves special mentioning - +1 round rage per level feels very strong to me. I would have gone at least +1/2. Thene again...half-orcs are one of the notoriously weaker races, hence the ability to excel at arguably their iconic class may be in the realm of what one might consider valid.



A new archetype is also included, the cannibal. Instead of charging strike, these guys receive a secondary bite attack. Additionally, they may eat the heart (or what passes for it) of a fallen foe slain in the past minute to regain hp or rage rounds equal to their HD - before you pull out the kitten-bag: Yes, they can eat kittens since the mechanic is tied to their own HD, not the one of the enemy, but a daily limit prevents the ability from being broken. It's not as elegant as it could be, but it works.Imbibe Spirit uses a similar mechanic, but the actual bonus it grants has been lost to a formatting glitch - I have no idea what the ability does. Consume Vigor grants fast healing equal to the creature's HD, but fails to specify how long it lasts - two unfortunately massive glitches that render a cool archetype unusable as written.



A total of 33 new feats are provided - they range from damn cool to broken as hell: Take Butcher's Blade - whenever you hit a foe with power attack, you receive a swift action, AoE-intimidate check to all who see you within 30 ft. Usually, AoE-demoralization is a class feature, not something that can relatively cheaply be bought as a feat. Brotehrs of Steelwould be another example - while awesome, it simply is too strong - choose one ally at the begin of any combat - as long as one of you isn't flat-footed or flanked, neither is the other - this is much more powerful than many a teamwork-feat option and probably should be remade as one - as soona s two characters require this feat, it would make more sense/feel more balanced. The Camel Punch-feat that increases the damage dice of unarmed strikes by +1 should also be kept out of the hands of monks - A default strategy to improve damage output for these guys is size-increase and stacking +1 size on that via a feat is just nasty. Especially since another feat allows you to be treated +1 size when charging - do you see the stacking insanity...yeah...not gonna happen anywhere near my game.



Interesting, though quite some work to track, would be "Deep Wounds" - the bonus damage from power attack has its recovery rate reduced to only 1 of these hp per day - while not feasible for every campaign, especially low magic campaigns will enjoy this one. Eyes of teh Jaguar would be weird - the feat nets you low-light vision 30 ft. Problem being - low-light vision has no range. You either have it, or you don't. Darkvision has a range, though...so which is it?



Improved Diehard is a rather weak feat that could use a power-upgrade - not dying until you reach negative con + 1/2 level isn't that impressive; Here, for once, I would have went full level. Improved Mobility is BROKEN - it eliminates AoOs from threatened squares. Flat-out. One caveat - if you lose dex-bonus, are slowed, staggered etc., you also lose the benefit. Still, this is weird - it invalidates mobility and its increased emphasis in the reforged barbarian - this feat needs to die a fiery death. I do like the feats that allow for a bonus to str and con-checks, since both usually receive no love whatsoever. A cohort-less variant of leadership with twice the number of followers, based on str, should be interesting for humanoid warlords and str-based weapon-hurling is also okay. I also like the counter-power attack-feat that negates the bonus granted by power attack, unlike the foes combined BAB+str-mod is 4 higher than yours - interesting mechanic to counter one of the most used feats. Savage Strike allows you to trade in AC for damage-boost, which si also an interesting option. Unquenchable Flame is another feat, which, while high in concept, needs nerfing - once you run out of rage, you may continue raging, but are shaken and receive 3 points of non-lethal damage per round. Infinite rage at level 5. When rage-rounds are quite often used as the resource for rage powers, feats etc. - so, does the barbarian still count as having rounds of rage left, or is only the rage maintained? If only the latter is the case -all right.



The pdf also provides a total of 15 new rage powers: +2 damage versus foes below 50% max HP smells of 4th edition's bloodied condition to me and requires tracking, so not a fan of that one. On the other hand, Favor of the Forebearers is awesome - as a swift action, you may expend one round of rage to invoke the forefathers and add the ghost touch property to your weapon for one round. Using rage to temporarily boost ref-, will- or fort-saves, critical confirmation rolls, less duration of charms if your indomitable will doesn't do the job. On the nitpicky side, 3 rounds of rage for turn undead may be a cool option, but the wording "as a cleric" is misleading - turning undead requires a feat that not every cleric has. conical AoE sonic damage for rage rounds also makes sense to me and the level cap prevents abuse and to explicit novas. Using immediate actions and rage to negate 5 points of damage received also is a neat one, as is the option to temporarily boost DR and even grant yourself fortification. Generally, these rage powers include some cool gems.



Conclusion:

Editing and formatting are this pdf's weak points - while generally, there are not many glitches per se, the archetype is ruined (which is a damn pity) and quite a few feats should not have went even past a fleeting mechanical editing. Layout adheres to a printer-friendly two-column standard and the pdf comes with nice b/w-stock art. The pdf comes fully hyperlinked and bookmarked for your convenience.



I did not look forward to this review. After the balance disaster of the Reforged Cleric, I did dread this one. This pdf is the labor of lead designer Brian Berg, with additional content from PJ Harn, Jason Linker, Ben Kent, Kevin Mickelson and David Miller and the pdf reflects that - quality, alas fluctuates from "glorious" to "awful." First the good news: The reforged barbarian is actually a cool alternative. It may be a tad bit stronger than the standard barbarian, but not by much and all changes make sense to me - they enhance the fluff and feel of the class. So if you wnat this pdf for the variant class alone - go for it!



Alas, the supplemental content is a mixed bag - from the cool, but unusable archetype to feats that range from cool to "Does the designer know which system he's designing for?" to the rage powers, this pdf's issue can be summed up in one sentence: Lack of a developer. The disparate voices and wildly fluctuating quality of the writing means that this pdf does have some awesome, glorious pieces of crunch that will most definitely see use at my table, but also that it features some horribly broken bits and pieces that need to be plunged into the deepest pits of the abyss. With a bit more care, this pdf could have been a 5 star + seal of approval book; It has all the makings of one. Alas, the at times sloppy fine-tuning has taken that away. Try as I might, as much as I love the base class, the ideas herein - with this amount of flaws, I cannot go higher than 3 stars. As a grab-bag and for the base class, definitely worth the low asking price, though.

Endzeitgeist out.

Rating:
[3 of 5 Stars!]
The Barbarian Reforged (PFRPG)
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Mythic Monsters: Magical Beasts
Publisher: Legendary Games
by Thilo G. [Featured Reviewer]
Date Added: 11/19/2014 13:30:38
An Endzeitgeist.com review

This installment of the Mythic Monsters-series clocks in at 28 pages, 1 page front cover, 1 page blank inside front cover, 1 page editorial, 1 page SRD, 1 page ToC, 2 pages of introduction/how-to use, 2 pages of advertisement, 1 page inside back cover, 1 page back cover, leaving us with 17 pages of content, so let's take a look!



So this time around, we're taking a look at magical beasts - monsters in the truest form and some of the most iconic creatures of our beloved roleplaying game - but before we go into the meat of these beasts, we first receive mythic feats - a lot of them! 10 to be precise, and while some have been released before in Mythic Minis, their inclusion herein helps render the respective creatures more memorable. The Rending Fury tree and Pack Attack, as some of my favorite monster feats for bestial builds receive mythic versions herein.



From the first page of these beasts, you'll notice something - layout has been streamlined - when possible, two creatures now fit on one page, making the pdf more printer-friendly and less blank-space-prone than previous installments of the series - kudos for that! The first page thus is shared by the mythic Basilisk at CR 7/MR 3 and the mythic Behir - the latter lacking the CR-entry in the header. Mythic basilisks receive a damn cool caveat for their petrification - the poisonous blood of the creature can revert it! Behir breath reducing you to 0 Hp now utterly evaporates the unfortunate victim and their constriction is particularly nasty - especially since it can essentially AoE-constrict - glorious. It should also be noted that many creatures herein, including the Behir, receive alternate versions with e.g. the giant template applied or without them, in cases where the template has already been applied in the main statblock.



The CR 9/MR 3 mythic Bulette also receives these two versions - as savage feeding machines, not even mind-influencing effects can calm these beasts and their crushing leaps and magic resistant plates make for a cool protection. CR 8/MR 3 Girallons also receive this dual treatment and are just superb at rending foes apart, being even capable of rending off the heads of creatures - nasty!



Also at CR 8/MR 3, but sans the second version, the Dragonne may induce fatigue with roars and exhale breaths of sleep-inducing gas. Speaking of bad breath - the CR 15/MR 6 mythic Catoblepas has a slay living gaze, a horrible stench AND poison breath.



On the lower ends of the CR-spectrum, we receive Jacklweres at Cr 3/MR 1 receive a sleep aura and more alternate forms - okay, but not on par with the CR 1/MR 1 mythic...stirge. Diseased, able to bloat themselves with negative HP and swarming, these are a great example for low level threats. CR 5/MR 2 Perytons may rip the hearts out of living foes for mythic power and buff itself by flying over the shadow of targets - iconic, cool - two thumbs up!



The CR 6/MR 2 Leucrotta receives a mass suggestion-inducing whisper and they also receive a CR 5/MR 2 Crocotta-servant and the option to easily destroy objects.



The CR 21/MR 9 Thrasfyr enhances the cool tricks they can accomplish with their chains and get in a telepathic bond with a chosen, willing master. Per se, a nice beast, but some slightly more far-out abilities would have been appropriate and nice here. The Ypotryll at CR 18/MR 7 is all about deadly charges that rock the ground, ignores object hardness etc.



This issue's new creature would be the CR 5/MR 2 warpwolf - the nasty relatives of blink dogs, these creatures exist in a constant transplanar-flux that allows them to entangle foes with their innards, use teamwork feats solo and attack from different directions - and yes, that's only the tip of the iceberg. Once in a while, one stumbles over a design that is simply inspired and this is one of them - even among all those canine foes, the warpwolf stands out and puts to shame his hellhound, yeth hound etc. brethren - it's glorious in so many ways, in spite of its relatively low CR - brilliant!



Conclusion:

Editing and formatting are better than in the giants book, though I noticed minor glitches here and there - nothing too serious, though. Layout adheres to legendary Games' two-column full-color standard and is much more compact than usual - less blank space - more printer-friendly: Kudos! The pdf has no bookmarks, though, which constitutes a comfort-detriment.



Jason Nelson, Tom Philips and Alistair Rigg had an interesting task here - amp up these beasts without making them too flexible - that would contradict their bestial nature. Hence, while they do not sport as many unique abilities, those that are here have to count - and oh boy do they count: From the Peryton's proper heartrend to the behir's AoE-constriction (which finally makes this guy distinct) up to the superb and gloriously illustrated warpwolf, these beasts rock hard. The warpwolf in particular is just awesome, the type of critter that makes you light up, even after having read 2 bestiaries before that.



That being said, I still maintain that this time around, oddly, the high-CR-beasts feel a bit blander than usual for Mythic Monsters - when compared to their brethren in the book, their tricks feel more like linear progressions and don't add that much to the critters. This is me complaining at a very high level, though and in conjunction with the missing bookmarks the only reason I'm omitting my seal of approval. My final verdict will be 5 stars - now excuse me, I have to replace a lot of canine, lame foes with warpwolves...

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Mythic Monsters: Magical Beasts
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Village Backdrop: Fulhurst Moors
Publisher: Raging Swan Press
by Thilo G. [Featured Reviewer]
Date Added: 11/19/2014 13:27:43
An Endzeitgeist.com review

This Village Backdrop clocks in at 10 pages, 1 page front cover, 1 page advertisement, 1 page editorial/ToC, 1 page SRD and 1 page back cover, leaving 5 pages of content, so let's take a look!



What once was a lush forest inhabited by brutal savages, is now a desolate windswept moor where the waters of Blackraven Creek burrow into the acidic, infertile soil. Haunted by will-o'-wisps attracted in times long gone by, the plain is now home to peat-diggers - a harsh folk that reflects the unpleasant environment they live in. Unbeknownst to them, one greedy individual has struck a pact with the dread will-o'-wisps and the resulting tragedies have fostered an atmosphere of almost palpable anxiety -and a high danger-value.



Beyond the diverse population that includes the best and worst of people, the usual amounts of rumors, events, items to purchase etc., we also receive the stats of the hidden BBeG of the village as well as, rather cool, rules for the special moonshine sold in town - I love little mechanical pieces of crunch like this supplementing the fluff of an awesome village.



Conclusion:

Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to RSP's superb, streamlined and printer-friendly 2-column b/w-standard. The pdf's b/w-cartography (of which you can download player-friendly versions on Raging Swan's homepage for free!) is just as awesome as I've come to expect from the series. The pdf comes fully bookmarked and in two versions, one optimized for screen-use and one to be printed out.



Okay, my first impression was "Oh yeah, another swamp/moor"-village - but know what? This is VERY distinct from anything you'd expect in a SWAMP. While Jacob Trier's village works with the tropes, it also subverts them -no degenerate fish-people, no voodoo cults, no looming lizard-men, instead painting a picture of a village of hard-working people that cover the broad experience of humanity and morality, suffering from a climate of fear invoked by some vile individuals. Fulhurst Moors may not be a nice place at first glance, but it can be the town where, once the loyalty of the populace is earned, the evil rooted out, PCs may find haven even if hunted by the king. Remote and believable, with a rich history to develop and hooks galore, Jacob Trier's village is well worth 5 stars + seal of approval.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Village Backdrop: Fulhurst Moors
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Journey to Cathreay
Publisher: Four Dollar Dungeons
by Thilo G. [Featured Reviewer]
Date Added: 11/18/2014 10:58:09
An Endzeitgeist.com review

Journey to Cathreay clocks in at a massive 115 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, leaving us with 112 pages of content, so let's take a look!



The module begins with a massive explanation of the module for the DM - essentially, the module provides an extremely helpful explanation of the module's structure, making the modification on the fly very easy on the DM. A total of 5 maps are provided and a table of all encounters with CR, treasure, XP to be seen at a glimpse. It should also be noted that the pdf also comes with a 25-page NPC-book that has versions of the NPCs of varying strength depending on the number of PCs your party sports - one statblock for 4, 5 and 6 PCs. Indeed, DMs have an extremely easy time with this book - a reference for all animal tricks, beasts, items, rules and spells used in the module is part of the deal - i.e. you ONLY need this book when running it. No book-flipping. (And yes, these take up quite a bunch of pages, but a massive 67 is still left, making this a long module. This being a journey-module, we also get a massive write-up of a caravan resting, with rules for slashing through tents and the like as well as stats for bisons and their handlers - and yes, we actually get multiple stats for guards and handlers, making these guys more versatile than what most modules would provide.



This being an adventure-review, the following contains SPOILERS. Potential players should jump to the conclusion - believe me, you'd hate spoiling this one.



Okay, still here? Roco P'loma is a man with a reputation for making the trip to the domain of the Crimson Khan a couple of times and bringing back curious wonders - and now, his guards have ran off, claiming the caravan's haunted. P'loma, imbued with the power to negotiate by the Khan, offers a significant reward for the PCs and after signing the contract (yes, paperwork etc. would be part of the module's realism, though you can skim over this fast) and after that, the first subplot immediately kicks off - Acomat, the brother of Tegana and an important part of the caravan, is about to have the time of his life with gorgeous gal named Daisy. And after that, the worst, and last time of his life. In truth a doppelgänger, the creature wants to infiltrate the Khan's court and her plan is lavishly detailed. Know how usually in a module, such a plot works like "He is killed and replaced, the end." Well, here we get a full write-up, step by step of the infiltration process and thus also ample opportunity for the PCs to foil the gambit. This level of realism (including, btw., plainly hilarious moments of unobtrusive humor) is mixed with an uncommon assassination weapon (a giant rot grub - yeah...nasty) for the best handling of such an operation I've seen in quite a while. Whether the infiltration works or not much depends on what you as the DM want to do with it and how perceptive and paranoid your players are. After this, the PCs will have to make a short 4-mile trek to a dwarven bison ranch and escort bison to the caravan - in a dynamic skill-challenge type escort. And yes, bison are not that easy to ride or lead and accidents may well happen... This journey already uses a level of detail nigh unprecedented - take potentially poisonous berries bison may or may not eat, a wizard practicing his fierball-spell and unintentionally creating a stampede



The journey hasn't even started yet. Now if I go through the day-to-day things that happen, this review will become bloated beyond repair. So let me tell you: Yes, EVERY DAY of the 5-week journey has its own write-up of small things happening, landscapes changing, stops at settlements, interactions with ratfolk traders, taking down a fire drake so the caravan may safely progress (in its disturbing cave of 500 eyes) - there is a LOT going on and beyond these effects, it should be noted that 7 NPCs in here are of particular interest -interacting with them and driving forward their respective plots allows for maximum customization options for the DM. And yes, these interactions are relevant, but more on that later. Assaults by very smartly planned div-assailants and wonder galore await on this journey - what about an oasis, where peacock-feather-like reeds grow and turn towards those closer, making it look like the plants are watching you? (Including a neat, challenging combat here that makes nice use of the strange place...)



What about a Jiang-Shi that has managed to stowaway among the people of the caravan, making for yet another complex foreshadowing and multi-part plot that may see an innocent man and his goat exiled. Rescuing a desperate man from a cyclops? Crashing an arranged marriage via trial by combat and potentially winning the freedom of a lady by besting her less than enthusiastic husband to be's champion? An Elk-hunting mini-game with a megaloceros? The wonders of the journey are plenty and varied indeed.



On day 32, the PCs finally arrive at the Khan's winter palace to a roaring welcome party...during which, their employer bites of more than he can chew and unintentionally makes a bet with the Khan that he (or another of the NPCs with their various plots that the PCs unearthed during the trek) and the PCs can take on Sennacherib. What is Sennacherib, you ask? Well, it is a legendary Tendriculous. , dare I say, MYTHIC adversary. Yeah. And before you say anything - I've been using mythic foes as legendary adversaries in my campaign for quite some time and they make for superb bosses against non-mythic groups. However, they imho require proper foreshadowing and the module does a superb job - a fully depicted legend of the creature, extensive and superbly written, makes clear from the get-go that this beast is indeed something to be feared. Even the end of the creature, should the PCs and their NPC-ally prevail, is the stuff of legends. By the way, this is not the only legend provided in the module - remember the fire drake's cave? I failed to mention that another legend the PCs may have encountered hides the true treasure of the place in an unobtrusive puzzle. Yes. This module has it all.



Conclusion:

Editing and formatting are top-notch - I only noticed 2 minor typo-level glitches à la "Ncps". Layout adheres to a printer-friendly 2-column standard that is exceedingly easy to print out. The module comes with a handy NPC-book, varied stats, includes all the rules required to run it, is extensively bookmarked with nested bookmarks and has two versions, one optimized for the US-standard and one for the A4-default used in Europe - awesome! A total of 6 solid full color maps are provided, also as high-res jpgs and the artwork is provided, handout-style, in the back of the module, allowing you to print them out and hand them to your PCs. The artwork is solid, btw., and adheres to a very old-school aesthetic.



The last 2 modules by 4 Dollar Dungeons made my top spot of my top 10 list of 2013. "Horn of Geryon" can be considered an apex of the art of wilderness sandboxes. "Panataxia" is one of the best dungeons/planar modules I've ever read, regardless of system. Then this one hit my review-list and I was concerned - caravans? Urgh. Two massive potential issues seem to be ingrained in such a scenario - a) the caravan-rules introduced in Jade Regent just aren't that good and b) such modules are by definition railroads.



"Journey to Cathreay" deals with both issues remarkably well - by ignoring the caravan-rules and replacing them with STORYTELLING. You know, with developments, cool wilderness-scenery and a ton of things to do. The second gripe is harder to handle, though - how do you change that up? Via great NPCs and subquests galore the DM can introduce on the fly, by providing varied challenges and options to amp up or slow down the pace whenever required. Then, there would be the potential issue with the final boss and its mythic nature (and no, you don't eed mythic adventures to run this module - all rules required are provided) - the module manages to properly foreshadow it and makes for a truly epic final fight that is challenging, yes, but NOT unfair. Each combat, each encounter comes with round-by-round tactics, interesting terrain-features and at the end of each section, all relevant skill-checks/DCs are collated into a handy box, available at a glimpse.



Richard Develyn seems to be out on a quest to demonstrate mastery in all types of module possible - this journey breathes the spirit of wonder so often lost in fantasy, the sense of exploring a truly different world. The level of detail provided is simply staggering and the world feels ALIVE. It may be ugly at times, it may be hilarious - but over all, these NPCs and places feel like they truly exist, like you could just fall from this world and wake up in the pages of this module. The diverse choices of the PCs and how they matter, the simply astounding, great writing, the unobtrusive, realistic puzzle (that can be brute-forced), the bison-herding mini-game, the hunting mini-game - adventuring is not always a fight to the death and this module shows exceedingly well why one would embark on such a career. PCs actually get to do something that may be considered fun not only for the players, but also for the characters. Add to that the copious amount of read-aloud text, legends, ridiculously easy to use format, the fact that NOT ONE ENCOUNTER in here is boring/common, that creatures get smart tactics and actual background stories/reasons for their actions and we get a module that is on par with the superb predecessors, perhaps even beyond it.



Want to know how good this is? My players actually were sad when the module was over. They've been badgering me about more 4 Dollar Dungeon-modules ever since Horn of Geryon, and this module took them a long time to complete and unlike every caravan module I've ran before, not one of them lost interest even for a short time - invested from beginning to end, this module just blew them away. This beast is long and never loses its stride. When your players refuse to get up from the table at midnight, even though they have to go to work on the next day, when they ask for more roleplaying sessions because they are so into a module, then you realize you have one glorious beast of a module on your hands. This module cements Richard Develyn as one of the best, perhaps even the best, adventure-writers currently active for PFRPG. It's hard to describe what makes this so impressive, how this quasi-realism and wonder go hand in hand - let it be known that there are few modules that breathe the spirit of old-school gaming to this extent and combine it with all that is great about new school gaming for a result that can only be described as master-class.



Modules like this make reviewing worthwhile. Seriously. And then there is the ridiculously low price, the fact that you need no other book to run this. And the rather interesting fact that this module surpasses its predecessors in length. If this review is short on the actual story of the module, then only because I want YOU to experience this beast like I did - with eyes wide open at the wonder that oozes from every page, chuckling at the humor, grinning at the smart encounters and all the details. The writing is so captivating, it also makes for simply a great experience to read and honestly, I've read a lot of fantasy novels I found less engaging than this.



You won't find a better bang-for-buck-ratio anywhere. Seriously. This is, by any scale I apply, the apex - if there were 10 stars, I'd slap 10 stars + seal of approval on this book. This is the best caravan/journey-style module I've ever read. This is a must-purchase. This module makes me run out of superlatives to slap on it and, at least as far as I'm concerned, may actually surpass its predecessors. This is a hard contender for the number 1 slot of my Top Ten list this year and, barring the means to rate it higher, I'm going for the highest honors of 5 stars + seal of approval. I guarantee you'll love this module if the idea of a caravan even remotely interests you, if you're looking for this sense of wonder the old grognards always complain about being absent from most current modules - here is where it lives and breathes and has been blended with all the comfort we now expect.



Why are you still reading this ramble? Seriously, buy this.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Journey to Cathreay
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Village Backdrop: Vulcanbridge
Publisher: Raging Swan Press
by Thilo G. [Featured Reviewer]
Date Added: 11/18/2014 07:29:38
An Endzeitgeist.com review

This Village Backdrop clocks in at 10 pages, 1 page front cover, 1 page advertisement, 1 page editorial/ToC, 1 page SRD and 1 page back cover, leaving 5 pages of content, so let's take a look!



Vulcanbridge is perhaps one of the most interesting, unique settlements in the series so far - situated on a volcanic plain, the result of gnomish ingenuity and dwarven labor, Vulcanbridge is constructed as a hanging village on several stable pylons - which is rather neatly represented in the gorgeous map of the settlement.



It should be noted that the pylons of course suffer from tectonic issues and hence, the settlement, nowadays more dependent on delving below the liquid lava towards the gems and ores hidden within the bowels of the earth. The unique construction of the settlement and its frontier's position are also represented in the items for sale, the rumors and unique tools that characterize the uncommon and dangerous, extremely unique conditions present in and around this village.



The rather unique construction and surroundings are also represented in the damn cool events and if these, at times, potentially high-stakes adventure seeds are not enough, the incognito gold dragon in the town may make for one rather intriguing complicating factor.



Conclusion:

Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to RSP's superb, streamlined and printer-friendly 2-column b/w-standard. The pdf's b/w-cartography (of which you can download player-friendly versions on Raging Swan's homepage for free!) is just as awesome as I've come to expect from the series. The pdf comes fully bookmarked and in two versions, one optimized for screen-use and one to be printed out.





Mike Welham's Vulcanbridge is, hands down, one of the most unique settlements I've seen in the whole series and ranks with its ingenuity and cool options that brim with adventure potential galore as a superb example how an extremely gifted writer can enrich one's game in a scant few pages - the implications for cutting edge industry and the will of mortals to succeed against the odds of hostile terrain, even in a fantasy context, just makes for a surprisingly vivid and unique backdrop that grips one's imagination - this is one of those settlements your PCs will come to love, one of the places they will want to save, no matter what. Final verdict? 5 stars + seal of approval.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Village Backdrop: Vulcanbridge
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Underworld Races: Dweorg
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 11/18/2014 07:26:39
An Endzeitgeist.com review

This supplement clocks in at 20 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving us with 15 pages of content, so let's take a look!



As with the other installments of the Underworld races-series, this one kicks off with a massive mythology of the subterranean races, a collective origin history that can be potentially transplanted from Aventyr into other settings, should one choose to do so. From there on, the dweorg are described - amidst the numerous dwarven races forged from the ancestry of the dvergr, the dweorg could be called those most in line with conventional dwarvenkind in other campaign settings - apart from better craftmanship and gruff demeanor (penalizing social skills when interacting with upperdwellers), they adhere to the regular dwarven virtues and attributes. Not only are the dweorg the dwarves closest to surface dwellers, unlike many races of the underdark, they are not utterly evil and rather an unappreciated vanguard against the threats from below.



Now as has become the tradition with underworld races-pdfs, we do receive quite an array of new favored class options, which include faster extract preparation (which may be a bit situational), better fighting with bludgeoning weapons etc. and "dwarven" weapon specializations. On the very nitpicky side, reductions of arcane spell failure by 1.5% per point may be a bit wonky -while the default is to round down, I'd complain here, but the fact that sufficiently consequent investment in it nets a heavy armor proficiency might be considered a cool idea, so I'll let that one slip.



Now we do get a racial archetype, the dwarven Smithkin fighter - endured against the elements (and non magically to boot), these guys are better craftsmen of things both mundane and magical, are limited to bludgeoning weapon groups regarding weapon training and may imbue weapons first with the flaiming, later with the flaming burst quality. An okay archetype, I guess, and one that receives a glorious full-page full-color artwork, but also an archetype that simply isn't that interesting.



A total of 7 racial feats are provided and one in particular is BRUTAL - clanmind lets you share in all teamwork feats of any dwarf from your hometown for 1 round wis-mod+1/2 level times per day as a swift action and also improves aid another - this makes the dwarven phalanx of home defenders VERY dangerous. Conversely, gaining fire resistance 5, 10 and 20 and the same for cold just elicited yawns from me - not bad, per se, but also a far shot from being interesting.



Now item-wise, we are introduced to a new spice, fungal rope and the new material called liavous crystals, which mimics adamantine, but is cheaper - at the cost of losing all potency when exposed to sunlight. On the magic item side, we have this installment's winners - the Pocket Anvil and the Instant Forge - with the anvil coming with full rules for being used as a missile (I sneak attack with an anvil!) and the forge making adventuring + crafting feasible. Two thumbs up for these! Finally, we are introduced to 3 (6 if you count the variants) new spells: One that grants the subject knowledge of dweorg history and variants of the cure x wounds spells that have greater effect on dweorg and a stew that greatly increases hit point recovery rate when resting.



Conclusion:

Editing and formatting are very good, I noticed no significant glitches, though a couple of bolding and similar minor glitches can be found herein. Layout adheres to a drop-dead-gorgeous two-column full-color standard with rocky borders and awesome graphic elements, making this a beautiful, if not very printer-friendly pdf. The plentiful original pieces of full color artwork throughout the pdf are nice. The pdf also comes fully bookmarked for your convenience.



All right, Mike Myler & Julian Neale's Dweorg...I'll come out and say it, when compared to other Underworld races-pdfs, this one feels a bit...bland. The FCOs, feats and the relatively lame archetype didn't wow me (with one feat exception) and the spells didn't either. The pdf is relatively brief beyond the general origin myth provided in all Underworld Races-pdfs and while the production values are great and awesome, the two magic items alone can't really pull this one back up - it simply does not deliver that much inspired content for a brief pdf and falls slightly below even the book on drow - had we received more culture, more information on what makes dweorg unique, whether crunch or fluff, I would have felt otherwise, but as written, this one simply felt a bit flat. And yes, this may be rather harsh, but I actually considered it somewhat boring, especially when directly compared to the no way perfect, but inspired book on the dvergr and their great archetype. My final verdict will hence clock in at 2.5 stars, rounded up to 3 because the items and great production values do not deserve a 2-star-rating.

Endzeitgeist out.

Rating:
[3 of 5 Stars!]
Underworld Races: Dweorg
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Dragon Tiger Ox (Wuxia/Wushu Source Book)
Publisher: Little Red Goblin Games
by Thilo G. [Featured Reviewer]
Date Added: 11/17/2014 07:35:11
An Endzeitgeist.com review

This massive book by Little Red Goblin Games clocks in at 172 pages, 1 page front cover, 1 page editorial, 7 pages of SRD (with some pages duplicating text from the adventure at the end of the book), leaving us with 163 pages of content, so let's take a look!



Now if you've been following my reviews, you'll know that I usually take apart crunch for races and classes in a pretty detailed manner. The problem with a book of this size and my approach is evident -were I to do that here, the review would bloat beyond compare. Hence, I'll be somewhat less detailed than usual in this review, picking out the cherries and the less than awesome components and highlighting them. Got that? Great!



So after a short introduction to the topics and tropes of WuXia/Wushu and the implied setting of Dragon Tiger Ox, we delve into the basic supplemental pieces of information. A basic introduction to a third alignment axis in the guise of honor can be found here, as can be new uses for knowledge skills to identify styles. Unlike in a standard assumption of a setting, each character receives a favored style through which they progress, counting their class level as BAB-prerequisites for the purpose of taking these feats. A similar terminology is established for ki-level - that means it class levels in a ki pool gaining class.

Additionally, a new combat maneuver may be used to disrupt styles, canceling their benefits and allowing the maneuver's executor to increase the amount of time entering a style takes. While not particularly effective in itself, the maneuver lends itself to a versatile array of possibilities to follow up on. What rather impressed me with its simplicity and yet, genius, would be the diversified martial arts - headbutts, kicks etc. all get their own damage-columns and bonuses - kicks tend to do more damage, but inflict the new off-balance condition on a character executing them. This system not only immediately makes flurry of blows actually interesting, it turned out to work in a rather balanced and cool manner when I tried it out. These alternate rules indeed are glorious and should be deemed a nigh must to make monks and martial artists in general a more interesting playing experience.



Now if you want to go for full-blown WireFu WuXia à la "Hero" and similar movies, an array of solid rules to achieve just that would be provided as well. On the downside, the suggestion to default gestalt as monks with other classes makes sense and fits the tone, but the lack of advice regarding power-levels of characters and adversaries when implementing these rules make them feel more like an afterthought. And yes, gestalting is explained in x guides online, but I maintain that introducing a suggestion like this should also be accompanied by a thorough examination of its ramifications.



Now for the more light-hearted among us, the bad dubbing rules that have you pantomime what your character means and another player say the words might not suit my tastes for a prolonged and serious campaign, mostly due to me trying to explore questions of ethics and psychology as well in my games, but for a fun evening with sake or beer, I can guarantee that the results can be utterly hilarious.



Now race-wise, aasimars and vanaras may choose new alternate racial traits (including a draconic breath weapon). The Guaiwu, one of the new races herein, would imho be just a tiny bit too strong with both darkvision and low light vision, though not by much - still a good example why the RP-rules from the ARG don't work as smoothly as they ought to and by no means broken. That being said, one could nitpick a bit here and there. The second race, the Samebito can be rather overpowered in any aquatic campaign - gaining fast healing in saltwater, these guys are per se a cool race, but one DMs should be a bit wary of in the context of nautically-inclined campaigns. Shishi are awakened from statues of foo lions/dogs and are celestial guardians - and here, I have not even the slightest gripe. On another note - the Guaiwu remain the only race that specifies its RP-cost, in case you were wondering.



A total of 11 racial feats allow half-breeds to have two favored styles, Gaiwu to shoot elemental blasts (with a VERY high range), gain blindsense under water, wield larger weapons etc. -especially the Gaiwu gain the brunt of cool tricks here, with one-handing two-handed weapons and gaining regeneration temporarily for eating oni-flesh being two examples that skirt what is balanced and what is cool. Generally, I do like the feats on their own, but the concentration of awesome tricks for the Gaiwu and relative lack of coolness for other races bespeaks a kind of favoritism here. Seeing how the race already is powerful when compared to the base races, the damn cool and iconic toys might push them over the edge for *some* DMs, so please read this one carefully. The good news would be that the options provided by themselves are not broken.



A short primer on languages had the linguist in me excited, though the level of detail of e.g. Necropunk's supplements is not reached herein. Beyond a new wildblooded draconic bloodline for sorcerors to represent the eastern dragon's flavor and a new one for ki-centric sorcerors that helps them not suck at ki-tricks/unarmed tricks - at least not as much. The ki/metamagic synergy gained at higher levels also makes for an interesting design choice here. We also receive the ki domain, whose ki-powered channel and the potentially extreme increase of radius for it can easily break the balance when taken in combination with variant channeling or simply a powerful channeling specialist, so take that one with a grain of caution.



Next up would be the 3 new prestige classes – in all brevity, 2 are full BAB-progression classes, the third a ¾ BAB-progression. The Shifu would be a master of one style on the verge of developing his own style – hence, the PrC receives a secondary pool, so-called prowess points, to modify his strikes with. In an interesting take, some of the class abilities depend on the base-class used to class into this PrC. If you happen to know the movie tropes – these guys learn the hardcore martial arts – dealing the same damage as last round via mirror palm (explicitly working with vital strike!) and elemental blasts make for iconic techniques that are powerful, but limited by daily uses. Beyond these, the PrC also receives a disintegration-style killer strike and an insta-death attack – especially the latter is not something I’m generally a fan of in classes that are not the assassin. Yeah, it exists in the literature and movies, but still.



The second PrC herein would be the Jade Warrior, which can be summed up best as a kind of holy warrior that strives to become a balanced paragon of stoic virtues, a kind of anti-dishonor-paladin, if you will – though one powered by ki with quite a few more unique abilities than I would have expected – I particularly liked that their wounds inflicted on dishonorable targets resist magical healing and may leave jade green scars unless treated by restoration.



The third PrC herein would be the Wolong – a hardcore strategist martial artist that learns tactician and similar tricks. While I am not a fan of the general option of a mechanic that allows for counter-strikes and ties the mechanic to initiative (d20 vs. d20 minus 5 – too much variance), I do like the ability – for while I don’t enjoy this component of it, the option to pick their turn apart and e.g. take move actions at a different initiative than standard actions etc. makes for some very interesting changes in tactics. The ability to command allies pales in comparison and has been done in more interesting ways in other classes. However, with the very strong and iconic round-break-up, more would have been unbalancing. That being said – NOT a fan of adding int to damage, even with a max class level caveat – stacking up multiple attributes to base damage is too easy to game.



A couple of rage powers and rogue talents allow for the parrying of unarmed attacks via blades and even monk-style tricks for barbarians, just before we delve into the meat of the setting information with a general overview of the celestial bureaucracy under the emperor. An assortment of suggested deities and heroes is presented, alongside a massive chapter on the diverse sample of clans, orders and schools. If you have access to LRGG’s Heroes of the East-series, you’ll also notice some synergy with the styles established therein, allowing you to easier weave a tangled web of diverse martial traditions and ideologies competing for supremacy.



Of course, no such book would be complete without a new chapter on feats and Dragon Tiger Ox surely delivers in that regard with a massive chapter and MANY, many feats. Rather weirdly, the necessary index-table shows up after the first couple of feats, but that is admittedly a nitpick. The feats themselves, as befitting of the theme, make ample use of ki and allow non-ki-classes to wilder in this territory; It should also be mentioned that these feats have been built with regards to a kind of compatibility regarding the “Heroes of the East”-series, which generally is rather neat. The fact that the exceedingly cool upgrade to Ki Cannon does not feature the prereq-feat from the HotE-series may gall some people, though. Beyond a significant array of regular feats, we are also introduced to so-called Forbidden Feats – these feats come with significant benefits, usually in the guise of significant damage to the character, even attribute damage, but allow the respective character to regain ki-points. Surprisingly, I have found no easy way to cheese these feats – while it *is* possible, it would require some deep digging and uncommon race/ability combinations not usually available t PCs, so…well done. On another note – it is a bit weird that follow-up feats to Forbidden feats not necessarily are forbidden feats themselves – there seems o be some minor thematic inconsistency going on here, but once again, that’s a nitpick.



As a nice nod towards the glorious Ultimate Campaign supplement, we also receive some thematically appropriate story feats that let you prove that YOUR style is the best…or that your school should be considered supreme to your rivals. Another array of new feats would be introduced herein – qinggong-feats, which essentially represent spell-like abilities that are unlocked via taking the feats. These abilities, while powerful, are tied to ki and burn quite a lot of this resource. The dispelling strikes that allow you to counter magic via ki deserve special mentioning, though I consider the forbidden technique that allows you to convert incoming spells into ki a perpetuum mobile of a finite resource that does require careful oversight. And yes, THAT one can be cheesed, but only at high levels. So yeah, no significant issue.



A total of 5 new styles can also be found within these pages – from the elven Drambor that rewards tumbling through and over foes to the leg irons using Rattling Chain, the styles are one thing – unique. They breathe a kind of inspiration absent from quite a few published styles out there. Now personally, I consider the Sacred Lotus Style’s option to substitute caster level for BAB for the purpose of delivering touch spells to be rather nasty – while it allows for certain builds to actually work rather well, it also has the potential to go rather awry and become OP depending on the resources you allow as a DM – essentially, as soon as you have a touch attack based class like the warlock-variants (e.g. Interjection Games’ superb Ethermancer), you may wish to think VERY hard before allowing this style. It should be noted that this remains the exception in an array that is otherwise rather interesting – rope-darts, ki-draining – generally, this chapter deserves accolades!



Now the styles have been ample clue here – yes, there also is quite an array of new equipment herein, namely cool stuff like Bond-style throwing hats, flying guillotines etc. – the latter would constitute the one totally broken weapon herein – not only does it have an x5 multiplier (as if x4 wasn’t bad enough…), it also has a damage dice upgrade when used in conjunction with Throw Anything. And yes, it does require a swift action to retract, but still…I don’t see the fun in luck being rewarded this much. Other than that, Umbrella Spears etc. make for interesting options that even allow for some unique tactics.



Where there are mundane items, there are magical ones and this book does deliver in this regard as well – beyond jade and peach wood as materials, an array of ki-powered jade masks, fans with the powers of the wind, wooden oxen figurines, leadening weights, enchanted gourds – quite a diverse array, often with primary passive benefits and additional, active ones that require the expenditure of ki. New magical armor and weapon properties as well as advice on the pricing of these items can be found within this chapter as well.



Now remember those forbidden feats I mentioned? Well, there also are the immortal clans and styles – taught directly by the immortals, theses styles are very powerful, but have significant, story-based drawbacks that really have a massive oomph – from slowly turning into a tree to becoming utterly reckless, these styles work exceedingly well -why? Because they use the ROLEPLAYING aspect to codify drawbacks in rather unique ways that can enhance the game rather than only relying on sheer numbers. These are feats for mature groups, yes, but damn fine ones – powerful, narrative gold here!



Becoming immortals would also be a distinct possibility and perhaps, most appropriate when going Mythic anyways – yes, this also provides advice on mythic adventures in the cosmos of DTO – From Universal to path-specific abilities, a vast array of mythic versions of feats etc. mean that there indeed is *A LOT* of mythic content herein to use. That being said, the balance, even within the context of mythic rules, has been stretched very thin by some of these options – being treated as always having 1 ki point and adding yet another way of regaining ki can be combined with these abilities to make some truly fearsome combos – now don’t get me wrong; I don’t necessarily consider this inappropriate in the context of Mythic Adventures – but the options herein are powerful indeed and may be considered too much for some DMs not going balls to the wall-crazy with mythic adventures.



A total of 4 different mythic-exclusive styles further increase the fantasy-factor here – clad, for example, in righteous flames, delivering negative levels by the attack – the mythic styles are extremely lethal, but also risky – more so even than the regular immortal styles. Once again, the caveat that they’re intended for the higher power-levels of gaming applies, though these provide less potential for abuse than the vast assortment of path abilities due to story-based limitations of their accessibility.



The final pages of this book are devoted to different ready-made encounters, which, among others, feature the challenge of a 36-chamber pagoda – and generally, I do enjoy these encounters. Alas, the statblocks provided here are rather opaque and the one time the layout failed – no bolding, no clearly distinguished attack/defense-sections – mind you, the words are there, but presentation-wise, the statblocks feel jumbled when they’re not – a good example that layout *is* important.



Conclusion:

Editing can be considered very good; I noticed no significant glitches that would have impeded my ability to understand the content; formatting is less impressive, though – I did notice a bunch of glitches especially in the formatting department: From feat names at the bottom of the page, with the rest of the text on the next page to flawed paragraphs and the aforementioned statblock-presentation, this component is simply not that impressive. Which is especially surprising considering the layout – DTO features a beautiful, elegant full-color 2-column standard that manages to still be printer-friendly. However, the book also sports rather broad borders, which means there’s less text per page. Additionally, many a page sports quite a bit of blank space – some optimization there would have probably spared me quite a few pages when I printed this out. The artworks deserve special mentioning – especially the character art throughout the book is drop-dead gorgeous and on par with the awesome cover. The pdf comes with massive, nested bookmarks that allow for easy navigation.





Designers Dayton Johnson, Scott Gladstein, Caleb Alysworth, Jeremiah Zerby, Ian Sisson and Mike Myler have provided a massive, interesting book here – the love for the genre breathes from the pages and the fluff inherent in quite a few of these options remains compelling and cool. Now don’t expect a campaign setting here – this is a crunch-book with some setting-hints; If you’re looking for a setting, then this might not be for you. Continue reading, though.



Why? Because this massive book is essentially, for better and for worse, a huge grab-bag. Here and there, LRGG devises an alternate rule for something already codified by mainstream Pathfinder in another way, so an awareness and weariness of overlaps and stacking is required of prospective DMs. If you’re willing to approach Dragon Tiger Ox under this premise, though, you’ll be rewarded – unlike many books that feature complaints like the ones I fielded in the above paragraphs, Dragon Tiger Ox breathes the spirit of a true labor of love. In fact, rereading this review, it may even seem less positive than I intended it to be. Yes, there are potentially problematic options in here – but there is also a veritable treasure trove of options to scavenge, allow and use in your campaigns. From the iconic styles to the uncommon items, to the nice codification of ki that opens these tricks for a plethora of builds, Dragon Tiger Ox can be considered a great achievement and most importantly, a fun book.



Is it perfect? No. Do I consider all in this book good or balanced? No. Can I see myself using the vast majority of content herein? Heck yes! While not perfect, I do encourage any fan of WuXia or those wishing to run eastern campaigns to check this book out – it makes for a nice resource to have and its price is rather fair as well. Hence, in spite of some rough edges and the formatting glitches, my final verdict will clock in at 4 stars with the caveat that a system-savvy DM should carefully contemplate the content herein prior to using it – some pieces might be inappropriate for some campaigns/rule-book combinations.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Dragon Tiger Ox (Wuxia/Wushu Source Book)
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