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Legendary Hybrids: Kinetic Shinobi
 
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Legendary Hybrids: Kinetic Shinobi
Publisher: Legendary Games
by TJ C. [Verified Purchaser]
Date Added: 03/10/2017 22:53:24

Float like a Butterfly, Sting like Kyuubi - Or, What Ninja Should Have Been

Have you ever looked at the Ninja alternate class in your trusty old copy of Ultimate Combat and thought, "Boy, you sure are an awkward blob of mechanics hung together by dental floss and strung over a weaker version of the already underwhelming Core Rulebook Rogue's chassis?" Ever wondered how you could create a character that evokes the stealth, combat power, and psycho-spiritual pseudo-magic of Ninja Gaiden's Hayabusa Ryu, Darker than Black's Hei, X-Men's Psylocke, or Naruto's... well, everyone? Look no further! You've found your class.

The first thing you need to know about the Kinetic Shinobi is that it's built on a very clever premise. The authors marry the bare bones of the Kineticist – elemental focus and a version of kinetic blast that comes coupled with a weapon creator form infusion somewhat reminiscent of the Occult Adventures Elemental Annihilator's Devastating Infusion at first level, with a small array of other rethemed Kineticist features that come with deeper levels – to the good ideas behind the flawed execution of the UC Ninja – a version of the ki pool that feels impactful, sneak attack, and access to ninja tricks – while leaving behind the flaws of both parents: the much-maligned burn resource and the Ninja's narrow and overall weak focus. This gives the Kinetic Shinobi a ton of flavor right out of the gate, unburdened by overly-restrictive baked-in mechanics. The one “downside” (and I use that term loosely, here) to the approach taken with this core design is that the Kinetic Shinobi does, more or less, render the Ninja obsolete. Under normal circumstances, I would count that as a harsh penalty against a hybrid class. In this case, however, the Ninja was arguably a worse version of the CRB Rogue it's based off already, and Paizo put the final nail in its coffin long ago with the Pathfinder Unchained Rogue. I can't fault this book for burying a dead horse.

The second, and arguably most important aspect of the Kinetic Shinobi to be aware of, is that the skeleton I've described above is fleshed out with an enormous variety of customization, offering a unique experience for every character. The straight use of the Kineticist's elemental focus makes the Kinetic Shinobi fully compatible with all (7, as of this writing) Paizo Kineticist elements, any further options added in the future, and the plethora available in other third party books, such as the excellent Kineticists of Porphyra series also by this team of authors. The real value of both the class and the book, though, is the Shinobi Talents feature, gained at every odd level starting at 1. There are some 50-odd of these, ranging the gamut from alternate weapon forms (known as Hadou techniques), poison use, skill tricks, special defenses, and a few very anime-inspired one-offs (Bunshin Rush and Dragonbreath will remind you of a certain pair of ninja from a village hidden in leaves). Included are even a handful of options that facilitate both manufactured weapon and unarmed strike builds (although they are in large part outshone by the archetypes that focus on those styles). Also accessible through Shinobi Talents are the Kineticist's basic and composite blasts, substance infusions, and utility wild talents, and the aforementioned Ninja Tricks, including Master Tricks (and, by proxy, Rogue Talents and Advanced Rogue Talents). All accounted for, I would be surprised if there were less than 200 options available.

If that doesn't sound like enough material to you, there are also a whopping 11 archetypes included with the Kinetic Shinobi, which include a couple of slgihtly-more-Ninja variants, a couple slightly-more-Kineticist variants, and a series of gish archetypes that hybridize in a third class, including: gunslinger, fighter, monk, vigilante, swashbuckler, bloodrager, and magus. Each is, of course, provided with a twist that makes them more than a simple combo deal. Alternate Favored Class Bonuses for every race in the Advanced Race Guide and a handful class-specific Feats round out the player material, and a sample NPC (featured in the cover art) is provided as the finishing touch on the book.

I have only two gripes with this book; both are small. The first is that, as written, there is an issue of clarity in the function of the advanced Hadou techniques, which are central to the class's combat mechanics from very early on. I was able to suss out the correct Rules As Intended in every case after a single reading of the class, but there's enough ambiguity to the wording that an inexperienced player might find themselves lost (or a malicious player might find themselves tempted to exploit the Rules As Written). I can't hold this fault too strongly against the book, but it is a bit jarring, if only due to the fact that the rules text of the rest of the material (which far, far outnumbers the Hadou techniques) is very meticulous. The second is that the core class offers no way to attain an enhancement bonus or weapon properties on its attacks, which is a problematic oversight for an iterative attack focused class – solved by allowing an amulet of mighty fists to affect the class's form infusions. That said, the authors were very quick to answer all the questions I had about clarity (too verbose to repeat here), and offered easy solutions to the few problems I noted, so I would strongly recommend any would-be player or GM of a Kinetic Shinobi give a brief read over N. Jolly's and Onyx Tanuki's clarifications on the Paizo Product Discussion page unless or until the text is updated following the date of this review (3/10/17).

Overall, I give the Kinetic Shinobi 4.5/5 Stars (rounded up for this platform), for excellent flavor that fills a badly needed niche, creative and fun mechanical design, and a body of work that is high in both quantity and quality, having extraordinarily few issues for a fully featured class.



Rating:
[5 of 5 Stars!]
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Legendary Hybrids: Kinetic Shinobi
Publisher: Legendary Games
by Thilo G. [Featured Reviewer]
Date Added: 03/08/2017 09:40:35

An Endzeitgeist.com review

The second of Legendary Games' hybrid classes clocks in at 34 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial, 1 page SRD, 1 page ToC, 2 pages of introduction, 2 pages of advertisement, 1 page inside of back cover, 1 page back cover, leaving us with 23 pages of content, so let's take a look!

The kinetic shinobi, if the name was no clear indication, is a hybrid class of ninja and kineticist, which receives, chassis-wise d8 HD, 6 + Int-mod skills per level, proficiency with simple weapons plus kama, katana, kusarigama, kyoketsu shoge, nunchaku, sai, shortbow, short sword, shuriken, siangham and wakizashi as well as light armor. The class receives 3/4 BAB-progression, good Ref- and Will-saves and 2nd level nets sneak attack, which continues to progress by +1d6 every 3 levels thereafter, up to a maximum of +7d6.

The class begins play with elemental focus and kinetic blast with kineticist levels equal to kinetic shinobi levels, but must either add the physical jutsu or elemental jutsu form infusion to any kinetic blast she manifests. A kinetic shinobi's kineticist tricks are governed by Charisma instead of Constitution- Both of these form infusions, just fyi, do not have a burn cost.

Unfortunately, the physical jutsu infusion does have a pretty nasty glitch: It is used as part of any attack action, creating a weapon that deals "1d4 + Cha" damage, regardless of level. It can be used with Vital Strike, Spring Attack etc....but for one, I am pretty sure this should be Charisma modifier: RAW, this adds the Charisma score to damage, which is...too much. The elemental version behaves analogue to this, but does not sport the problematic "+Cha" addition and targets touch attack instead.

2nd level provides a ki-pool equal to 1/2 class level + Cha-mod. This ki may be spent to enhance physical jutsu attacks by +1 or the damage of elemental jutsu by +2. These bonuses increase by +1 and +2, respectively, at 4th level and every 4 levels thereafter. Additionally, an expenditure of one ki can net them a whopping +20 to Acrobatics for one round, or a +4 to the skills associated with the elemental focus. Beyond these basic uses of ki, the kinetic shinobi also learns so-called Hadou techniques at 2nd level, which remain available for as long as the shinobi has at least 1 point of ki left in her pool. These hadou techniques basically are what lets you generate unique effects with the jutsus. It is here, in the technique that makes the jutsu behave as a katana, that the aforementioned confusion regarding "+Cha" is resolved btw. - here, the wording is correct and notes that it's the Charisma modifier that is added to the damage-output, which is for 2-handed weapons btw. increased to 1d8. Dual wielding weapons made from jutsu and thrown weaponry are included here as well, just fyi.

Starting at 3rd level, kinetic shinobi become harder to track and better at Disguising and Stealth, emphasizing the ninja-component with scaling bonuses that increase every 3 levels thereafter. 4th level provides gather power, which, considering that the kinetic shinobi pays ki instead of burn, obviously pertains ki expenditure, though gathering power does require concentration -on a failed check, you have a cooldown there. 4th level and every 8 levels thereafter net a substance infusion, with 6th level and every 4 thereafter allowing for the switching of such an infusion. 4th level decreases the ki cost of their combined substance infusions by 1, with further reductions unlocking at 10th and 16th level. Since the burn-to-ki-conversion is stated in another ability, I am okay with the class calling this burn-cost reduction. 6th level provides the option to expend +1 ki to double the duration of effects, with 10th level allowing them to spend 2 points to maximize their blasts. 14th level allows for the expenditure of 3 points for a required second save and 18th level lets the shinobi expend 4 points to have the blast ignore 10 DR or resistance and SR and mitigate energy immunity to resistance 20: Big kudos here: The immunity-to-resistance-transition could have resulted in confusion in the hands of less careful authors: Kudos for the clarifying example!! 7th level nets evasion and, as a capstone, the metajutsu abilities that allow for the expenditure of ki to add metamagic-y benefits is decreased by 1. They may also regain 2 ki when sneak attacking a creature with at least half their HD: Kitten-proof capstone. Nice!

Now, I have consciously not commented so far on the massive array of shinobi talents included here: They represent the biggest unique player agenda component here. The first of these is gained at 1st level, with every 2 levels thereafter providing an additional such talent. These talents provide a blend of active benefits and talents that behave like hadou techniques and include the classic options you'd expect: From a variant smoke bomb to the option to provide one poison's benefits to his jutsu-formed two weapons to standard action only increased damage blasts, which can be further modified to act as lines or cones. Increased sneak range for sniping, synergy of Spring Attack or charges with the aforementioned standard action damage-increase...there's a lot here. Higher levels also allow for composite blast jutsu weapons, aligned strikes, applying infusions to full attacks, synergy between ki strike (which can be gained via another talent) and kinetic blast, advanced hadou techniques for dual thrown weapons or splash weaponry. Very cool: Kinetic shadow can add a miss chance to the shinobi in the aftermath of attacks and there even is one that allows for the decrease of sneak attack in favor of a reduced burn cost. Thankfully, the notorious flurry of stars-option has been locked behind an appropriate level, showing that the designers have done their math here. Highest level shinobis may even learn supercharge thus. Have I mentioned the option to gain detect thoughts? In case you haven't noticed by now: Combined with Legendary Kineticist, this pdf is pretty much "Psylocke the Class" - or all those elemental ninja dudes and dudettes. As a whole, the massive selection of shinobi talents covers a pretty amazing array of options.

This is not, however, where the pdf stops: Instead we get a TON of archetypes: 11 to be more precise. Arsenal snipers modify their proficiency-list to gain access to crossbows and firearms and indeed, that's what they can create: The rules-language provided for the ability is beautiful in its complexity, addressing several potential stumbling stones and eliminating multiple game-breaker-level issues from the get-go. Beyond increased accuracy, the class also receives an array of unique shinobi talents that include interaction with automatic fire, several investigator talents and replaces sneak attack with studied combat and Ranged combat at 3rd level, with further levels providing range increases. Lethal...but for once not a sniper class that overshoots (get it?? I'll punch myself later for that...) the line.

The second one would be the Brutal Assassin, who loses a bit of versatility in favor of Strength as governing attribute and increased sneak damage output whenever he expends ki, with fighter-level bonus combat feats and more damage-focused tricks - which remain within the proper levels...so kudos! The archetype does lose much of the shinobi's stealth and versatility for these, though. Thirdly, the burglar is a quick one: 3rd level safe house instead of a shinobi talent, HiPS instead of evasion. Solid.

The elemental shinobi replaces 12th level's ninjutsu training and evasion with access to elemental defense , powered by ki, at 2nd level. Their ki expenditure per round is capped, though, and their pool is reduced to 3 + Cha-mod to retain balance and they may also not perform the +20 Acrobatics tricks via ki, though 6th level allows them to take Charisma damage to increase the ki pool for a limited number of times per day. Weird layout glitch, btw.: Starting at 3rd level's elemental overflow, the whole text that follows, until the second sentence of the next archetype, seems to be bolder than it should be. The ability is btw. pretty impressive, providing bonuses to atk with blasts equal to the ki points expended since the last rest, and the ability even knows thresholds for further bonuses, which makes for a very cool experience of resource-management I enjoy immensely: On the one hand, you want to expend those points, on the other, you don't this retains a fluidity of options and generates this cool and pretty cinematic feeling. Very, very cool. I am so going to see what I can do with this engine!!

Fading Shadows gets a delayed sneak attack progression and are masters of camouflage, the silent killers and ghost-like infiltrators, with Conceal Spell and vanishing trick. A relatively simple one, but I like it. The hand of the kami would be, surprise, the archetype that makes the class behave like a kinetic unchained monk instead of a kinetic ninja - with quinggong monk ki powers, faster movement, flurry, the like. The Hi-Den Noble would be a similar hybrid-y archetype, but one that would basically represent a vigilante-ish shinobi that makes for a great face of the party, with knowledge and social skills and hidden strikes et al. - Really like this one, as it also has some seriously nice flavor written into the abilities. The metaformer replaces the metamagic-like tricks gained at 6th level and thereafter with extended access to form infusions - basically, this is an engine tweak, designed specifically to allow for kineticist-style meta-magic as opposed to the feat-based metamagic of the base class, making it a useful and cool addition.

Following this sequence, the next one would be the needler, whose ki pool behaves pretty much like a variant panache. Yep, this would be the swashbuckler-multiclass. And before you ask: The reason why I'm not screaming fire and brimstone right now regarding replenishing ki is the restriction that eliminates the elemental jutsu from the equation. The piercing focus can slightly be expanded upon with shinobi talents, one of which allows for the addition of usually bludgeoning-only kinetic blasts that may now inflict piercing or slashing damage. This archetype, while solid on its own, delimits a limited resource, so utmost care should be taken by GMs allowing the archetype to multiclass. The shadow stepper is locked into void and gains arcane spellcasting with slots equal to the bloodrager, but draw them from wizard/sorc and psychic spell-lists, though they are limited in what spells they can learn. The archetype pays for the flexibility that offers with a lot shinobi talents and regular stealth. Additionally, they may cast spells by expending ki and spell slots, drawing from a thematically nice list. The final archetype would be the shikon, whose spell-list and equivalent levels are treated as either bard, hunter, inquisitor, magus, mesmerist, spiritualist or warpriest, chosen at 1st level, rendering them pretty much a catch-all blend of the kinetic shinobi with the black blade of the bladebound magus (they gain a variant of the black blade), making this a pretty significant and interesting departure from the base class. Kudos!

Big, big plus: We get a TON of favored class options: Core races, featured races, uncommon races, and they actually tie in thematically with the respective races: Orcs gain damage upgrades for empowered weapons, dhampirs better negative blasts...nice. The pdf also features 4 feats: Beyond the Extra Shinobi Talent and Favored Shinobi Talent (decrease ki-cost of that talent) to using Cha for one Dex-based class skill to Overflowing Ki, which treats you as always having at least 1 ki and allows for 1 hour of meditation to regain ki...which can be an issue in REALLY grim, low-powered games. In most standard rounds, its meditation duration is long enough to make me consider it to be okay.

The pdf closes with the lady depicted on the cover, Valerie Jette, a level 9 half-elven kinetic shinobi whose colorful history includes a healthy infusion of drow blood as part of being resurrected. Sounds intriguing? Yes, it does! She does come with a boon, just fyi!

Conclusion:

Editing and formatting is very good, though not perfect. Layout adheres to Legendary Games' two-column full-color standard and the pdf's artwork has been employed in other LG-books for the most part, though a couple of nice ones are included that I have not seen before. The pdf comes fully bookmarked for your convenience.

N. Jolly, with additional design by Blake Morton and OnyxTanuki, delivers once again in this hybrid class. Now, what do I look for in a hybrid class? For one, if a simple archetype of a scavenging of class ability could do what the hybrid class does, then it has missed its mark. Secondly, and that's just as important, if not more so, it has to feel unique: It should not play like just a Frankenstein-conglomerate of class abilities that have been stitched together. Thirdly, the class needs its unique identity. A hybrid of hunter and slayer will probably be just another woodsy pet-fighter dude, for example. The kinetic shinobi fulfills all of these criteria with panache. The significant array of archetype support adds some seriously nice customization options to the class as well, making it excel at being the anime-ninja, the Psyclocke-ish character par excellence. That being said, there are a couple of minor issues here and some options that can potentially can cause hiccups in some games. Granted, these are few and far between and can easily be identified by a competent GM, but they're here. In the end, I consider this a very good hybrid class - one of my favorite 3pp hybrid classes alongside Forest Guardian Press' savage and Purple Duck Games' luminary , in fact, but these small imperfections are what costs this my seal of approval. Still, this remains one excellent addition to the game and well worth 5 stars.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
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Legendary Hybrids: Kinetic Shinobi
Publisher: Legendary Games
by Vladimir C. [Verified Purchaser]
Date Added: 02/20/2017 11:03:30

First of all, what is a hybrid? For those of you that may not know, a “hybrid class” mixes things from two different classes to make something new. The magus class is the first hybrid class, before the controversial Advanced Class Guide came out and made ten new classes, a complete mixed bag. Anyway, kinetic shinobi? At first I thought this was the Naruto class, and in some ways it is, but really, there was nothing quite like this in PF. N. Jolly, famed master of all things kineticist, is the author.

So, the kinetic shinobi (KSh from now on) is a class that mixes the ninja and kineticist, with a bit of flavor/visuals from the soulknife psionic class. The KSh gets a d8 for HP, good REF and WILL saves medium BAB, proficiency in light armors and simple weapons, plus some ninjaish ones, 6 skill points and a decent list of class skills, this last one gets a bonus depending on the element chosen.

From the ninja, the KSh inherits a ki pool (which power the “burn” cost of their infusions), sneak attack of up to 7d6, the No Trace and Evasion class features, and some others part of the Shinobi Talents selectable class features. From the kineticist, the KSh inherits the Elemental Focus and Kinetic Blast, plus some “Meta” abilities (as if using extend, maximize or persistent spell metamagic feats) and the Gather Power class feature, which reduces the ki cost of infusions. The KSh, however, cannot “blast” normally without using one of two special form infusions (called jutsus) which basically give you a melee weapon that does very little damage, the physical jutsu gives you a physical weapon that targets normal AC, and the elemental jutsu gives you a magical attack targeting touch AC that lowers your sneak attack dice to d4. Since you create a weapon, you can full attack, vital strike and spring attack with both jutsus.

New toys for the class come via the ki pool, which gives you a bonus to attack (for physical jutsu) or damage (for elemental jutsu) that increases with level, as well as ye olde huge bonus to acrobatics. Just having one ki point in your pool gives you, at second level, the ability to modify your weapon via Hadou Techniques, which can give you a two hander, dual blades, or a 30 ft with no range increment ranged attack. From there, the KSh gives you at first and every odd levels a Shinobi Talent, a substance infusion via the Ninjutsu Training class feature they receive at fourth, twelfth and twentieth levels, plus a special Ninjutsu Specialist class feature that reduces the ki cost of their infusions incrementally by one point at fourth, tenth and sixteenth levels.

Shinobi Talents not only give you options to modify your blast, but also access to some other ninja, kineticist, unchained monk, and unchained rogue abilities! There are many of these and let you specialize or diversify in many ways.

Then we go to the archetypes section, first introducing the Arsenal Sniper. This one gives you the special ability of channeling your element through a ranged weapon! Basically you create elemental ammo for it, and you get to use feats and enhancement for the weapon! They also get the studied strike of the investigator instead of the sneak attack, as well as some exclusive new talents. Perfect archetype for sniping!

Brutal Assassin is next, gaining more martial and visceral powers. They can only use physical jutsus! You get increased sneak attack damage under certain circumstances. Basically a melee focused BAMF for those who want a melee ninja.

The Burglar is a relatively short archetype that gives you a Safe House (as the Vigilante’s social talent) and the Hide in Plain Sight class feature, at the cost of your third level Shinobi Talent and Evasion (ouch!).

Elemental Shinobi is next, gaining the elemental defense of their element, Elemental Overflow which works differently for them, and a ki pool that also works differently. Basically this archetype gives you a more mystical character but reduces your combat prowess since you lose Sneak Attack. You do get attack and damage bonuses from Elemental Overflow though.

The Fading Shadow is the next archetype, which get incredible powers of stealth and invisibility, at higher levels negating your scent and even your magical aura! This comes at the cost of only +5d6 Sneak Attack (a die every fourth level), and reduced damage when not invisible.

The Hand of the Kami would be the unarmed specialist archetype. They have different weapon proficiencies (more monkish). They also lose Sneak Attack and instead get full BAB and a weakened version of the unarmed attack damage of monks. They also get access to more monk toys, basically turning you into a monk/ninja/kineticist hybrid.

The Hi-Den Noble mixes the KSh with a bit of vigilante, getting a dual identity and some social abilities and talents, but this archetype comes with a kind of order. You must be member of a Hi-Den clan, which dictates some of your abilities and gives you an in-game relation to the shadow war of the clans. Of course as always you can just forget about the fluff and make your own, but the de facto clans sound intriguing. You also forego the Sneak Attack to get the vigilante’s hidden strike.

Metaformer are the masters of metajutsu, or well not really. They can change any instance of metajutsu they get with a form infusion appropriate for their element. They can also apply a form infusion to a blast already modified by the kunai hadou technique, giving them a ghetto version of a kineticist ranged blast modified by an infusion. They can’t get access to any form infusion that works as a weapon, like kinetic blade, kinetic fist etc.

Needler is an archetype that again mixes the base with another class, this time with the swashbuckler. As such, their ki pool works like panache, they can expend and regain it during the day. They get less skill points per level but gain an expanded weapon proficiency list plus a special elemental main-gauche hadou technique. They also exchange No Trace and Sneak Attack for the Nimble and Deeds class features of the Swashbuckler. They also get some special talents more fit for a swashbuckler than a ninja. This one really changes the mechanics and playstyle of the class, since being able to regain ki is a blast (pun fully intended).

Shadow Stepper is an archetype open only to void shinobi. These individuals reduce their skill points and get more caster-y class skills, since they cast spells as a bloodrager of their level. They cast illusion, light, darkness and shadow spells only, drwing them from the wizard and psychic spell lists. They pay for this with 5 talents and the no trace ability. Their ki pool also work differently, gaining the ability to spend a point and a spell slot to cast specific spells. Another crazy mixed archetype that pushes the boundaries of an already versatile class.

Shikon is the final archetype, and it is really crazy! It mixes the base class with black blade magus, but doesn’t cast spells. They get access to a spell list (from a sixth level casting class) and have a caster level, so they can use spell completion and trigger items. They get acces to some magus arcana and can fuel them with their ki, and they also get spell strike! But since they don’t cast spells, you can use spell completion or trigger items! Again, this archetype is made for those who wanted to play a kineticist, ninja and magus at the same time, but getting access to spell lists like the hunter, inquisitior or mesmerist is really crazy! I’m amazed and awed!

After the archetypes, we get favored class bonuses for ALL races in the Advanced Race Guide! Then we get some feats, three exclusive for the KSh and one that could benefit any Charisma-based class.

We finish the book with an NPC, Valerie Jette, a ninth level half drow void shinobi with a tragic past but a very positive outlook of life. As is the tradition of the author, she can give the PCs a boon!

This… book is not what I expected, in a good way. I expected a lesser hack of the parent classes, with a non-defined niche, like some of the classes form the Advanced Class Guide. N. Jolly delivers in spades with an intriguing class that plays exactly like a hybrid class should, but with its own unique tricks. The author’s most impressive feat is that it can work with most if not any ninja and kineticist book out there! There are some nice ninja talents from a nice new shiny ninja book you want for your KSh? You can have them! You want to play a KSh with a crazy element like viscera, time, or dream? You can! You want to play with a techno shinbi from the author’s newest element? Yep, you can! Kudos to the author, again showing how much you can stretch the kineticist engine. If you love the kineticist, ninjas, Naruto or fighting games, this book is for you!



Rating:
[5 of 5 Stars!]
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Legendary Hybrids: Kinetic Shinobi
Publisher: Legendary Games
by Jesse S. [Verified Purchaser]
Date Added: 07/09/2016 11:57:22

I checked this out since I liked N. Jolly's other stuff, and found a very nicely put together hybrid class here. The mechanics work together well, including features from both parent classes while having enough separation to make the hybrid unique, allowing it to work with mechanics from both of its parent classes. The real shocking thing here was the massive amount of archetypes, filling a variety of niches that I wasn't expecting.

Artwise, it has the same level of polish that I've seen from other Legendary Games products along with the solid mechanics and writing that I would hope for here. If you like either the kineticist or the ninja, you're going to really enjoy this hybrid of the two!



Rating:
[5 of 5 Stars!]
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Legendary Hybrids: Kinetic Shinobi
Publisher: Legendary Games
by Samantha H. [Verified Purchaser]
Date Added: 07/06/2016 21:08:02

If you've read Jolly's other works, this review is more or less uneccesary - $7 for a book of this quality is an absolute steal. Do yourself a favour; you won't regret it.

If you haven't read Jolly's other books, read the above paragraph anyway and see what you've been missing out on. I'm particularly attached to the Arsenal Sniper archetype, although I'm actually tempted to play the sample Shinobi provided!



Rating:
[5 of 5 Stars!]
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Legendary Hybrids: Kinetic Shinobi
Publisher: Legendary Games
by Trent H. [Verified Purchaser]
Date Added: 07/06/2016 12:08:19

The flavor of the class is really cool, as is the mixing of ninjas and kinetic blast. theres also way more options than I was expecting for something like this, and the archetypes do a lot to completely change the class. Overall, there's just a lot of different ways to build this class, making it a sweet hybrid class. and the art is super nice too!



Rating:
[5 of 5 Stars!]
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