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Advanced Options: Inquisitors' Judgements $3.99
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Advanced Options: Inquisitors\' Judgements
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Advanced Options: Inquisitors' Judgements
Publisher: Rogue Genius Games
by Paco G. J. [Featured Reviewer]
Date Added: 10/07/2011 14:44:13

This review was first published in GMS Magazine and written by Thilo Graf

This pdf is 8 pages long, 2/3 of a page front cover, 1 page SRD &editorial, leaving 6 1/3 pages of content for the new tools for the Inquisitor, so let’s check them out.

After a short discussion on the nature of the rather interesting Inquisitor base-class, we are introduced to a central question that needs to be answered prior to integrating the new material: Seeing there are not that many judgments in the core rules of the APG, a new mechanic needs to be introduced to clarify how access to more judgments is handled. In a concise discussion, several options along their pros and cons are presented, with the easiest alternative being restricting any Inquisitor to 9 judgments and the most complex being a suggestion to have judgments earned in game by association with different orders in a given campaign setting.

15 new judgments await the perusal of inquisitors, from minor bonuses to reach and movement rates to improved capabilities with regards to certain combat maneuvers and the ability to make weapons feature a quality to bypass certain kinds of DR, a nice and balanced roster of abilities is presented. The true stars of this pdf, though, are the 7 greater judgments: Those of you following my reviews know that I’m always excited about iconic abilities and the greater judgments deliver: The ability to see invisible foes via blazing eyes, the power to banish summoned creatures to sickening and weakening strikes, the offensive judgments rock. The defensive ones are also quite cool, enabling you to play the deadly, unstoppable driven inquisitor via regeneration and SR – all the while balancing these at times powerful abilities within the rules. Great work!

The pdf does not stop there, though, as it delivers the alternate Inquisitor-class of the Justicar, a judgment-focused variant sans spellcasting. The Justicar gets d10, 6+Int skills, full BAB, good fort and will saves. The class feels balanced and interesting, though personally I’d prefer the spellcasting variant. I still think the class offers a cool alternative for many campaigns.

Finally, we get 7 new feats: Executioner lets you sacrifice a judgments use for a single strike with additional damage, the ability to use judgments more often per day, a feat to learn an additional judgment (depending on how you manage the acquisition of new judgments, this is necessary), a focus on a single judgment (+5 levels with regards to that judgment), the ability to make a judgment that last up to 15 minutes. My favorite one, though, would be Jury, which lets an ally benefit from your judgment. One of the feats, though, felt potentially problematic to me: Judgments Surge is rather strong, as it lets you use an additional judgment simultaneously. I’m not entirely sure whether I’d allow this feat, as my instinct yells that this might make for a certain power-boost.

Conclusion:

Editing and formatting are top-notch, I didn’t notice any glitches. Layout adheres to the 3-column standard and the artwork is stock-art and ok. The pdf has no bookmarks. The new judgments presented herein feel balanced and add a nice plethora of abilities to the Inquisitor’s repertoire, the Justicar is nice. The Greater Judgments and the new feats, though, are what really shone for me and offer the abilities I love to see for the class, as it enhances the unique feel of the class. The Judgments per se and the one feat I didn’t like left a bit of a stale taste in my mouth and would necessitate some playtesting/extensive math for me prior to allowing it in my campaign. Thus, due to a lack of true gripes and only minor problems, my final verdict for this installment of advanced options will be 4.5 stars, rounded up to 5.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Advanced Options: Inquisitors' Judgements
Publisher: Rogue Genius Games
by Dark M. [Verified Purchaser]
Date Added: 12/22/2010 16:33:39

Advanced Options: Inquisitor's Judgments by Super Genius Games

This product is 8 pages long. It starts with a cover, and intro. (2 1/2 pages) This also gets into how to use more judgments with the inquisitor and keep it balanced.

New Judgments (1 page) Accuracy – increases range increments of ranged attacks. Alacrity – Increases movement. Alliance – bonus to hit and dmg when flanking. Concealment – bonus to stealth. Felling – bonus to trip. Forceful – bonus to bull rush. Freeing – bonus to escape artist rolls. Guarding – bonus to adjacent allies AC. Mysticism – bonus to caster level when casting spells. Relentless – bonus to CMD. Sagacity – can make knowledge checks to learn of monsters special abilities or flaws. Striking – can help overcome DR. Theurgy – bonus to caster level checks and concentration checks. Unarming – bonus to disarm. Warding – bonus to saves to adjacent allies.

Greater Judgments (1 page) Banishment – protection against summoned creatures and can banish them. Durability – reduces the effect of ability drain and ability damage. Inexorability – gain spell resistance. Regeneration – gains regeneration ability. Revelation – can see invis and bonus to perception. Torment – when hit by weapon target must save or be sickened from pain. Weakening – causes ability score damage from attacks.

The Justicar (2 pages) Variation of the Inquisitor. D10, 2 good saves, 6 skills, full BaB, all weapons and armor but tower shields. Basically trades spells for more judgments, full BaB and a few other class abilities. A nice spell-less version to the class.

New Feats (1 ½ pages) There is 7 new feats.

It ends with a 1 page OGL. (1 page)

Closing thoughts. The layout, editing are good as you would expect from SGG. The artwork inside is nice black and white artwork. Most of the new judgments where good to very good, I wasn't a fan of the ones that add bonuses to things like trip though, I found them kinda meh personally. The new feats are well done, the class is a interesting variation of a spell-less version of the inquisitor. Not sure it was needed but for those that wanted such it is a nice addition. Taken as a whole it is a solid SGG product. I am giving it a 4 star review.



Rating:
[4 of 5 Stars!]
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