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Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.
@Robert Valentine: Automata aren't *technically* constructs; i.e. they are not creatures with the construct subtype as they may be called constructs, but never are explicitly designated as such.
It took me a while to wrap my head around this as well: Basically, automata are treated as constructs, but in function are extensions of the tinker's will and action. The base class specifies that even something as basic as Perception as a skill use for constructs is a standard action. Beyond that, all functions automata have are hard-coded in the abilities of the class. So yep, they are treated as constructs for the most part, but do not necessarily gain the senses one would associate with the type.
Exceptions: Autonomous automata like the Alpha.
An Endzeitgeist.com review
This installment of the Purple Duck Storeroom series clocks in at 13 pages, 1 page front cover, 2 pages of SRD, leaving us with 10 pages of content, so let's take a look!
Well, before we do - many of you will know already that I'm a pretty big fan of Downtime-rules, crafting and the like. But the matter of the fact is that not all campaigns will take to these rules to the same extent; indeed, there are campaigns where time is of the essence or where, within a vast dungeon-complex, establishing a crafting base, keeping it secure, etc., represents a complication that is simply not desired by either group or GM. As a person, I am firmly in the camp of believers that this can be a truly awesome and evocative experience...but I absolutely understand why quite a few groups dislike the notion.
It is for said groups that this system was created. To craft an item without spending the normal labor time, a character with an item creation feat can pay 1/10th of its market price in craft points (minimum 1, rounded up). The character also must pay 1/2 the item's market value in GP and once these are spent, the item is finished the next day. The rationale is that the character had been working on the item for a while and only now has finished it. Anyone helping in the creation of items can contribute craft points - characters with the appropriate craft feat can contribute full craft points, while those that lack the respective feat can only contribute them on a 2 for 1 basis - for every 2 points spend, they pay for 1 craft point.
Magic items require a Spellcraft check versus DC 5 + CL; failure of more than 5 on this check results in a cursed item. You may reduce craft point cost by spending more time on an item - for every 100 sp worth of work as per the Craft skill, you decrease the craft point cost by 1.
A handy table provides some examples for items made with this system and their respective costs. Beyond these, the pdf provides Craft DCs Redux - quarterstaffs and slings or casting plaster would be very simple DC 5 items, for example, while e.g. alchemical dragons or CR 16+ traps would be extremely intricate at DC 35. The system is very simple and easy to grasp and 2 sample examples help illustrating the use of these DCs.
The question obviously remains - how do you get craft points and prevent them being spammed like crazy? Well, a 1st level character has 100 craft points and every subsequent level nets the new level times 100 additional craft points. Creatures of Int 3 or higher also have craft points as though their HD was equal to the level. Creatures too dumb to Craft (less than Int 3) don't get craft points and familiars, eidolons etc., i.e. all class feature creatures, don't get craft points. A handy table collects craft points gained by level and total craft points accumulated. And yes, the ardent reader may have noticed that the limitation imposed on craft points means that there is a kind-of-but-not-really crazy prepared flexibility inherent in the rules presented - though whether you perceive that as a bug or feature depends, ultimately, on your own stance.
Now obviously, this necessitates a closer look at the item creation feats and indeed - the pdf does take a look at them - including the creation of technological and psionic items, with a handy table providing the number of craft points the respective item creation feats net you. These do include craft feats for the creation of alchemical items and master work items as well as a feat that can be taken multiple times to allow for craft point accumulation; basically, in order to offset a sudden, massive influx of instant masterwork weapons, the system imposes a feat-tax on them, which does make sense, as the instantaneous generation of these items would by every craftsperson would detract from the intended flavor...and it does retain an emphasis on the importance of specialists that would otherwise be lost.
Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to Purple Duck Games' 1-column 6'' x 9'' standard and the pdf has no bookmarks or artworks, but doesn't necessarily require them at this length.
Mark Gedak's Craft Point Redux rules, to make that abundantly clear, are not made for me or my group; I am firmly in the planning/deliberation-camp; heck, we have a whole private board for planning, downtime activity, etc. and regularly checking it and taking a look what the characters do "in the meanwhile" is a pretty constant source of joy for me. That being said, I know that not all parties have this luxury; there are con games and groups that only rarely meet...or that simply don't share my love for the nit and grit of planning and simulationalist gameplay.
While the craft points introduced here represent an abstraction I won't use in my own games, I certainly see the significant merit this system can have for groups that want to focus "on the action." For such groups, this represents an intriguing and very simple system you can introduce without much hassle or fanfare. The book-keeping is minimal (apart from craft point tallies) and the implementation elegant, the explanation of the system didactically feasible.
Oh, and this is "Pay what you want." You can actually get this installment for exactly 0 bucks, check it out and then leave a tip you'd consider appropriate...and it is my staunch belief that for some groups out there, this will be a godsend of a file. For what it is and considering the no-risk nature of this pdf, this is very much worth 5 stars. It may not be for me as a person, but it sure may be just what your group wanted!
Part II of my review:
However, personally, I have always been true to rating according to my passions when they flare up this highly, something that happens all too rarely these days and much less so in a concept if seen so often...wait, correction: A concept I have seen botched so often. The quartermaster gets it right. It's a class that emphasizes ROLEplaying and clever players without dropping the ball regarding crunch and explaining it away.
It is a crazy prepared class that manages to get a huge array of things right. It is, more importantly, a fun, unique and rewarding class...and one I wouldn't want to miss in my games anymore. Were it not for the hiccups, this would be a candidate for my Top Ten-list. I can't do that, but as written, I'll still rate this 5 stars and add my seal of approval to it. Get this one - it's rewarding, unique and fun.
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.
Thanks, Jason & Paris!
I consider this one to be a fun romp indeed and I hope my criticism came out as constructive as I intended it to be. This most definite went over rather well at my table, though I honestly believe that the 5e-version may actually be slightly better, as it's a tad bit harder than the pretty tame PFRPG-version (even compared to TotA, which I'm running right now for the kiddie-group; we're in Part III, fyi - fox prince's gauntlet is damn cool), making the minor difficulty bump in the final encounter less pronounced and the challenges before that feel more in line with it. (Yes, separate review to come.)
An Endzeitgeist.com review
This installment of the Knowledge Check-series clocks in at 32 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving us with 28 pages of content, so let's take a look!
After an introduction to what we'll find within these pages for both players and GMs alike, the first chapter of this book deals with the particulars of death itself: From pallor mortis to algor mortis to post-mortem spasms, this section provides neat information that will prove to be useful, in particular when conducting in-game autopsies and first glimpse assessments, with sensible tie-ins to the art of necromancy featuring among them to account for the dimension of the fantastic.
Similarly, different components pertaining the rites of passing, for both living and dead, are covered - viewing and public display, oratories on the deceased person's life, music and wakes, colors and superstitions - there is a lot to take into account when design such an event for a culture in your games. Similarly, from anointing the dead to transportation of the deceased, the pdf sports a handy list to contemplate. Beyond a plot hook focused on the funeral of a glorious queen, the pdf also mentions magical funeral rites - from the minor to the spectacular and, obviously, taking necromancy into account, this similarly is a solid list to consult. helping the spirit of a deceased wizard complete his own proper farewells is an intriguing adventure hook presented in this context.
Of course, the internment of the body is similarly something to consider and thus also gets a decent coverage...as are potential problems: The fear of being buried alive, cremation (and the fact that non-magical cremation will leave the bones probably behind...), mummification, embalming...a little section on mummy oddities, notes on exposure and burials at sea as well as cannibalism are provided. I particularly liked that the pdf calls out cannibalism as not necessarily the evil act popular fiction depicts it, though that trope is noted as well. Thanatology (scholars of death) and the theme of necromancy are similarly discussed, as are the most common beliefs pertaining life after death. And yes, the pdf also talks about the fact that, in most settings, people may actually know what comes after the big D. So yeah, this would basically be the massive collection of contemplations the pdf lists - and while many may elicit an "of course", having them listed as is proves to be rather helpful. The constant and numerous adventure hooks similarly tend to be rather creative.
So, next up would be the new class options, which begins with the Grave Warden archetype for the slayer class. Instead of a talent at second level, the archetype gains the option to Quick Draw holy water and pour it as a swift action on a held weapon. Until the end of the next turn, the next attack with the weapon will also deal direct hit holy water damage. 7th level nets death ward at full CL, but the application costs 4 flasks and takes 1 minute to perform. All in all, I like the idea of this archetype. It's execution is pretty neat as well. The second archetype herein would be the thanatologist alchemist, who replaces bomb with a sneak attack progression. 2nd level adds gentle repose as a 1st level extract and allows the thanatologist to add deathwatch as a first level extract formula when he learns it. 7th level adds blood biography as a 2nd level extract and 9th level blade of bright victory/dark triumph - though that one fails to specify its extract level, I assume the default 3rd. Again, a solid, if not too outré archetype with a minor hiccup.
The book also has new spells, 2 to be more precise: Memento Mori is a level one spell that lets all creatures who see you lose their next standard action (or ALL actions on a natural one). It doesn't matter that successfully saving versus this spell makes you immune against it for 24 hours, this is a horribly broken spell and needs to die...or moved significantly up in levels. The second spell, grave binding, restricts an undead creature to its lair for a number of days...and has a mythic version that makes it permanent. Both spells, though, suffer from a complete lack of bolding and from the casting time being incorrect, both stating "1 action."
Beyond these two somewhat problematic spells, the pdf also contains 3 nonmagical items, the first of which would be curse tablets, which may or may not have any effects. Ghost money, as favored in e.g. China, similarly is provided and we get rules for bells to counteract being buried alive by accident. A total of 4 magical items similarly are included: Coins of Repose prevent the raising of creatures as undead (or delay it), while preserving coffins, you guessed it, preserve the body of the deceased. Shroud of disintegration can turn bodies wrapped in them to dust on command and sepulchral staves are basically the deluxe, magical version of the accidental inhumation bell. The magic items suffer from a similar formatting glitch regarding their price, slot, etc.-part, though at last spells used in construction are italicized.
The final pages of this pdf are devoted to the ossuary of St. Len, a fluff-only brief on a location you can drop into your game, with an accompanying level 5 monk as supplemental NPC.
Editing and formatting are still generally good, though formatting has some serious glitches, as mentioned above. Layout adheres to Fat Goblin games' neat two-column full-color standard for the series and the pdf sports several nice stock/public-domain artworks. The pdf comes with basic bookmarks, one per chapter.
Richard D. Bennett and Jason Wallace's installment on last rites is interesting in that it can be seen as a good checklist when designing last rites and the burial customs of a given culture. The archetypes are okay, if a bit on the unspectacular side and the items generally make sense. The magic items are neat as well...but their formatting glitches are annoying. The spells, oddly stick out as extremely powerful, particularly in combination with the otherwise rather conservative design.
How to rate this, then? Well, here things become problematic for me: On the one side, I consider the check-list aspect and the items etc. useful and nice to have; on the other side, though, I kinda wished this pdf had a bit more in the uncommon-section...pertaining e.g. mummification by magical weather (hey, it works with regular weather!) or similar ideas. Additionally, the glitches and issues with components of the crunch do drag this down a bit. In the end, my final verdict will clock in at 3 stars.
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek, GMS magazine and posted here, on OBS, etc.
The last information I had as a fellow ardent fan of Kaidan is, that Rite's operation will continue for now, so there is a definite chance you and me will get the final book. I'm not sure if it's being worked on right *now*, and I think there is a very real chance we'll get to see this. having talked to a couple of Rite freelancers at the con, I am pretty positive you'll get to see this eventually.
Part II of my review:
All right, and here's the final section of the book - the bestiary. These critters were penned by Russ Brown (of Rusted Iron Games), Matt Duval, Joe Kondrak, Thomas LeBlanc, John Lessing, Mark Nordheim, Kendra Leigh Speedling and Jeffrey Swank, illustrated by Becky Barnes, Lynette Fetters, Michael Jaecks, Chris L- Kimball, Adam Koča, Danny Hedager Krog and Dionisis Milonas.
We begin with the CR 1 blood sapling - grown from a corpse buried to the head in soil, this twisted plant creature feasts on nearby bleeding and dying creatures and may spray a blinding sap at foes. The beautifully rendered gaint knifewing dragonfly at CR 3 is a surprisingly cool vermin, with functionality and "realism" suffusing the flavor as their wings cut foes to ribbons. The Ferrywight can dip its oars in the water, making it enervating, which is kinda cool - though I've seen the undead ferryman too often by now...for me as a person, I'll stick to big bad Charron. Similarly, the CR 6 Hearth Wraith is a trope I am pretty familiar with at this point - while by no means a bad build, it falls short of the CR 12 river raken that can run vessels aground and even move on land - much like real krakens can. A heartfelt kudos to the artist that provided the artwork for the CR 12 predatory sandbar - what could have been a solid ooze is rendered significantly more captivating by a glorious artwork. Now yes, I know I have bashed the aforementioned wraiths a bit - but there are some concepts that work for me: The Cr +2 river wraith with its unique ability array may also be a familiar trope, but I feel like it does its job slightly better. The Tsemauis at CR 6 look like a log with protusion from the top - below the surface, though, they are basically a magical variant of a particularly nasty orca, hell-bent on eating PCs. Oh, and though they only are CR 6 - one failed save after their gore and they have bisected you. Game over. Yes. I know. Massive damage would make more sense. Unfair. Yadda-yadda. I'm a killer-GM. I don't care. I like that they actually are lethal as all hell. Their artwork is also pretty impressive an thus, we end this book on a definite high note!
Editing and formatting, both on a formal and rules-language level, is significantly better than in many a commercial publication I have reviewed - that is to say: Very good. Layout adheres to a gorgeous two-column full-color standard that is easy to read. The pdf comes fully bookmarked for your convenience and features a TON or gorgeous original artwork by: Becky Barnes, Catherine Batka, Darran Caldemeyer, Snow Conrad, Jeremy Corff, Liz Courts, Andrew DeFelice, Jess Door, Lynnette Fetters, Silvia Gonzalez, Michael Jaecks, James Keegan, Chris L. Kimball, Adam Koča, Danny Hedager Krog, Alberto Ortiz Leon, Mike Lowe, Dio Mahesa, Dave Mallon, Jesse Mohn, Dionisis Milonas, Alex Moore, Beatrice Pelagatti, dodeqaa Polyhedra, Basil Arnould Price, Tanyaporn Sangsnit, Kristiina Seppä, Carlos Torreblanca, and Todd Westcot.
Beyond these artists, the following authors have contributed to this issue: Charlie Bell, Landon Bellavia, Charlie Brooks, Russ Brown, Dixon Cohee, Chuck DiTusa, Matt Duval, Robert Feather, Benjamin Fields, Aaron Filipowich, Nikolai Geier, Spencer Giffin, Amy Goodenough, Garrett Guillotte, Bran Hagger, Kiel Howell, Dana Huber, Joe Kondrak, John Laffan, Thomas LeBlanc, Jeff Lee, John Leising, James McTeague, Jacob W. Michaels, Brian Minhinnick, Tim Nightengale, Mark Nordheim, Kelly Pawlik, Matt Roth, Jeff Sexton, Elliot Smith, Kendra Leigh Speedling, Jeffrey Swank, Ian Turner, Brendan Ward, Steven Lloyd Wilson, Alexander Wreschnig, and Scott Young. Cartography was provided by none other than Liz Courts and Alex Moore.
There is a lot of love that has gone into this magazine and it shows everywhere - from superb artworks to great ideas, there are some true gems to be found here. While not all pieces of content may be perfectly polished gems, there is an exceedingly high chance you will find something astounding and useful herein...and if you're playing Kingmaker (or in the River Kingdoms or a similar environment) this suddenly becomes pretty much a must-own, non-optional supplement to your game. Even if this was a commercial enterprise, it would rate highly in my scale; considering that this very much is a labor of love and FREE is staggering and humbling; to the point where I'd honestly recommend getting the print for this one, provided you can afford it. And if you're not sure...well, you can just download it.
This is a labor of love and a testament to the health and commitment of the community I love. It is my utmost pleasure to rate this 5 stars + seal of approval. Download this ASAP; now. It is worth every KB, ever MB on your hard drive.
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here!
An Endzeitgeist.com review
This installment in Raging Swan's Village backdrop-series is 11 pages long, 1 page front cover, 2 pages advertisement, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with a total of 5 pages of content for the village of Thornhill, so let's take a look!
The village of Thornhill is situated at the border of a vast marsh, to be more precise on an island encircled by deep, sluggish waters and surrounded by an ancient, yet formidable stockade of old timbers - the only access point to the village being one bridge. At least without access to boats!
We get 8 short entries of notable folks, describing the dramatis personae of the village before we're introduced to 10 notable locations in the village. It should be noted that a lizardfolk cleric living at a nearby island is considered to be a part of the village as well as a guardian of what the lizardfolk consider to be a holy site. A general note on features of the village, its worn wooden causeways and palisades can also be found in the book
To add further color to the dreary place, we also get a table of 6 rumors, a general primer on how the people look like (including nomenclature) and some pieces of local lore on the village before we are introduced to more detailed descriptions of the 10 notable locations of the village. A locally brewed paste that helps keep some of the less nice inhabitants of the swamp at bay has been included in the deal and information on the surrounding areas, like the red fern barrows, complement the pdf.
Editing and formatting are top-notch and up to the almost flawless track-record RSP has set for itself. Layout adheres to the crisp b/w-2-column presentation we're by now accustomed to and the pdf comes with two versions - one for printing and one for screen-use. Both pdfs are fully bookmarked. Cartography, as always, is excellent and b/w.
All right, first of all, I feel obliged to note that this is a perfect example of concise writing - with just a couple of sentences, the village's descriptions manage to evoke a sense of backwardness, desolation, decrepitude and forlornness. Thornhill is a harsh place and one that may erode the minds of those unwilling or incapable of bearing the hard life there. The subtle winks and nods towards the ever-present threats of the nearby swamp, via lizardfolk etc., could be easily used by a halfway-decent GM to create a delightfully dreary, slightly xenophobic settlement.
One of the downsides of this particular village would be that the map has been featured in some other books, so if you've used it already...well. At the same time, the writing is excellent. So, is this worth the low asking price? Yes. Yes, it is. Thornhill remains an evocative, fun settlement in its system-neutral iteration and while it may not be the apex of the series, it is worth a final verdict of 5 stars - if you already have used the map in another context, detract a star.
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek, GMS magazine, posted here, on OBS, etc.
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.
@Luthorne: I stumbled across the same hiccup re Space-rending, but considering the circumstantial nature, I *think* it's supposed to be intended...but I do agree with you: This could be clearer!
Thanks, Mark and Morgan!
Fencer is closer to the Duelist PrC in aesthetics; *Personally*, I prefer the Swordmaster for high/mid-fantasy games, since it has more active, player-agenda-based options to use in combat. For low magic games or those set in e.g. our world, the fencer may be better. The fencer is also better for less experienced players, as it does not require the same level of system-mastery as the swordmaster does. That being said, I think they can coexist, as their focuses are different.
Part II of my review:
The Robe Magus is once again a simple one - replace the medium and heavy armor proficiencies with the mage armor-trick, but also add scaling bonuses at higher levels to retain its viability. The Robed Summoner similarly loses the armor and shield proficiencies, but may stack mage armor and bracers and also gets 6 force-themed spells. The Shield Maiden Paladin would be the light-version archetype herein, with modified skill lists, no armor proficiency and a force armor akin to that of the ghost knight, including the Disguise bonus. Her shields are ghost touch and her divine bond is modified to apply to her shield instead. 8th level nets SP fly on herself (and mount) +1/day at 8th level and every 2 levels thereafter, with 11th level granting overland flight as an alternative and 17th level making the ability at will, replacing aura of righteousness thus. No complaints about this one. The Shining Cleric get the force armor (only at +5 AC, though) and replace channel energy with basically the sacerdote's untyped ray (see my review of Legendary Classes: Sacerdote for this one) and the shield as well. Shining inquisitors lose proficiency with shields and armor and gain the same sacred aura as their cleric brothers as also gets the force shield.
All right, the pdf has even more to offer, though; it also features a total of 5 new base classes, with each exemplifying one of the martial arts codified herein. The first of these would be the Boxer, who gains full BAB-progression, d12 HD, 2 +Int skills per level , proficiency with simple and close weapon group weapons as well as with shields. Boxers may not wear armor or use shields or carry something in two hands and gain, obviously, Improved Unarmed Strike. Boxers add class level to damage, +1/2 class level with two weapons or shields. He gets the canny Int per level to AC and CMD and adds Con-mod as natural AC. At 2nd level, the boxer gets the Block class feature, which lets him perform a competing attack roll against an incoming attack - on a success, he blocks it, with every 5 levels thereafter allowing for +1 block per round. After such a block, however, the boxer is staggered for 1 round, which cannot be mitigated. I assume this to also offset immunity to being staggered and it's the reason why I'm not rattling off my usual disdain-for-swingyness of competing rolls rant right now. Higher levels provide more bonuses to atk and damage, resistance versus certain conditions, more AoOs and 3rd level (+ 6th, 11th, 16th and 20th) allow for the progression of the chosen boxing style, which can be likened to orders or similar linear ability-suites. 3 boxing styles are provided, with haymakers allowing for his weapons/unarmed attacks to count as two-handed, 6th level dazing blows...generally nice. At 16th level, the style lets you perform one attack as a full-round action. If you hit, it's automatically a critical threat and damage multiplier is enhanced to x3. Ouch, particularly considering the significant damage bonuses of the class. 20th level provides crippling criticals here, with reduced speed, attribute damage, etc..
Stylists are defensive and agile, allowing them to follow up blocks with AoOs. Swarmers would be the TWF-specalists here, with high levels allowing for a 10 ft-step instead of a 5 ft-step or a 5 ft-step in difficult terrain.
The second class would be the fencer, who gains full BAB-progression, good Fort- and Ref-saves, d10 HD, 4+Int skills per level and proficiency with all simple and martial weapons as well as light armors and shields. They get canny defense, Weapon finesse, add fencer level to damage in melee when one-handing a weapon (+1/2 level when employing a buckler) as well as parry, riposte and the like - this is basically a twist on the duelist as a base class (with all that entails - I'll spare you my usual rant here), though one that also features an order/bloodline-akin set of fencing schools, somewhat analogue to the boxing styles mentioned before...oh, and there are 13 of these and they modify much, much more: Agrippa, Bonetti, Capo Ferro, Carranza, Firentine, Ghisliero, Grazzi, Hard Knocks, Hayd’n, Melane, Military, Tibault and Yeoman can be selected. These schools have requirements (Agrippa can only be used with Weapon Finesse weapons and may not be sued in conjunction with off-hand weapons or shields, but off-hand ranged weapons such as throwing daggers are permitted.) and grant abilities at 2nd, 3rd, 6th, 11th, 16th and 20th level. And guess what...in spite of not being a big fan of the parry mechanic...I consider this class to be pretty much the most faithful and coolest take on the fencer; personally, I actually prefer it over the swashbuckler, since tricks like Weapon Bind and the ability array as such generally maintains the flair of the historic inspirations for the styles...this would be my default fencer class in a magic-less swashbuckling game. Granted, I'll make the class more modular and convert swashbuckler options to more customization options to enhance player agenda...but still: Kudos!
The Lin-Kuei gets 3/4 BAB-progression, all good saves, d8 HD, 6+Int skills per level, the monk AC-bonus, fast movement, proficiency with a smattering of oriental weapons and lethal sneak attack, which increases to up to 7d6, but does not apply when flanking a foe...oh, and guess what: The class has a minimum damage-caveat to avoid shuriken-sneak attack exploits! KUDOS! And yes, via so-called secret techniques,basically the talents of the class, these guys can get lethal flanking, use shuriken to flat-foot foes, poach among ninja tricks and render targets charged flat-footed against the character. With 4th level ki pool, evasion and uncanny dodge etc. and basically a significant array of monk tricks, these guys can be pictured as a powerful (never thought I'd write that in the monk context!) hybrid of monk and ninja...and boy, me likes. While pretty potent and definitely better than rogue and monk, these guys make for pretty much a perfect class for the quick-footed martial artist and prove to be a more than cool addition to the fray! Another winner here!
The Mystic Dancer gets 3/4 BAB-progression, good Ref- and Will-saves, ingrained unarmed strike progression, d8 HD and 6+Int skills per level as well as a modified proficiency list (barring armors) and Cha-governed spontaneous spellcasting, drawn from the bard list. They may not apply Still spell to any spells, but may apply Silent Spell to them. They use Way of Life (i.e. the Charisma-based martial art) and can best be pictured as a monk/bard-hybrid. Now this is a personal preference, but I consider the full bardic spellcasting and skill upgrade a bit much here...though, admittedly, the class should probably not completely outclass the bard, since by now the class has a lot of unique material to utilize. Still, in comparison to a core-only bard, the mystic dancer will probably win...if not restricted, for the performance they use is dependent on movement, which may well be the most deceptively cool balancing mechanism in the finer details I've seen in quite a while. In play, this relatively simple restriction proved to be a rather intriguing tactical component...so yeah...another interesting one here and one I'd allow in my games!
The final class herein would be the Swordmage, who gets full BAB-progression, d10 HD, 2+Int skills per level, good Fort- and Will-saves and no armor proficiency. They can cast a limited array of spells (up to 4th level) from the magus spell-list and must prepare their Int-governed spells in advance. They treat all magus and sorc/wiz spells as on their list for spell-trigger purposes, with 3rd level allowing them to use sorc/wiz spells for crafting purposes. They get Scribe Scroll at 2nd level and begin play with the full +7 AC-bonus force armor and the capacity to use a force shield. At 4th level, the swordmage can cast spells with somatic components with his weapon hand and 5th level nets an arcane pool, which, among basic enchantments, allows at 9th level for the swordmage to cast spells ritualistically from the sorc/wiz spell list, provided he has the scroll - combat utility here is almost zero, mind you: Beyond a level-restriction, it also takes at least 1 minute to do so, which maintains a sense of balance here. Spellstrike is gained at 8th level and higher levels allow for the expenditure of arcane pool points to move as a swift action, Quicken magus spells and line of sight/effect-dependent short-range teleport...alas, lacking the declaration as conjuration [teleportation]-effect...but at 17th level, that's probably not that important anymore anyways. This one is easily my least favorite of the classes introduced herein, it being basically a full BAB-twist on the magus, a kind of arcane paladin. It's not a bad take on the concept, mind you. In fact, it's one of the better takes on it...but it also is not too unique in how it plays, with the somatic component being probably the most defining feature of its playing style.
Editing and formatting are very good on a formal level - Purple Duck Games has really taken care to make sure that the formatting is precise and functional here. On a rules-language level, there are quite a few deviations here and there - most notably a lower-case attribute here, a "Constitution bonus" instead of modifier there when it should be modifier...for the most part, these do not hamper the rules themselves, but they can be a bit annoying if you're as anal-retentive about things like this as I am. Layout adheres to a two-column full-color standard that still is very printer-friendly. Artwork deserves special mention here: The book has A LOT of artworks for the unique characters featured herein, with many gorgeous 1-page artworks...kudos! The pdf comes fully bookmarked for your convenience, with nested bookmarks pointing to each class, archetype, way...the book is easy to navigate.
Carl Cramér, Julian Neale and August Hahn deliver in this book...something completely different than what I expected. This is not a WuXia-toolkit like Dragon Tiger Ox; neither is it Path of War or the Martial Arts Guidebook - this book, in a way, is much more down to earth and compatible with your average Pathfinder group. Why? Because it basically codifies the already existing martial defenses that stand in for armor and defines them as entities. After that, it proceeds to apply said defenses as ready toolkits to existing classes, showing you the easy modifications you need to make. Extrapolating a relative value for them and applying them further is rather easy at this point - and it may be the coolest thing about the archetype-section. I won't lie - that section of the book did not wow me from a creativity stand-point...but it incited an understanding for the mindset behind applying the respective martial arts to base-classes...and if I'm not sorely mistaken, that's ultimately the idea of this book.
This is further enforced by the base classes introduced here - for while not all of them did blow me away, a couple actually did...to the point where I want to use them, play them even. That's a pretty big deal, considering the limited space allotted to them. And yes, they lack favored class options. However, while certainly not perfect, the central achievement of this book, to me, lies in its didactic component. A halfway crunch-savvy GM can take the ideas herein and run with them, making a whole array of unique martial arts-y classes that end up being more artsy (haha -sorry...will punch myself later for that) than the didactically-used archetypes herein. To me, this book teaches by showing and evaluating and it does so in a surprisingly concise manner, in spite of hiccups here and there.
How to rate this, then? Well, here, things become a bit difficult - you see, for me as a person and designer, I liked this book much more than I would have imagined...mainly because I wasn't consciously aware, not thinking of these defenses as codified "ways", but rather as yet another set of class abilities. This book did generate an awareness for me I value rather highly. Beyond that, the book actually sports no less than three classes I can see myself using and enjoying...in spite of all of them being relatively simple and me gravitating usually towards the complexity-monsters. So, once again, this book has some serious plusses. At the same time, I consider a couple of botches in the rules-language, rare though they are, unnecessary and some of the balance-decisions to be a bit off, particularly regarding the force armors and shields.
The fact remains, though, that this is basically the easiest-to-apply unarmored-martial-arts-y-toolkit for Pathfinder I know of; no new system to learn, no complex modifications - choose a base class or an archetype (most of which retain compatibility with as many archetypes as possible) and there you go. This book probably won't blow you out of the water, but its achievement lies in its gentle, unobtrusive teaching, in its simple-to-add options to the game. I can't rate this 5 stars, even though I want to...but I will rate it 4 stars. And, at least for me and from a designer/homebrewing-perspective, this very much is a superb scavenging ground that slowly but steadily grows on you and provides quite a hefty dose of food for thought and basic chassis to embellish and build upon. Hence, I will also add my seal of approval to it, with the caveat that for simple plug and play, this does somewhat lose a bit of its appeal. If you do not plan to tinker with it, consider this a 3.5 - 4 stars-file instead.
An Endzeitgeist.com review
The freshman offering of Dark Naga Adventures clocks in at a classic 32 pages, with one page editorial and 1 page SRD, leaving 30 pages of content - and no, this does not include the front and back cover, since this book very much does not only hearken back to the classic era in tone - it is saddle-stitched and has a detachable color cover that sports maps on the inside - of course in the classic blue/white!
This module was moved up in my review-queue due to me receiving a print copy. The review is based on this print copy of the kickstarter premium print edition.
Okay, before we dive into the nit and grit of this book's actual plot, let's talk a bit about the dual-system format of it, shall we? The module itself does feature the OSR stats in the respective entries and the module does not assuming an additive AC - i.e., you'll see THAC0s and the like. As for combat purposes, the final 3 pages feature the statblocks for OSR and 5e as well as the 2 magic items and special effects introduced herein. One of the magic items is basically a plot-device evil grimoire for the GM to utilize as she sees fit; the second would be a mace+2 that mentions disadvantage, but at the same time lacks the scarcity-entry of 5e's magic item statblocks...as well as whether it requires attunement or not. In the OSR-version, it is but a single line in the wielder's statblock that casts blindness on each hit.
Hiccups like this, unfortunately, do extend to the builds provided for the 5e stats, with e.g. the town drunk noting "STR", but no score. Similarly, if you expect from the 5e stats more than the basics, like unique abilities or straight class progressions, you won't necessarily find that - what's here suffices to run the module, but nothing beyond that. The statblocks also have glitches like a magic bonus from aforementioned mace not featured in atk. So, if you do have the luxury of choosing with which system to play the module, I'd suggest OSR over 5e for this one...though, at least for the weapon, you should probably at least read the 5e-section. The adversaries in the module tend to have an ancient ability called "linking" - in 5e, this allows a character to use their reaction to give an ally they can see +2 to atk, spell DCs and saves...which can be extremely brutal when played smart by the GM. As a nitpick, reactions usually require a specific trigger. In OSR, they can grant +2 attack, defense and a 2 point bonus to saves "and all party saving throws have a 2 point penalty" - at least in the OSR-systems I'm familiar with, I'm not aware of party saving throws. I assume that should refer to the saves of PCs targeted by the linked creatures.
In short: On a formal rules-language level, this is not the most precise of books. That being said, this adventure does have its merits and plays significantly better than it reads. Let me elaborate: For one, the cartography of three villages provided by none other than Alyssa Faden is excellent and player-friendly for these components; similarly, the regional map of the Boldon region in which this module takes place is nice as well. The region as such is lavishly detailed - it can easily be plugged into just about every fantasy gaming world and the relative lack of elves etc. means that the module works pretty well even in human-centric settings. 4 settlements (Boldon, Ponto, Maria, Sumer), all with maps, will be visited by the PCs and the module actually takes heed of consequences...
...and this is pretty much as far as I can go sans SPOILERS. From here on out, the SPOILERS reign, so potential players should jump to the conclusion.
All right, still here? Great! It starts, as often, with a tavern and a tale - on a full page, the local drunk and erstwhile productive member of the community, Fredu, has a tale to tell for sufficient alcohol - a tale of a temple forgotten from a bygone age, when evil reigned. The tale itself is a massive, 1-page read-aloud text in a module that otherwise requires the improvisation of the like. The drunkard, plagued by visions and blackouts, has stumbled upon a place dedicated to none other than Hastur and ever since, he has tried to quench the nightmares...saving him from certain death at the bottom of a glass is but one potential action the PCs may take. However, he also mentions having told more people about it - a retired wizard, for example...and then there is that fletcher, who is fashioning a map.
Beyond the tale, the module is very much a free-form sandbox, as the PCs follow the leads of Fredu's tale and try to find the hidden complex...which isn't that hidden, after all: The servants of Hastur have taken residence and the timer ticks: The dread statue contained within is fed continues sacrifices and its cultist-enhancing aura extends further and further. On an organization note, the aura's effects should have been noted in the overarcing chapter and depiction of its progression, not only in the room where it actually stands...considering the SERIOUS power it conveys to the cultists. That is a nitpick, though - there are a lot of things I absolutely adored in this module: For one, the old-school design-aesthetic. In an age where practically every puzzle and obstacle can be "rolled away", notes on how PCs have to be extremely lucky, regardless of level or doors that require you to find their combination due to the gazillion possible combinations feel very much refreshing.
Similarly, a highlight of the module, as strange as it sounds, may well be the legwork - PCs can be heroes and save old apothecaries from angry peasants, duke it out with loud-mouthed cultists and end on the wrong side of the law - whether due to their own actions or due to corrupt officers standing in their way, the module manages to evoke a sense of consistency and a feeling of being alive that you only rarely see. Similarly, the fact that there are A LOT of beautiful b/w-artworks, all with the same style (AND quality!) as the cover, lends a sense of consistency and continuity to the proceedings and makes for great hand-outs for the players to enjoy.
The sandboxy section here is pretty "realistic" in that it manages to convey exceedingly well and illusion of a group of mercenaries planning an excursion to a forgotten temple, while dark forces stir and try to stop them. Similarly detailed, notes on air quality, illumination and the like can be found for the complex itself. The intriguing component about this temple itself would once again not necessarily be the set-up - that's as classic as it gets; it's the focus on cultists and a dynamic environment, with entries on what cultists are doing when featuring in the respective rooms helping to keep things flowing. Regarding terrains and traps, this module is a bit on the weak side in this section, though. Ultimately, the temple is a pretty straightforward attack on the hide-out of a well-organized cult...and it is extremely deadly. Not kidding, if the PCs are dumb, they will die HORRIBLY in this complex. On a nitpick: The unique demons featured in the book could have used a detailed description - as provided, they remain a bit opaque. The cultists receive significant benefits here, particularly within the sphere of influence of their idol, and should not be underestimated - saves at disadvantage, cultist attacks at advantage. And no, this does not have an OSR-equivalent; familiarity with this component of 5e- terminology is assumed for that aspect of the module.
Editing and formatting are good on a formal level; on a rules-level, it does have a couple of hiccups. Layout adheres to a beautiful 2-column b/w-standard. As mentioned above, both the copious number of artworks by Rick Hershey and the great cartography render this module rather beautiful and contribute a lot to its atmosphere. The print copy I have is certainly a module I am glad to have. I can't comment on the electronic version.
Kevin Watson's first part of the "Haunting of Hastur"-series is a module that is honestly significantly better than I expected it to be. You see, the set-up of the module isn't the most evocative and I tend to be a bit weary of dual-system books. That being said, whatever system you end up using, you won't have paid for a lot of content you won't use; the emphasis of this book is pretty much on the roleplaying aspect and the expert-level atmosphere this one manages to evoke. Were it just for the atmosphere, this undoubtedly would score higher, but the fact is that the dual-system approach doesn't always work too well in the book; OSR gaming seems to be the default assumption and then, suddenly, 5e-terminology seems to be featured in the default assumptions. It is my honest belief that the module would have fared better with one carefully crafted OSR-version and one for 5e, instead of this blending, but that may just be me. If you do not mind this, however, you pretty much get a module where you can mix and mash the two.
Sooo...do I recommend this? It ultimately depends. If you're looking for a challenging, atmospheric module with an old-school aesthetic in design and presentation, then yes, this may be a nice addition to your library. If you expect more new school handholding, preset DCs for actions and a bit more guidance, then you may end up disappointed. Similarly, this module should best be run by experienced GMs, since there is, beyond the beginning, no read-aloud text: You need to improvise that/know what's where and while e.g. conversations with NPCs provide an astounding depth of guidance via bullet-points and consequences of PC-actions, there is still quite a bit left up to the GM. How to rate this, then? Well, here things get a bit tough for me: You see, I really liked this module, but it does show a bunch of the freshman offering-hiccups that can tank the game for less experienced GMs.
In the end, for OSR, I consider this to be a 4 star module; for 5e, I'd rather consider this 3 stars, since the system's skills, proficiencies and similar components could have used more direct consequences within the module. Since this is a freshman offering, this gets the benefit of the doubt and hence, I will round up from my final verdict of 3.5 stars for the purpose of this platform.
Reviewed first on endzeitgeist.com, then submitted GMS magazine and Nerdtrek and posted here, on OBS, etc.
Part II of my review:
Yes, I may have complained about a few pieces herein...but the significant majority of content herein is just BEAUTIFUL. As in crunch-masterclass-level awesomeness. This is basically a book that put the middle-finger to all bland +1/+X abilities and modifications and cookie cutter archetypes. Its totality may not be for everyone; but I can guarantee that every single table out there that uses a soulknife *will* find *something* in this pdf they fall in love with. High-psionics campaigns NEED the armory in them. Low-powered games or those that dislike the laser-y flair need the augmented blade. Seriously. No exceptions for either. I'd also like to emphasize the sheer density of this volume - no broad borders, no filler - this pdf may *look* brief, but it really isn't, with very tightly formatted rules-text, you get a lot of bang for your buck here.
What I try to express with my inane rambling here is simple: I love this book. In spite of its flaws and hitting some serious pet-peeves of mine. I took about 5 minutes to modify (as in: Change min-level, add cool-down, the like.) a couple of pieces of crunch for my table and that's it - I have pretty much a truly superb book in my hands, one that is allowed in my main campaign, mind you. Even before these minor modifications, the book must be considered a must own addition for psionics-using tables; not one that should just be flat-out allowed for all, but definitely one that enriches all games it touches. And that, dear readers, is more important that nitpicking, my own pet-peeves or disagreements pertaining power-levels and pricing of a scant few abilities. While I don't consider this to be mechanically perfect, I thus will still rate this 5 stars + seal of approval - considering the complexity of the material, the amount of greatness and the unique playing experiences this offers, penalizing it for its minor flaws would be a disservice to the file. Yes, it's *that* evocative. Were it not for the minor hiccups, this would be a top ten candidate.
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek, GMS magazine and posted here, on OBS, etc.
An Endzeitgeist.com review
Okay, now for something completely different: This book clocks in at 60 pages, 1 page front cover, 1 page editorial, 7 pages advertisement (unless I've miscounted, 1 page back cover, leaving 50 pages of content, so let's take a look!
So how does this book work out? Well, basically, AAW Games publishes Jacob Blackmon's art and leaves speech bubbles open for the fans to fill - the funniest of the respective lines are collected in this book, with the respective authors of the lines credited, including the runner-ups, so even if you dislike on, you certainly will find a smile among the alternatives.
So this, ultimately, is a product of our community...and it is one that made me chuckle and laugh loud while reading this comic: When the party's handing on a single rope and the characters caution against reminding the GM of maximum load capacity; when a paladin riding into a blackguard convention thinks off the worst blind date ever, when a dragon feeds the PCs a gelatinous cube and tells them to digest it before it digests them, then I got more than a few laughs out of the set-up and the on-point punchlines.
When a charismatic elf is bluffing a troll and a runner-up is "Hey, Billy Mage here with a new, fantastic offer!", I really laughed out loud!
How to rate this, then? Well, to me the artwork by Jacob Blackmon was great and similarly, the funny lines add a cool dimension to the comic itself. Humor, however, is subjective and not everyone will obviously consider every line funny; a couple of these, admittedly, didn't elicit the same sense of excitement than others, but over all, this book indeed provided what its goal was -fun! This collection of comics made me smile and that makes it very much worth it for me. So yes - this very much is worth getting if you're interested in some cool, gamer-humor. This pdf delivered what I wanted from it. Hence, my verdict will clock in at 5 stars.
Reviewed in all the usual places!
An Endzeitgeist.com review
This PWYW-expansion for the plaguewright class clocks in at 3 pages -1 page front cover, 1 page SRD, 1 page content, so what does the apothecary do?
Apothecaries must utilize benign strains in each of their vials (but still may also use malignant strains!) and gain a dosage pool at first level equal to their apothecary level. Whenever the apothecary draws a culture from his vials, he may spend a dosage point to add a terminal mutation known to the syringe as though it were present in the culture. He must add benign mutations to benign strains and malignant mutations to malignant strains.
Also at 1st level, all benign strains gain the terminal euphoria terminal mutation without occupying a mutation slot; this mutation heals 1 point of damage upon the mutation ending and may be taken multiple times (class levels determining the maximum), thus replacing discerning eye. As a capstone, terminal mutations added are treated as though they had been taken an additional time.
The pdf also provides three benign terminal mutations - as a nitpick, these do not have the terminal descriptor and only note being terminal in their name, but oh well. Terminal Bravado allows for fear-save rerolls, terminal clarity for limited DR-ignoring and Terminal Rehabilitation for the healing of attribute damage.
The pdf also contains two new feats: Chaser Coating makes you choose a vial and mutation known that is both benign and malignant. Cultures made in the vial get chosen mutation added sans occupied mutation slot, but mutations that take up two or more slots can't be chosen this way. The feat can be taken multiple times. Another feat lets you ignore the DR of willing creatures.
Editing and formatting are very good - apart from the descriptor-hiccup, which is pretty much cosmetic, I noticed no serious hiccups. Layout adheres to IG's two-column b/w-standard and the pdf has no bookmarks, but needs none at this length.
Bradley Crouch's plaguewright is one of the weirder classes that have come out of Interjection Games' oeuvre and it is COMPLEX. In fact, it is perhaps one of the hardest to grasp classes and this pdf offers a cool, free expansion for the class. While terminal euphoria is nice, I found myself wishing that its scaling was slightly more pronounced - the largest untapped potential for the plaguewright, ultimately, is that of a science-y healer for campaigns where the gods don't heal...or the PCs aren't on their good side. The archetype helps here, but the restriction pertaining the enforced presence of benign strains limits the offense capabilities of the archetype a bit. You can enhance these, both offense and healing, mind you - the class has a ton of moving parts with which you can work and, combined with Terminal Vigor and the temporary hit points from terminal health, the archetype works in interesting buff-combos.
So yeah, while personally, I'll upgrade that one's potency a bit, the pdf is also, ultimately, available for any price you're willing to pay and for a PWYW-book, this is certainly worth a tip and a download. My final verdict will hence clock in at 4.5 stars, rounded up to 5.
An Endzeitgeist.com review
This pdf clocks in at 8 pages, 1 page front cover, 1 page SRD, leaving us with 6 pages of content, so let's take a look!
This review was moved up in my review-queue as a prioritized review at the request of my patreons. The review is based on V.1 of the pdf.
We begin this class with a brief, concise introduction to the subject matter at hand, including advice on creating a gunfighter and quick-build information. Gunfighters begin play with the option to create ammo and the like, with a nice, suggested alternate rule based on Intelligence modifier. In a minor nitpick, the material cost and maintenance-section of the item mentions $1.00 of the item's market value - a conversion rate of $1 = 5 gp is provided, but generally, considering the setting-agnostic nature of the class, this may be perceived as a needless complication by some. I won't penalize the pdf for it, but it is something to keep in mind. If a PC is not using at least 1 hour in a long rest to clean the guns he owns, natural 1s and 2s result in the broken condition for the weapon. A gunfighter can keep a number of firearms in good repair like this equal to his Intelligence modifier. At 13th level, you may craft twice your Intelligence modifier bullets during a long rest.
Now, let's take a look at the gun-rules required here: Ammo can't be salvaged (check!), broken condition requires an Intelligence saving throw on critical misses to avoid (no auto-blow-up). Focus is important - these weapons require steadying - as an action, movement is reduced to 0 ft. and, on the next turn, the gun can be fired. Guns are loud and can be heard FAR away and reloading is an action. Firearms with spread deal AoE-damage, but allow for Dex-saves based on you Intelligence modifier and proficiency bonus to negate.
The pdf provides 4 such weapons: Single action revolvers, repeating rifles, shotguns and buffalo rifles, with the latter being the only one requiring focus - and it better should, considering 4d10 piercing base damage, as opposed to 2d6 for the revolver.
The class gets 1d10 HD, simple weapon and firearm proficiency, vehicle (land) ans smith's tools as well as Dex- and Int-save proficiency and their choice of Animal Handling, Deception, Insight, Investigation (called "Investigate" here), Perception, Sleight of Hand and Stealth regarding skill proficiency. The starting equipment contains a revolver and a horse and includes notes on costs of animals in the Wild West. Gunfighters begin play with a gunfighting style that includes melee-shotgun-using sans disadvantage or double pistol fighting. The latter is somewhat awkwardly phrased "You can treat the weapons as light, and take advantage of two weapon fighting with them." Does this mean the style grants advantage on attack rolls when dual-wielding? I *assume* no, but wording wise, the use of "advantage" isn't too great. Duel specialists add Intelligence modifier to atk and damage when one-handing guns. Long-distance shooters don't suffer disadvantage at long range and add Intelligence modifier to attack rolls. Fast draw specialists have advantage on their first attack each combat and can't be surprised.
2nd level provides an action surge for +1 action, but only once per rest-interval as well as advantage on Dexterity saving throws versus effects you can see coming - like traps, spells, etc. Ability score improvements are gained at 3th, 8th, 12th, 14th, 16th and 19th level. 11th level allows you to attack twice instead of once.
At 5th level, you may reload one firearm as a bonus action and 6th level allows you to ranged disarm foes once per rest-interval.
Starting at 9th level, you may infuse cold, fire or acid damage into up to 12 of your bullets. 17th level nets you evasion and 20th level allows you to add Wisdom modifier either to attack or damage rolls...which feels a bit odd, considering that the base chassis of the class is otherwise themed around Intelligence and Dexterity.
As you may have figured, the gunfighter does gain the obligatory archetype-selection, this time around called gunfighter path. A total of 3 such paths are included and they net abilities at 3rd, 7th, 10th, 15th and 18th level. The first of these paths would be the bounty hunter, who can choose creatures as their mark, gaining advantage on Intelligence (Investigate[sic!] - should be Investigation) and Wisdom (Perception) checks, gaining +2 to attacks versus them...but they can only have Intelligence modifier marks a day, with long rests resetting the timer. They also deal bonus damage versus marks and at 10th level, heal minor wounds once per rest-interval. 15th level nets a potentially paralyzing shot. 18th level, allows for special double damage shots - oddly, the pdf refers to being affected by "Wing 'em" - which I suppose was a WIP-name for the mark. Still, slightly confusing.
Desperados gain cunning action at 3rd level, 7th level sneak attack (scaling up to +4d6 at 19th level), uncanny dodge at 10th level and vanish at 15th. 18th level lets NO attack roll against you have advantage....which is pretty OP, imho. Somewhat odd: "If you are hit, you may take a reaction to make an Attack against the attack that hit you" - I think, some text is missing here...or the wording's a bit odd. You can target an attack, okay...what happens if you hit the attack? Do you shoot a missile out of the air? Do you sunder an axe? Or should that be attacker? No idea.
Finally, the Lone Ranger is the outdoorsman and gains advantage on Wisdom (Perception) and Wisdom (Survival) and 7th level nets crits on 19s and 20s. 10th level "Adds another fighting style" - which should probably refer to "gunfighting style" instead and 15th nets you a stunning shot, while 18th level allows you perform 1 level of exhaustion causing shots 1/day. Pretty cool.
Editing and formatting are generally good, though, oddly, the final pages seem to drop a bit regarding their precision. Rules-language similarly is mostly precise and well-crafted, with some minor hiccups. The pdf comes with great, thematically fitting photography-style artworks and the pdf has no bookmarks, but at 6 pages, that's still okay. Layout adheres to Tribality's two-column full-color standard and is clean and concise, though the upper and lower borders are pretty broad.
Michael Long's gunfighter is per se a damn cool class - and for the most part, it is precise and well-crafted, with the first couple of pages only featuring very minor hiccups like "Investigate" instead of "Investigation" or the aforementioned unfortunate wording choice pertaining advantage being good examples. The gunfighter paths have somewhat more glitches and unfortunately, the pdf does have some glitches that influence the rules-language. While the gunfighter is functional and elegant and appropriate for new players due to the relatively easy to grasp rules and low complexity, it is the collection of these minor hiccups that makes it impossible for me to rate this as high as I'd like to. The gunfighter certainly is no funfighter; the gunfighter is a cool class for its low, and more than fair, price point. While not perfect, it certainly deserves a final verdict of 4 stars - if you expect no perfection, you'll probably love this class as an easy to use, fun Western-class.