This book has some good flavor to inspire and provides unique locales for the next time PCs need a place to get a drink. The Elven Aeylinth Vineyard in particular is very well done, beautiful artwork too.
The new inebriation and bar fighting mechanics in the back third of the book seem a bit off, shoe horning in yet another sub system of rules.
If you want some cool ideas for bars and taverns, this book is a solid purchase.
Good flavor text, solid art, and a lot of little cool things.
An Archtype for Oracle, Ranger, Monk (works with vinalla and unchained), Occultist, Warpriest, Ninja, Spiritualist, Skald, Samurai, and Medium.
Arcanist exploits, Bardic masterpieces, a Warpriest blessing, Investigator talents, Magus arcana, Occult rituals, a cavalier Order, a psychic discipline, a few new Variant channels, some Vigilante talents, some cool new spells, and a few Magic items.
Like most companion books, there are a few gems, several non optimal (but interesting) options, and a few clunkers that are laughably bad. Overall I like this book. 4 out of 5 stars.
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.