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Lord Glorio Arkona

Crodge's page

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. 17 posts. 54 reviews. No lists. No wishlists.

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Mixed bag.

***( )( )

Lots of flavor. Lots of geography. Not much substance.

The bestiary in the back feels out of place. IMO use that space to talk about the specifics of Taldor nobility.

There are no archetypes or really any mechanics whatsoever, which makes it feel out of place. A lot of Campaign Setting books have mechanics in them these days.

Overall, bit of an odd duck. 3 out of 5 stars.

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Finally a viable Poison option


Lovely art, solid flavor text, and several good options. As with any companion book, there are useless feats and items and archetypes, BUT I feel there is a higher percentage of useful options than normal in this book.

Now, the archetype that makes poisons work! The Toxin Codexer INVESTIGATOR archetype. I love it. You get a scaling DC on 18 different poisons, the DC being 10 + INT mod + extract level (1 - 6). And an investigator talent that lets your poison affect creatures normally immune to poisons. This archetype does so many things right.

Also, for those GMs out there who want their villains to have temporary buffs when the PCs are kicking down the front door, there are a few really good potions and a particular magic item that crumbles on use. Very nice options.

Some interesting witch hexes. Racial stuff for Grippli and Nagaji. Rogue archetypes. Alchemist archetypes. A few new spells. new tonics. new drugs.

This book is really good IMO. 5 out of 5 stars.

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Solid overall

****( )

Good flavor text, decent art, and as usual, a few gems in the ever increasing bloat. My favorite new bit is the new Alchemist archetype with guns, it is mechanically solid and flavorful.

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Mixed bag

***( )( )

I like some things about this book. From a fluff standpoint, the art and the flavor text are all rock solid, as most hardcover Paizo books are.

From a mechanics standpoint, you get a lot of new archetypes, a lot of new feats, some new rules on being out in the 'wilderness', some new spells, and the new class, the Shifter.

The Shifter is full BAB, 2/3 Fort 2/3 Ref 1/3 Will, no spells, wild shape sorta like the druid but a bit different, has a few things that only druids had before, and can get WIS to AC if no armor (or 1/2 WIS to AC if in druid armor). There are several problems with the class, outlined in many of the reviews posted after mine. I think, like many, the class is poorly designed. -1 star.

I give this book huge props for the section 'Spells of the Wild' that starts on page 156. Its good to acknowledge how magic, in a lot of cases, nullifies the challenge of wilderness settings. The section where they talk about how create food and water combined with the 0th level spell purify food and water make survival checks to forage food basically useless. Good on Paizo for going over this stuff.

Another issue, reprints. This book contains reprints. Not a ton like the Adventurer's Guide, but enough that it is noticeable.

Lastly, the problem of too many feats, archetypes, and spells are awful. Borderline useless. This happens a lot in Pathfinder over the last few years, Horror Adventures had very similar problems. I would rather have fewer choices that are meaningful. As it is right now, I feel like it adds to the bloat issue.

3 out of 5 stars.

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