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Bevy of Blades (PFRPG) $2.25
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Bevy of Blades (PFRPG)
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Bevy of Blades (PFRPG)
Publisher: Amora Game
by Thilo G. [Featured Reviewer]
Date Added: 07/22/2016 06:40:32

An Endzeitgeist.com review

This pdf clocks in at 21 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, leaving us with 17 pages of content, so let's take a look!

After a page of introduction to the subject matter, we are introduced to the first of the base classes in this book, the aether blade, who gets d10 HD, 2+Int skills per level, proficiency with simple weapons, aether blade, light armor and bucklers. The class has good Fort- and Will-saves and full BAB-progression. At 1st level, the class gets its defining aether weapon and chooses the shape, which is retained forever after - either light (1d6 base damage), one-handed (1d8 base damage) or two-handed (2d6 base damage) - the blade can be formed as a move action. Aether blades may choose damage type (piercing, slashing, bludgeoning) when they call forth the blade. There is something odd in the rules-language for changing damage-types: "The aether blade can change the damage type of an existing blade, or may summon a new blade with a different damage type, as a full-round action."

The problem here is twofold: One, the ability fails to its own nomenclature: aether blade = class; aether weapon = class feature. The text should refer to the weapon. Secondly, after relinquishing the grip or throwing the blade, it dissipates. Letting go of an item is...bingo, free action. So, drop weapon, call new one = move action. Why would I EVER spend a full-round action? It would make sense if the choice of damage type upon calling wasn't free every time around, but this way, action economy makes no sense. The aether weapon can be sustained within antimagic fields by succeeding Will-saves, which is a nice catch. 1st level also nets Arcane Strike, which treats aether blade levels as caster levels. The aether blade also receives Cha-mod to AC and applies said bonus to neither touch, not flat-footed AC. The aether blade loses the bonus when wearing armor heavier than light, medium or heavier load and when cowering/helpless, etc. At 6th level, the bonus does apply to touch AC, with 14th level applying it to CMD and flat-footed AC as well..

Starting at 2nd level, the aether blade gets the aetheric aura class feature, which allows the aether blade to use a standard action to disperse parts of her blade in a 20 ft- radius, granting a +1 morale bonus to all allies within the area, depending on the aura used. The bonus increases by +1 at 7th level, 13th level and 18th level. Auras can be maintained for 4 + Cha-mod rounds per day, +2 round per additional class level. One aura can be maintained at 2nd level, with 11th and 19th level allowing for +1 aura in effect at any given time. 6th level modifies the action economy to activate down to a move action, 11th down to a swift action. New auras are gained every 4 levels after the 2nd. The auras allow for the application of the bonus to initiative, concentration, melee damage rolls, CMD, Cl-checks, 5 times bonus energy resistance to an element chosen upon activation, saves vs fear effects, atk or CMB. As you can glean, the bonuses range from very universal to very specific - bonus versus fear don't seem to be on par with the others, for example.

The aether blade also uses Cha instead of Int-mod for Knowledge (arcana) and Spellcraft - oddly, this one is gained at 2nd level, which is rather odd, considering that it can mean, theoretically, that the class has higher capability in the skills at 1st level than 2nd - usually, such abilities make more sense at 1st level. Additionally, the ability does not specify the level it's gained at - you have to consult the table. Cosmetic, yes, but still a tad bit annoying. 3rd level unlocks aura vision - class level rounds of detect magic that immediately provide full 3-round infos. I'm not a fan of this one, but, beyond personal preference, it is SU (when it should probably be SP) and lacks the activation action. 3rd level also nets eldritch symbiosis, which can be likened to a kind of linear order or bloodline-ish ability, three of which are provided: Wand, staff and rod. New abilities are unlocked at 3rd (apprentice), 9th (journeyman) and 17th level (master). In order to activate the abilities granted by this class feature, the aether blade has to be formed around the respective item. The respective item can then be used by the aether blade as though she was a wizard equal to her class level. However, while this symbiosis is in effect, the aether weapon cannot be used as such - it has basically been transformed in the respective item. Each of the paths provide a bonus feat at apprentice level and more complex abilities at higher levels, with journeyman generally providing passive abilities. The master abilities diverge wildly - from expending charges to temporarily enhance aether weapon damage output, adding defending to Cha-mod short-range teleports, the abilities are diverse, though the latter fails to specify CL or whether it's SP or not...which it probably should be.

4th level provides the option to absorb and freely distribute bonuses of magic items, which is pretty OP - even similar godblade classes like the soulknife or ethermagus directly specify the enhancements available. 4th level and every 4 levels thereafter provide exactly one spell of 1st, 2nd, 3rd and 4th level respectively that can be cast 1/day, with each step of the ability increasing the daily uses of the previously chosen SPs by +1/day, with Cha acting as governing attribute, just fyi. 5th level and every 5 levels thereafter net +1 to saves versus SPs and arcane spells and, as a capstone, the aether blade gets SR equal to 20 + Cha-mod, with the option to spell turn spells that fail to penetrate the SR as an immediate action. Additionally, the class can now cast an SP as a free action after confirming a crit.

The archetype provided for the class, the aether knight, is proficient with medium and heavy armor and shields, replacing aetheric armor and its follow-ups....and the regular list of proficiencies. Which is problematic, as RAW, it eliminates light armor and all weapon proficiencies of the class. Instead of an aether weapon, they can call forth an aetheric shield, with eldritch symbiosis being replaced with an appropriate, defensive version that applies to magical armor. Once again, a SP is not properly declared as such, but that's mostly a nitpick. Instead of spells, these guys can grant themselves scaling bonuses to physical attributes or natural AC.

The second class would be the Shadow Blade, who gets d10, 4+Int skills, proficiency with simple and martial weapons and all armors as well as full BAB-progression and good Fort- and Ref-saves. They begin play with Improved Feint and unexpected strike, which is basically sneak attack that only applies when a foe is denied his Dex-mod, not when flanking, with die-increases only at 5th level and every 4 levels thereafter. Starting at 2nd level and every 4 levels thereafter, the class may decrease armor check penalties by increasing amounts. 2nd level also provides Steel Shadows, a shield bonus to AC that increases over the levels - but the ability does not mention the scaling here; you have to take a look at the table, which is slightly inconvenient. This may also be due to the irregular scaling of the bonus: The bonus increases to +2 at 7th level, +3 at 11th level and then to +4 at 17th level.

3rd levels beshadowed blade nets +1/2 class level to feint, but only for one weapon...and the ability lacks an activation action. The same level also nets darkvision, which increases in range and may later penetrate magical darkness...and the ability has no interaction-clause for races that already have it. 4th level can be unintentionally OP: The intent for the ability is to eliminate movement rate reductions caused by armor, which is okay. The ability says, though: "While wearing shrouded armor, the shadow blade does not suffer from a reduction in speed." This can be read as eliminating reductions of the movement rate due to encumbrance, caltrops, difficult terrain, etc. due to not directly referring to the armor. While its twin ability makes the intent clear, this still needs polishing. Twin ability? Yup, twilight tread allows for a limited number of rounds of difficult terrain traversal per day, thankfully sans abuse options re damaging terrain. 5th level provides an SU dimension door-like low-range standard action-based (move at 10th, swift at 15th level) shadow jump that does not specify that it's a conjuration [teleportation]-effect or a caster level for purpose of block-interactions.

At 7th level and every 4 levels thereafter, the shadow blade may choose a dark revelation, which basically constitute the unique maneuvers/tricks of the class. And generally, I like them...using shadow jumping distance as resources to flank with oneself (though the nerfed pseudo-sneak takes away some appeal here) is nice - though the very conservative distances available do mean that you won't pull off this trick often anyways. On the plus-side, SPs are properly designated here. At 8th level and every 4 thereafter, the shadow blade also gets a shrouded secret, which basically would be the defensive/stealth-themed tricks. The capstone allows the class to choose one of three effects - form large-area darkness through which allies can see, DR 10, low-light vision (srsly, at 20th level?) and immunity to cold or heavy fortification in the shrouded armor.

The umbral prowler archetype would be basically a rogue/shadow blade blend, with trapfinding, increasing movement rate, scaling dodge-bonus to AC as well as access to thievery-enhancing dark revelations and 6+Int skills.

The third class, the verdant blade gets d10 HD, 4+Int skills per level, proficiency with simple and martial weapons, light and medium armor and shields, full BAB-progression, good Fort- and Ref-saves as well as Wisdom-based spellcasting up to 4th spell level, drawn from the druid spell-list, with the usual -3 level caveat, since spellcasting is learned at 4th level. Oddly, the class must be non-evil. The class gains a woad weapon of his choice, with composite bows adjusting to the Strength score of the character...which is problematic at low levels, considering how expensive these can get. The weapon usually is a kinda-symbiotic seed and can be drawn as though it was a normal weapon. At 5th level, Str-scores of composite bow forms can be upgraded and the verdant blade is considered to have Craft Magic Arms and Armor for purposes of woad weapon enhancement. Unfortunately, this provides no means to offset spell-requirements for crafting. The weapon naturally regenerates hit points. The verdant blade can implant seeds in foes; the effects last for 3 + Wis-mod rounds, can be used 1/2 class level + Wis-mod times per day and has a scaling save, with the precise save-type being determined by the seed discovery chosen. Continuous damage, entangling foes and debuffs can be found here, with the first such seed being available from level 1 onward and subsequently, gaining +1 such seed discovery every 4 levels thereafter. They vary greatly in power with low-level summon swarm being pretty OP in comparison to -2 to Will saves. +1/2 class level to Knowledge (nature) and Survival is also part of the starting ability array. AT 10th level, two seeds can be implanted at a given time and the maximum limit of seeds per target increases to 2.

At 2nd level, the class can scavenge together tools (nice!) a, with 4th level making wooden items like this tougher and treated as magic. He also gains woodland stride. 3rd level nets +1 natural armor; +1 every 4 levels thereafter as well as trackless step. 4th level provides the option to 3+ Wis-mod times create patches of caltrop-y terrain as a move action. 6th level provides a mantle that first grants concealment vs. ranged attacks, 12th extends this to melee and 18th grants fly speed 30 ft. + good maneuverability, all activated as a swift action and usable for class level + Wis-mod rounds. 8th level makes the blade count as cold iron and 14th level provides breath of life as a 1/day SP with damn cool visuals, as the verdant blade jump-starts fallen comrades by plunging his sword in their breast. 16th level allows for making treant allies and 50% provides basically a 50% fortification apotheosis complete with only 1 hour of sleep required and the option to gain sustenance from air and sun, etc.

The class can pursue the verdant florist archetype, who may grow and apply aromatic flowers on the woad weapon as a full-round action that provokes attacks of opportunity to adjacent, willing allies. These provide morale bonuses to skill or ability checks or saves, with the bonus increasing by +1 at 9th and 17th level and the effect remaining for class level rounds. A total of 16 blossoms are provided. Starting at 5th level, two flowers can be combined into one bouquet and at 13th level, 3 effects can be chosen at once, though each blossom still consumes a use of the ability, with a total of 1/2 class level + Wis-mod daily uses. A flower is chosen instead of seeds and generally, this is the buff equivalent of the debuff-heavy class. On a nitpicky side, the mention of the flower sticking to the character as a kind of corsage implies it occupying a slot, which I assume it does not.

The final class herein would be the Vital Blade, who gains d10 HD, 2+ Int skills per level, is proficient with simple and martial weapons as well as all armors and shields except tower shields as well as full BAB-progression, good Fort- and Will-saves. Vital blades have a sangineous sword and begin play with Weapon Focus for it. This sword can, as a move action (swift at 8th, 16th level as a free action), be formed from a wound-like rune. Oddly, the ability can form any melee weapon the character is proficient with, making the name of the ability somewhat unfortunate. The vital blade begins play with a blood pool of 1 + Con mod points and is considered to have the Diehard feat while the pool sports at least 1 point. The pool refreshes via critical hits and killing blows - and BOTH have an anti-kitten-abuse caveat! NICE! 2nd level nets Endurance as a bonus feat as well as weeping weapon - as a swift action before making an attack, the vital blade can add scaling acid damage 3+ Con-mod times per day to his blade, with damage beginning at +1d4 and increasing by +1d4 every 4 levels thereafter.

3rd level decreases any bleed damage incurred by 1/2 class level. as well as granting the first blood talent, which is btw. the ability that will generally be used to consume those blood points. Additional blood talents are gained every 2 levels thereafter. Tracking by scent after tasting a foe's blood, gaining Con-mod to initiative, firing shrapnel of blood (consuming weeping wounds instead of blood points) - the ideas are solid. Problematic, considering the clusterf*** that weapon-size-rules are: Increasing the size of the vital blade...can the vital blade still wield the weapon as its original size or as the modified size? Passive abilities like natural armor and DR can also be chosen and AoO-less SP grease via blood as well as weeping wound enhancers are included in the deal. Creatures slain temporarily increase the enhancement bonus of the vital blade, with the daily maximum being determined by the class levels of the vital blade.

At higher levels, the sanguineous sword is treated as magic and can be used to attack as a touch attack a limited amount of times per day. The class has two capstones, one of which allows for self-healing and Con-damage inflicting, with the other providing immunities and a slowly replenishing blood pool. The archetype for the class is the crimson inheritor, who loses heavy armor proficiency and gains a sorceror (not bloodrager?) bloodline to replace his blood talents with - though only the arcanas are gained. Bonus feats from the bloodline can be taken instead of blood talents. At 6th level, 1/2 crimson inheritor level is treated as sorceror level for purpose of bloodline spell availability, with the spells costing their spell level in blood points to cast. As a capstone, the archetype provides the final bloodline power.

The pdf provides favored class options for the classes, but only for the core races. Finally, the pdf provides 5 new feats: One for +1 morale bonus for verdant florist flowers, +1 blood talents. The others are problematic: Applying lesser metamagic rods to SPs...ouch. That's just begging to be combo'd some way. Arcane Celerity and Bulwark are very strong: Both can be activated as a swift action. The first nets you 1/2 caster level + casting ability modifier temporary hit points, providing a constant shield. The second nets you 1/2 class level as bonus to you base land speed, and a bonus to AC vs AoOs equal to your highest mental attribute modifier. Both effects only last one round, sure, but the lack of cap makes them pretty strong. That being said, my main gripe with them is that both only require you to be able to cast arcane spells - that's it. As 1st level-available feats, they are underpriced.

Conclusion:

Editing and formatting are very good - it noticed no formal glitches and the rules-languages was also, with some minor hiccups, very consistent and adhered to the standards. Well done! Layout adheres to a two-column full-color used-parchment-style look that is solid, though personally, I think the respective class names would have made good headers - as provided, these are jammed in the upper left corner. Speaking of which: This is a very dense pdf with a LOT of crunch within its pages. The pdf comes fully bookmarked. Artist-wise, the pdf sports nice full-color artworks, though ardent readers of 3pp material will be familiar with the pieces used.

Brian Moran's Bevy of Blades is an interesting pdf in that it shows a capacity to handle pretty complex concepts. While there are a couple of freshman hiccups in the book, the classes themselves should not unhinge any game they're introduced into, so balance-wise, at least as a whole, I have no complaints apart from the two feats. Internally, the options of the classes diverge in power rather significantly, with clearly superior options and less optimal choices. Some internal streamlining may have helped here. The book, when it does have issues, mostly has them in the tiniest of rules-minutiae or on a meta-design level. Take the vital blade, which, with the verdant blade, would be my favorite herein: It gets this cool, somewhat grit-like blood pool...and must wait until 3rd level to actually do ANYTHING with it. That's not a particularly fulfilling two levels there. Player agenda, in short, could be slightly more pronounced in all of the classes. Internal nomenclature of the classes could also have been a bit tighter.

As for my personal assessment: The aether blade didn't particularly excite me with its pseudo-casting - you can have that concept in several, more compelling ways. The shadow blade...just isn't on par with superior takes on the concepts - of which there are many. The verdant blade and vital blade generally have cool engines set up in their class progression and as such, I enjoyed both - however, I really wished the classes did a bit more with their unique set-ups, focused a bit more on these aspects. In the end, whether you will like this book very much depends on how much 3pp-material you have and how much money you're willing to invest. Compared to e.g. the soulknife or the ethermagus, the aether blade just feels bland in options and playstyle. Similarly, there are more compelling shadow-themed classes. At the same time, you will be very hard-pressed to get said classes for the low asking price of this pdf and both verdant and vital blade, while not perfect, do have some pretty cool options. I look forward to seeing the designer tackle more complex and variable concepts. In the end, I consider this a solid buy for its low and fair asking price. Hence, my final verdict will clock in at 3 stars.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
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