It seems as though they just threw together some vague ideas about new sorcerer types without proper development. All the classes are flawed. The numeromantic sorcerer contradicts itself. It says that they cannot cast spells with material components, then says only spells with verbal components then says only spells with somantic components. The Occult detective has an ability Retributioin that summons an "arrest force" from the "Lords of Justice" to his aid. This "arrest force" is nowhere defined. The Follower of the Sixfold Septauch has a list of abilities but does not say at what level you gain them and the final ability turns the character into a NPC. The other classes aren't much better. The one prestige class has no caster level increase unless you forfeit the class special abilities, not acceptable for a caster class. The most this product is worth is $1.
LIKED: The only good things were the short stories and the baubles. The 1st story could have been expanded as a campaign setting.
DISLIKED: Just about everything.
VALUE: Ripped Off
[1 of 5 Stars!]
Thank you for your feedback -- I will address each issue as best as I can. (1) The "arrest force" for the Occult Detective was intentionally left vague. The fact is that every campaign world is different, so it makes little sense to define the arrest force as, lets say, "a force whose headquarters are in the capital city," when in fact your campaign may take place on the ocean, in the dessert, or in a post apocalyptic setting, etc. The "arrest force" must be defined by the player and GM so that it is appropriate for your setting. (2) The Followers of the Sixfold Septauch gains special abilites, but not at specific levels -- it is a fundamental design of the Sixfold class. The text clearly states, "Followers of the Sixfold Septateuch gain new abilities once they have completed the requirements of a quest to achieve mastery of the path as specified by the GM.". So technically, you can get all the abilities at first level if the GM allows it, which I doubt he or she will. This allows the player and GM to scale the abilities accordingly, so that a character stays balanced within the confines of his or her current campaign setting. (3) You are correct about the Numeromantic Sorcerer -- they can cast spells "with or without a VERBAL component," not "material". That one error is where the confusion lies. Here's the good news; a new version of this book has been uploaded to rpgnow/dtrpg! If anyone reading this has purchased the book already, you can download the updated version for free! This new version makes the 1-line fix to the Numeromantic Sorcerer, and adds a 1-line clarification to the Sixfold Septauch so that readers will not get confused about the special abilities. Thanks again for the feedback -- I welcome all comments!
-The Le Games (pronounced Tay Lee Games), We Enhance Worlds!