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Lord Soth

Beckett's page

RPG Superstar 6 Season Star Voter. FullStarFullStarFullStarFullStar Pathfinder Society GM. 4,825 posts (19,004 including aliases). 44 reviews. 1 list. 1 wishlist. 27 Pathfinder Society characters. 6 aliases.



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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.


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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.


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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?


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Doesn't really live up to the name

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While it is filled with a lot of stuff, a lot of it is fairly underwhelming, far too specific, and tends to be either another way to do something or not terribly great.

This really SHOULD NOT have been a setting specific book, but then really, most Players Companions shouldn't either.

A lot of the options here seem to be designed with the "Okay, build an new character to use these" than "Oh awesome, here are some cool things you might be able to take next level". Far too much is Class Specific, something that should be avoided as much as possible, not continued.

Not really sure what else to say. Great idea, but my opinion is was not handled well on too many fronts. Not enough variation or options for most of the different groups within the book. Mostly too little of this and that and than too. Take away is if you really loved the Melee and Ranged Toolbox books, you will probably love this one. If you felt let down with those two, this one will be basically the same. A lot of often requested styles are not touched upon, or much/in a practical way, while others are done yet again.


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Player Review

I'm not entirely sure how I feel about this one. I find Fey kind of "meh", so the fact that it seemed built around highlighting the Fey was likewise "Meh". I generally consider it bad writing when the NPC's seem to be there to out-spotlight the players, but I'm not sure just how true that is in the scenario as a whole, as I haven't run it.

The puzzle was, how do I say this,. . . a clusterf&$+.

I really didn't care for the encounters much. Not particularly interesting, but very frustrating for the layers (not characters), which is kind of true for the scenario as a whole. It's ok, but for the players it's mostly frustrating. I'd say the big bag was the one sort of interesting stand out, but it just didn't last long enough to be as cool as I (we?) had expected. We had to be pushed a lot to try out the portals, and so I finally caved for the DM's sake, and every single time rolled poorly, showing it was just a poor idea, (sort of like casting a sleep spell on yourself and willingly failing the save so you can sit there while others do stuff and rounds tick by). Yah, that was fun.

I think the major issue, though, was just how lacking the scenario was on basically anything about the town/area at all. Or, you know, all the information that a player might ask that would be pretty pertinent to the scenario. Like what are First World Fey Circles, and why do I care? How are they significant, and then out of nowhere, they become significant, but not explained at all.

It's kind of worth it for a fairly meaningless romp, (diplomacy or attack rolls, whatever), for a fairly cool Chronicle Sheet, but not terribly memorable besides a lot of frustration.

I do recall our DM commenting on how surprised he was that the entire party kept pushing to know what the deal was between the two mayors and wanting to try and deal with that, but basically had to tell us out of character that that was outside the scenario. I guess this one wasn't playtested too much, as the obvious things just where not included or even avoided.


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