Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Lord Soth

Beckett's page

RPG Superstar 6 Season Star Voter. FullStarFullStarFullStarFullStar Pathfinder Society GM. 4,825 posts (19,502 including aliases). 46 reviews. 1 list. 1 wishlist. 28 Pathfinder Society characters. 6 aliases.



1 to 5 of 46 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Sign in to create or edit a product review.

Our Price: FREE

Add to Cart
*( )( )( )( )

Honestly, I wasn't very impressed with this one. Reading through it, I think I actually lost interest in the AP instead of building towards it. It felt too much like product placement for the Occult Adventures material instead of focusing in on Lovecraftian or Horror concepts, and a great deal of the advice comes down to trust us and trust your DM, which would have been better, I think as a discussion aimed at the DM in the product itself, and how to talk to their groups up front, rather than a plea towards the potential players.

It offers a heck of a lot of suggested options, but very little reason why they are good, how they will matter, or ways to really help other than just a name. It also seems to ignore, (maybe they forgot they existed) others which one would imagine would be really good fits. Too many suggestions also make it very meaningless.

Reading through it, it also really seems that whoever wrote the guide also has little idea of what is coming, and the later sections and mechanics/options seem to strongly disagree with a lot of the flavor and mood that early sections suggest, (or at least implied). All in all, this was a very weak guide that seems to miss the mark.

And while (not a complaint directly about the guide itself) it's cool we are finally going back to Ustalav, we are also told up front not to expect to stay there long, and again seems to strongly imply the goal is to focus on Occult Adventures aspects rather than Horror Adventures.


Add Print Edition $44.99

Add PDF $9.99

**( )( )( )

For the most part, I liked this product, though I do have a few concerns. I was a little disappointed that so much of the material presented is for the DM only. There is some stuff for the Players, and plenty that Players could use if they wanted to, but it's clearly there for the DM's to use against them.

One of the main issues overall is that this book, designed for running horror games or introducing horror elements into gaming just doesn't stand out from other products from other systems well. For DM's that do have other experience and products to draw from, there just isn't much here that is needed or that they couldn't do themselves with relative ease, or just port in. However, for DM's that don't have much experience with horror games, I could see this being a decent intro guide. Not so much for players though.

Primarily that there just are not a lot of options for Players to fight against "horror" monsters or encounters, and in particular one would think that there would be plenty in here for Clerics and Paladins. Unlike many other hard cover products that introduce a new system or theme of play, this one is pretty lacking on ways and methods to incorporate the basic game into the style of play, except for some very basic RP suggestions, (what is your character afraid of?).

I was also pretty disappointed that so much Occult Adventures material was included here, especially when there really isn't a great deal of crossover themes between the two products and Occult Adventures was already kind of poor at doing it's own thing or being very inclusive of much of the core material itself. It really felt like Paizo couldn't get a lot of the Occult Adventure's stuff finished on time for that product and so sort of inserted it here, except a good deal of it arbitrarily has "psychic" prereqs, meaning only some of the Occult Classes can take those options, which is stupid.

I also found it kind of annoying that there was little for the CRB classes, but also just gear in general, magical or otherwise was pretty uninteresting.

All in all, these things just make the book feel very incomplete, which is a trend I see being repeated in Pathfinders Hardcovers since the ACG was rushed out.

I wasn't terribly impressed with the Insanity Damage concept, and I don't really see how looks, power of persuasion, or book learning relate to your sanity or resistance to loosing it. I thinking going off of Con would have been a better idea than Int or Cha, and the system is just odd, because really, even in the book, it seems the only attacks that relate to insanity deal Wis damage, (or as an alternative Sanity Score Damage). I'm not a fan of either implementation or the intention here. It really felt like someone had a pet peeve that their high Cha or high Int character didn't want to worry about Wis, (or maybe to show that high Cha characters are more sane?), and tried to force the system to work around that, but it doesn't actually seem to work. Why wouldn't a high Int and/or high Cha be a NEGATIVE insanity modifier.

The book kind of comes in as a combination of 3.5's Book of Vile Darkness and the more DM focused sections of Heroes of Horror and Ravenloft, (the later two I'm extremely bias towards, so that is certainly boosting this books star rating, maybe more than it deserves). The main problem though, as that it really takes a bit more from the former, which was, well, not so great. The later two are some of my favorite d20 based books out there, but I think this could have used an injection of player options to make it glorious rather than good.

As a Player Book, this one is a 1/5, though as a DM book, a solid 3/5. The lack of much for Players, the majority of the population just really hurts this book a lot, and honestly, I think that it would have been better to focus on the Player's side for this book, and break tradition to make the normal Player's Guide that follows (Haunted Heroes in this case) the DM focus book for this case. Especially as it would have done a lot to keep the DM tricks and tactics concepts out of the Player's hands in general.

I'm just going to go ahead and say it. I hated Occult Adventures, on it's own merits. It felt forced, unready, and didn't mesh at all with Golarion, much less generic fantasy in the same way that non-transparency Psionics didn't. A lot of the issue was how little interesting material, or how incomplete that book was for it's own new classes. Horror Adventures was mainly a hugely missed opportunity in that it seems Paizo tried so hard to fill the gaps from Occult Adventures by putting them in here, except for, well it doesn't work. Too little, too late, and too not for players.


Add PDF $7.99

Print Edition Unavailable

Non-Mint Unavailable

Highly Recommend and I want MORE

*****

Between this, the Champions of Purity, and Faiths of Purity, I am highly impressed. These three really stand out in the Player's Companion line. It's very refreshing to have Player Material focused on the Good Alignments, though, not really being exclusively a book about Good, much of the content here is more orientated towards Good than Evil.

Personally, I'm not a fan of Tieflings, so I'm a bit bias towards Blood of Fiends in general, but this one, in my opinion, blows it and all of the other "Blood of" books out of the water, (up to and including Blood of Shadow currently). It's a fun read, with some solid crunch too. The alternative Heritages are a bit on the strong side, for lower level play only, but still interesting and cool.

This, along with the two above mentioned books are the standard for Player's Companions that Pathfinder should aim for. And in particular, albeit far too late not, this is also the minimum standard that all the "Blood of" serious SHOULD have aimed for.


Add Print Edition $14.99

Add PDF $10.49

**( )( )( )

I tend to agree with both Rapanuii's and Kitsune YMG's reviews. It seems to offer a lot of options on the surface, but the more you look into them, the worse (or very circumstantial) they seem to be. In a lot of ways the book also seems like it was not well thought out before going to print. Unless I'm missing it hidden somewhere not at all obvious, the biggest offender kind of across the board is not considering how Mithral alters the Armor's type (light medium, or heavy), and it's unclear, either RAW or RAI if, for instance Mithral Full Plate would allow someone to use Medium Armor options, Heavy Armor options, or both.

Many of the Style Feats specify Proficiency in an armor type to qualify, but not to actually use the Styles, which is also sort of odd, leaving me wondering if that was intentional or simply something that wasn't considered or left out by accident. Too much potential for table variation for me to consider using until clarified or the book gets errata.

I felt there should have been a lot more emphasis on Heavy and Medium Armor and a lot less on Light Armor or Bucklers, which would have fit better in places like Heroes of the Streets or Dirty Tricks Handbook, for instance. At the same time, it really seems that too many options, for instance the different magical armor/shield abilities are arbitrarily divided between categories. For instance, why is the Balanced property, (picked at random), a Medium Armor only magical ability? Something I am also seeing, but have not really went through other books to confirm, is that there does seem to be a lot of names reused, (but not to update previous material, but rather as a new item/feat/etc. . . that does something totally different). Like for instance, ironically, Balancing Armor.

In the end, there are a few (potentially) nice options in there, but a great deal more less than great ones too. It does seem very similar to the Weapon Master's Handbook, and if you where in love with that book, you will likely be moderately please with this one as well. It is very focused on the Fighter just like the Weapon Master's Handbook was, and similarly tends to focus a lot more than I feel it should on uncommonly used items rather than doing much for the ones that do tend to get used much more frequently. YMMV

When I think of armored characters, I generally see Cavalier, Cleric, Fighter, Paladin, Samurai, and Warpriest at the top of the list. This book is certainly geared towards the Fighter above and beyond anyone else, and some of these classes do get a little love, the book just really doesn't seem all that geared towards them that much. Not in the way it seems it should be.


Our Price: $3.99

Add to Cart
*( )( )( )( )

This scenario is very confusing, both to the players who simply have no real opportunity to learn what's actually going on, and no real motivation to care, but also for the DM. Information is scarce (possibly explained in part 2), and extremely poorly organized. Everyone walked away very unfulfilled after play.

The direct ties to Occult Adventures just outright failed, and hurt the scenario as there is already far too much going on, trying to push in the new material (that really doesn't fit at all) and really has no tangible point was just a bad idea.

There was far too much forced RP and railroading going on, essentially the story happening with the characters as observers or interacting with one-dimensional NPCs that share way too much personal information for no apparent reason and in an unrealistic time frame.

Lost Legacy wrote:
This bone-white candle has the power to transmit occult information across great distances. To form the necessary bond, a group of between two and four creatures must participate in a 1-hour occult ritual that culminates with lighting the candle.

So, assuming that Bakten is one of those 4, what happens when there are more than 3 characters playing? They just left out? Did the writer even bother?


1 to 5 of 46 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2016 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.