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The Gravecaller's Handbook
by A customer [Verified Purchaser] Date Added: 11/16/2020 10:51:21

A great addition to the Spheres of Power system, especially in the areas of Death talents for your necromancers. The Guide of the Dead specialization for the Incanter base class that provides a scaling, customizable undead companion along with excellent role-playing opportunities, and a number of new archetypes exist for some unique death flavor, including two of Pathfinder's Occult classes (Spiritualist and Mesmerist). The two new Necrosis feats are very flavorful and balanced, and the Cryptkeeper's Coffin magical item adds a visually imposing addition to any necromancer while serving as a bag-of-holding for transporting your minions.

When it comes to talents, I have mixed feelings, due to talents being what makes the Spheres system shine. While there are some brand new talents available, the cleanup and changes to previously printed talents are actually more exciting, with buffs to things like Expanded Necromancy and Greater Reanimate along with cleaning up previous talents to use the new Dominion tag. Ultimately, I think dedicated necromancers will be happier about existing talents becoming better than they will be about the new talents, which isn't what I expect my initial feeling to be when presented with a new splatbook. Ultimately, by my count, the book updates (14) talents (not including previous talents that are now combined into a single talent) while only providing (7) new talents. In my opinion, this is a weakness to the Gravecaller's Handbook, as some of the most exciting things for a necromancer aren't brand new Talents, but just errata and updates. The new talents noted in the book are certainly flavorful and fun if creating a new character with space to work them in, and getting new talents for the Gladiator and Wrestling Spheres is certainly an unexpected but welcome addition, but overall, this section feels much less exciting when compared to something like The Blood and Portents Handbook.

All in all, a must-have for players utilizing Spheres of Power to realize their dreams of mastering the dead, with fun archetypes, talents, feats and items, but some of the best materials are just talent updates as opposed to new options.



Rating:
[4 of 5 Stars!]
The Gravecaller's Handbook
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The Gravecaller's Handbook
by Antoine M. [Verified Purchaser] Date Added: 11/10/2020 13:57:52

Featuring updates to outdated content, new content and some tidying up of some legacy clutter in the Death sphere, this handbook is excellent for any player and DM looking to add some ghoulish and ghastly abilities to goblins, graveyards and other humanoids with a penchant for the afterlife.



Rating:
[5 of 5 Stars!]
Spheres Bestiary: Undead and the Immortal Forlorn
by Antoine M. [Verified Purchaser] Date Added: 11/10/2020 13:55:22

An excellent conversion for many classic undead as well as exceedingly helpful rules for converting monsters and creatures with racial HD to the Spheres subsystems. The new-takes on classic templates like lich and the new original monsters included were the cherry on an already exceedingly useful addition to the spheres roster. Pairs excellently with its intended partner book, the Gravecallers handbook.



Rating:
[5 of 5 Stars!]
Spheres Bestiary: Undead and the Immortal Forlorn
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The Gravecaller's Handbook
by james m. [Verified Purchaser] Date Added: 11/09/2020 12:27:41

The simple fact that this book gives options to players wanting to play Necromancers, without the hassle of exotic chassis hunting, is enough for this book to get a 5 star rating from me.



Rating:
[5 of 5 Stars!]
The Gravecaller's Handbook
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Spheres Bestiary: Undead and the Immortal Forlorn
by Jacob H. [Verified Purchaser] Date Added: 11/03/2020 18:31:50
Incredible Value for Price.

While everything in this book is more than useable, incredibly creative, and fun for both GMs and Players, my favorite inclusion would need to be the multiple variants and templates for undead enemies. The Power Lich, Suzerain Chymist, and Brutal Undead templates are probably my favorite from the entire book, and the Brutal Undead template provides some incredible value for players as well.

I cannot recommend this book enough for anyone running a game including the Spheres of Power and Might rulesets. Undead are one of the most common enemy types in the game, and having them use the spheres just like players adds enjoyment to any gameplay session.



Rating:
[5 of 5 Stars!]
Spheres Bestiary: Undead and the Immortal Forlorn
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Spheres Bestiary: Desert Encounters
by Antoine M. [Verified Purchaser] Date Added: 10/06/2020 15:22:59

My previous comment was reserved for another piece of content, for that I sincerely apologize.

Desert Encounters is a perfectly fine book that introduces some cool new ways to use classic monsters and NPC archtypes in creative ways.



Rating:
[5 of 5 Stars!]
Spheres Bestiary: Desert Encounters
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Spheres Bestiary: Fey and Feyfolk
by Antoine M. [Verified Purchaser] Date Added: 09/04/2020 12:48:17

One of my favorite additons yet. Spheres has always been a system expertly designed to help make a TTRPG world your very own, but having to create every new statblock using the systems it presents or modifying existing monsters is an arduous task even for industrious DMs. This line of beastiaries for spheres games fixes that problem, giving original monster content and a guidepost to jump off from to designing your own monsters. A perfect buy for GMs and Homebrewers that adore spheres.



Rating:
[5 of 5 Stars!]
Spheres Bestiary: Fey and Feyfolk
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The Luchador (Pathfinder 2nd Edition)
by Thilo G. [Featured Reviewer] Date Added: 08/13/2020 12:43:51

An Endzeitgeist.com review

The luchador base class in its PF2e-iteration clocks in at 19 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving us with 14 pages so let’s take a look!

This review was moved up in my reviewing queue as a prioritized review at the request of my patreon supporters.

So, the luchador gets 10 + Constitution modifier Hit Points, and chooses whether to apply the ability boost to Strength or Charisma, the latter being the governing ability score for class ability DCs etc. As far as initial proficiencies are concerned, the luchador is trained in Perception as well as Athletics, Performance, and one skill determined by the stable, as well as 2 + Intelligence modifier additional skills. They are trained in unarmed attacks and simple weapons, and the luchador class DC. 5th level upgrades the ranks in simple weapons and unarmed attacks to expert. This improves further to master at 13th level. As far as the class DC is concerned, we have the proficiency rank increase at 11th level, which includes occult spell attacks, if relevant. 17th level increases these two to master.

Regarding defenses, they are Experts in Fortitude and Reflex, Trained in Will, and are untrained in all armor, but Expert in unarmored defense. At 7th level you increase your proficiency rank in Will to expert, in Fortitude to master. At 9th level, successes in Fortitude or Reflex saves are upgraded to critical successes. 19th level improves your Reflex save rank to master and also nets you +2 on initiative rolls.

This already looks promising, considering how PF2e is more adapt at portraying characters fighting without armor. The luchador gets Powerful Fist at first level, upgrading damage to 1d6, as well as eliminating the penalty for inflicting lethal attacks with them. 7th and 15th level net you Weapon Specialization and its Greater brother, in line with the fighter base class.

Feat-wise, we have a class feat at 2nd level and every even-numbered level thereafter, a skill feat at 2nd level and every 2 levels thereafter (requiring being trained or better in the skill, as customary), a general feat at 3rd level and every 4 levels thereafter. 3rd level and every 2 levels thereafter net a skill increase, with 7th level unlocking master, 15th legendary. 5th level and every 5 levels thereafter we have ability boosts, and 5th level and every 4 thereafter an ancestry feat.

It should also be noted that we have Aerial Expertise (+5-foot status bonus to distance moved vertically and horizontally, +5 ft. for every 4 levels) at 3rd level, and the ability to execute Aerial Takedowns, a two action ability with the Open trait: Stride or Leap twice, then follow up with a Grapple if you and the enemy are in the air, allowing you to down flying targets. Interaction with nonstandard movement modes like Climbing etc. is provided. Cool!

Additionally, first level makes you choose a persona (minor niggle: there’s a blank space missing between “persona” and “class feature”); the personas are Freestyler, Heavyweight, Ki Warrior, Lichadore, Oil Wrestler and Rudo. These net you, as noted above, a skill you’re trained in (which was called stable, but that’s not a big deal), and a class feat. For Freestyler, we have Acrobatics and Improvised Weapon Training; for Ki Warriors Occultism and Ki Strikes, for Lichadores Religion and Returned from Beyond – you get the idea.

These deserve a bit of elaboration, as they significantly alter the playing experience of your individual luchador: Ki Strike nets you the ki strike spell (not in italics – an oversight that extends to multiple named spells throughout the pdf) and a Focus pool of 1 Focus Point, for example. Further feats provide additional spells and tend to increase the Focus Point pool. Returned from Beyond nets you negative healing and a +1 status bonus on saving throws vs. positive effects. Oil Chemist nets you some Alchemical Crafting and alchemy dabbling.

Here's the thing: The original iteration of the luchador did a pretty impressive job at tackling (pun intended) a combo-driven fighting engine; in PF2e, this is a much easier (and smoother) proposition, courtesy of e.g. the presence of the Press trait, which the pdf does make pretty good use of. Speaking of another thing the pdf makes good use of: PF2e’s modularity regarding class feats deserves special mention here: For example, if you already have negative healing you don’t need the luchador persona to e.g. take Dark Deliverance at 4th level – while the feat will primarily be accessible to lichadores, the pdf is future proofed in this regard, which is most assuredly a plus. On the other hand, where it makes sense, the persona requirements are intact: It takes a luchador with Ki Strike, for example, to learn Hand of the Lich. Only a freestyler can learn to escape a Grab or Swallow Whole as a reaction.

I also rather enjoyed seeing that the pdf provides a great in-game justification in line with rules for having a higher weight and retaining the grappling options: With Giant Frame, your weight doubles, affecting the maximum size category you can Grapple and what can Grapple you.

Of course, there are class feats building on each other, such as the AC-enhancing Shoulder Roll reaction, which can be improved to include a counter attack. What about setting yourself on fire to buff your attacks (sans harm to you?) as a sequence building on Oil Chemist? Yeah, very much a cool option.

Of course, suplexes are here as well, and we have the obvious elemental strikes based on ki; more interesting to me (and most assuredly some other fans of the class’ first iteration) would be the fact that the dual identity and Charismatic leader/star-angle imho work better in PF2e than they did before; making enemies Doomed 1 at high levels, downtime abilities and more are provided, and with capstone abilities that net you undead apotheosis and mask phylactery, controlling grappled targets and more, the class feat engine does an impressive job at rendering the PF2e luchador at once flexible and distinct; there are feat trees, but as a whole, the freedom to make your combos and customize the class accordingly is neat indeed.

The aforementioned ki-based spells are all provided (6, to be precise, and conditions/damage with regards to spell level, actions, etc. checks out for them); we get two backgrounds (Masked Inheritor and Stable Trained), and we get 6 items for the luchador, beginning with wrestling oils and silk masks at first level, all the way up to item level 17 championship belts. The pdf also covers how PF races (including orcs) handle luchadores and closes with a sensible luchador multiclass archetype.

Conclusion: Editing is very good on a rules-language and formal level; on a formal level, one reference to stable instead of person and the missed italics for spell-references irked me somewhat, but not in a way that would compromise the pdf. Layout adheres to a two-column standard with green highlight, which remains pretty printer-friendly. The artworks are full-color, and the pdf comes fully bookmarked for your convenience.

One can see Michael Sayre’s expertise with PF2e on full display here, and the class actually showcases a lot of what I like about PF2e. This is not simply a 1-to-1-conversion of components; instead, the pdf showcases how the thoroughly robust core engine of PF2e renders combo-based fighting styles such as the one championed by the luchador work in a much smoother manner. If I take a look at this and the PF1-iteration, I consider the PF2e version to be superior in pretty much every way. The class presented here remains in line with the core tenets of the game, while providing a significantly smoother gaming experience. In short, this is an impressive beast of a class. While there are a few formal hiccups, I can’t justify rounding down from my final verdict of 4.5 stars, and frankly, the playing experience is so smooth and enjoyable, this also earns my seal of approval.

This is how you show off the strengths and improvements of a new system.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
The Luchador (Pathfinder 2nd Edition)
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Mythic Spheres of Might
by Garrick W. [Verified Purchaser] Date Added: 07/25/2020 13:06:23

This is a great book. I like the GM advice and recommended house rules. However, it feels like some of the options break some of the very advice it gives. Some of the path abilities are way too powerful, even for mythic. There's one Tier 1 general path ability that makes you immune to having anything stolen from you. That alone would make it worth as a Tier 3 ability compared to similar narrative immunity abilities like Beyond Morality and Unchanging. But the ability goes further by also letting you automatically know when someone is trying to deceive you or swindle you out of something you own -- no saving throw. While most of the options in the book are pretty fun and mostly balanced for mythic, abilities like this stick out like a sore thumb as they seem like a pain in the butt to GM for.

Regardless, I recommend this book.



Rating:
[5 of 5 Stars!]
Mythic Spheres of Might
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Spheres Apocrypha: Alchemy Poisons 2
by Daniel L. [Verified Purchaser] Date Added: 07/24/2020 12:05:37

Last time they leveled you poison use up this time take it to 11. New enhancers exist to boost you in other ways, make it harder to shake off your toxins. Or go legendary and turn you poisons into dieases that can spread thoughout your foes ranks.



Rating:
[5 of 5 Stars!]
Spheres Apocrypha: Alchemy Poisons 2
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Mythic Spheres of Might
by Daniel L. [Verified Purchaser] Date Added: 07/24/2020 12:03:31

So your running a mythic game and someone wants to play a spheres practitioner? Well no longer do you have to guess at how best to do that without homebrewing new talents and such. This book might not be what you need if you don't run mythic but if you do and you want to bring Might up in line with power grab it.



Rating:
[5 of 5 Stars!]
Mythic Spheres of Might
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Treasures of the Spheres
by Daniel L. [Verified Purchaser] Date Added: 07/24/2020 11:59:58

I'm gonna say it this book does retread alot of ground with some items. However if you run a spheres game it's worth it. Not only will it better help you provide new and unique items to your players it brings them out in such a way makes them usuable with spheres crafting. You will get pages upon pages of items from reimaginings of core ones to brand new items that can grow with the party. And all in a package that helps you the GM understand how best to address the different types and use them.



Rating:
[5 of 5 Stars!]
Treasures of the Spheres
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The Youxia's Handbook
by Daniel L. [Verified Purchaser] Date Added: 07/24/2020 11:56:30

A great catch all add to your Spheres game Youxia will bring you a taste of the east with new archetypes, talents, feats and more. Up your game with Stance talents that have limited duration but some great effects such as being able to make attacks of oppourtunity against those who miss you while you are moving.



Rating:
[5 of 5 Stars!]
The Youxia's Handbook
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Compounds of Power
by Daniel L. [Verified Purchaser] Date Added: 07/24/2020 11:53:58

Here you get a nice look at just how spheres can affect even the humble consumable with 11 pages of new consumables for your use. In addition we have a couple of new weapons including the Battle Aspergillum which you can fill with a splash weapon to cause extra damage on each hit.



Rating:
[5 of 5 Stars!]
Compounds of Power
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Spheres Apocrypha: Pugilists
by Daniel L. [Verified Purchaser] Date Added: 07/24/2020 11:51:15

We start this book off with Striker archetype focused on Drunken boxing that I love, build up tension while drinking, use improvised weapons as if they were your unarmed strike and more. Plus new boxing talents to set up counter punches and other nifty things for your unarmed fighter await.



Rating:
[5 of 5 Stars!]
Spheres Apocrypha: Pugilists
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