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This installment of the amazing "In the Company..."-series, my go-to-series for playable monsters, clocks in at a mighty 31 pages, 1 page front cover, 1 page editorial, 1 page SRD, 2 pages of advertisement, 1 page of back cover, leaving us with 25 pages of content, so let's take a look!

This pdf was moved up in my review-queue as a prioritized review at the request of my patreons.

We begin with a gorgeous image of a letter, representing the correspondence of Pers Veilborn with Qwilion of Questhaven, contextualizing the pdf within the context of the series in an awesome hint of a frame-narrative. Speaking of which - in case you are not familiar with the series, let it be known that you're in for a treat: The installment thankfully follows in the tradition of the pdfs, as it depicts the introduction to the race herein, at least partially, from the in-character perspective of its members, making the pdf actually nice to read. (So not kidding you - I read a lot of racial pdfs and most are DRY. This is not. This is actually something you want to read.) While the narrator this time around is less opinionated and more laid back and neutral in his descriptions, the sections still deserve being called prose and represent more than just an accumulation of game data.

Beyond the vivid prose, the introduction, the recap of the culture and peculiarities of the genie-mindset serves another crucial task, namely to contextualize and elaborate the very mindset of the race in question. In this instance, it is not any being that narrates this pdf, but the very last lord of the janni - and thus we learn of the proxy wars that have almost undone the equilibrium that our world requires to prosper; and indeed, the lord seems to have closed the pass in a final act of preserving our world; has left agents to help us withstand the elemental onslaught of the genie, if push comes to shove.

The jann are made of the stuff of this plane, yet distinct from it and the origin myth for their race - it is also via this origin myth that the concept of the trapped janni is explained in a metaphysically concise manner that makes sense within the context of the game. Similarly, their behavior and role on both elemental and material planes is elaborated upon and helps picture the race within the realm of the game world's cosmology. The level of detail we expect extends to the janni and their interactions with adventurers, faith and society, allowing for a pretty detailed starting point for any players electing to play a janni - which is amazing and something that should frankly be standard: Races are more than just an accumulation of dry stats and have so much more potential, need so much more to feel distinct. From all of these to nomenclature, the fluff presented is nice and evocative indeed.

But what about the crunch? Janni receives +2 Dex and Wis, -2 Con, are Medium native outsiders, get low-light vision and choose a dominant element at character creation. Their diversity is represented in an array of racial traits, two of which are chosen at character creation. These sometimes interact with the dominant element chosen and include bonuses to atk and Knowledge versus the efreet, superb adaptation that makes it easier to blend into larger communities, element-dependant bonuses to skills, elemental-dependant caster level bonus, natural armor, darkvision 60 ft., skill-check-bonuses while near large bodies of water and the like - and yes, even RP-based scavenging of other race abilities - though in a limited capacity. The base race, in short, is perfectly balanced and can work in any high- or low-fantasy context without any snags. Big kudos! Also: Age, height and weight table is included in the deal. The favored class options presented include core and APG-races, magus, bloodrager, kineticist and vigilante, tie in well with the race's themes and do not sport any problems.

All right, that out of the way, let us take a look at the racial archetypes contained herein, the first of which would be the Jann Fury bloodrager, who is locked into either the destined or elemental bloodline, but also gets to choose a jann path from the list available to the jann racial paragon class - said path must correspond to the element chosen or be the true jann path, gaining the listed class skills.

Let's make a quick detour here to talk about these paths. The racial paragon class chooses one such path at 1st level; these paths each add two class skills to their list and determine the type of points contained in another class feature, the elemental pool: The path of Djinn, for example, adds air empathy points. These elemental paths behave somewhat akin to bloodlines in that they provide a so-called path inheritance at 2nd level and every even level thereafter up until 10th level. To retain the example of the path of the djinn, we begin with +2 to initiative at 2nd, + class level acid resistance at 4th level and 6th level allows for the option to concentrate and remain motionless for 3 rounds - if the character does, he can pinpoint hidden corporeal creatures and may extend this sense even around blockages, provides she could bypass them. 8th level allows for 5-foot-steps in difficult terrain and 10th level provides the limited ability to assume a whirlwind form for a scaling number of rounds per level. You're no doubt noticing that the abilities actually provide some cool tactical tricks and this indeed extends to the other oaths: Fire damage for AoOs, ignoring limited amounts of fire resistance, vortex form and a combo of bull rush and grapple can be found...oh, and what about bull rushing foes into the earth? The janni choice is the most flexible of them, obvious, but also has the least raw power, with high-level options allowing for prolonged existence on the elemental planes. How? Well, they get to choose their resistance. Pretty cool.

However, the path is further entwines with the racial paragon class - you see, starting at 10th level, the jann paragon may cast plane shift 1/day as a SP and is furthermore considered to be a noble specimen of the respective race. At this point, the chosen path further determines the ability unlocked - which, in this case, would be the ability to assume an alternate form while on the corresponding elemental plane; in some cases, the ability also bestows passive always-on benefits like a swim speed and the ability to breathe underwater. At this halfway point, the benefits of the chosen path also change: From here on out, at 12th level and every 2 additional levels thereafter, the jann gets to choose a so-called noble inheritance from a list provided by the respective path. In short - these behave more like talents. The noble inheritances include the respective energy immunities, select SPs to conform with the noble genies and upgrades, like a better vortex form, but also sport e.g. fire-to-fire teleportation, causing tremors and the like. As a minor complaint - some abilities build upon other noble inheritances or elemental powers and don't require their prerequisites to take, which can leave an inexperienced player with a dud-choice if they don't read the pdf properly. That being said, since they are unlocked at 12th level, a player at this point is not inexperienced, hence this gets a pass.

All right, got that all? Great, let's get back to the jann fury for now. Instead of the bloodline power of 1st level, the jann fury receives an elemental pool with the corresponding affinity and also learns one elemental power from a limited list - more on those concepts later in the racial paragon discussion. 3rd level yields the 2nd level path inheritance of the chosen path, with 7th level providing the 6th level path inheritance and 10th level providing the 8th level path inheritance. Starting at 13th level, the bloodrager receives a noble inheritance, plus an additional one every 3 levels thereafter. This does eliminate blood sanctuary and DR. 4th level yields the 1st level bloodline power and the 4th level path inheritance, but eliminates the 4th level bloodline power. Bloodrage is gained at 4th level and at -3 class levels. 13th level yields the noble janni benefits instead of 13th level's bloodline spells and 16th level's bloodline power and 20th level replaces the bloodline capstone with that of the racial paragon class.

The second archetype contained herein would be the primal weaver kineticist. These guys gain the same diluted path ability as the bloodrager archetype, modifying class skill selection. Elemental focus must correspond to the choice made here and at 7th and 15th level, the primary element must be chosen as expanded element. At the lower, even levels that would yield path inheritances, we receive those instead of the utility wild talents. Instead of metakinesis (quicken), the character receives the noble janni ability. 17th level replaces metakinesis (double) with a noble inheritance and 20th level replaces the omnikinesis capstone with that of the racial paragon class. The archetypes, while flavorful and tied in well with the base class, did not absolutely blow me away, so let's take a look at the racial paragon class now.

The jann class' framework is powerful: Full BAB-progression, 6 +Int skills per level, d10 HD and good Ref- and Will-saves as well as proficiency with simple and martial weapons...but not with armors or shields. Now, I already mentioned the elemental pool: Gained at 1st level. This pool contains 3 + Class level elemental affinity points. While the jann paragon has at least one elemental affinity point, he can, as a swift action, use detect magic or conjure forth images and shapes from nearby elements...which is a nice, flavorful ability.

Beyond the aforementioned path and its benefits, the class also gains elemental powers - the first is chosen at 1st level and another is unlocked at every 2 levels after 1st. Elemental powers represent active abilities that are supernatural or spell-like abilities, with a save DC equal to 10 + 1/2 class level + Wisdom modifier, if applicable. These abilities require the expenditure of the respective elemental affinity points: In order to use elemental powers that require fire empathy, you need to, obviously, be able to use fire empathy points, with costs ranging from 1 - 3 points. Elemental powers with a cost of 1 point can be activated as a move action, while more costly tricks require a standard action to activate. Thus, the choice of path also influences the choices available here. However, quite a few of the abilities featured in this selection are available for multiple paths, allowing the janni to pay the cost in one of multiple affinities. These choices generally make sense: Control water requires the use of water affinity points, for example, while control weather can be paid for with either air or water affinity points. Beyond the obvious, offensive fire burst and similar options, you'll also find some unique options - like the ability to control the density of water to keep people afloat or make them sink, so depending on your priorities/build, you can actually provide some unique utility options. At range combat maneuvers via earthen hands or bursts of air also allow the character to engage in some soft battlefield control. Conjuring forth elemental shields or turning into scaling elemental body shapes. Choking others, dealing minor damage or adding a debuff can also provide some hard controlling actions, while creating clouds of elemental energy or mounts allow for further modifications and interesting options - and yes, elemental walls are similarly included, should you require hard battlefield control. Basically, these limited resources allow you to engage in pretty potent tricks, yes, but they do feel balanced within the context of the class. The capstone lets you assume the noble form of the noble janni feature for an indefinite amount of time as well as plane shift at-will.

The pdf also includes 5 feats: +2 elemental pool points, an extra elemental power and a 1/day reroll versus charm, possession, etc. can be found. Another feat yields a kineticist's basic utility talent of the chosen element and a final feat yields a latent elemental power than that may be used at -4 class levels, a total of 4 - elemental power point costs in an interesting twist on the formula of such feats. Basically, it lets you gain an elemental power sans point costs, but with a hard cap of daily uses.


Editing and formatting are very good, I noticed no significant issues. Layout adheres to Rite Publishing's nice and easy to read two-column full-color standard and the pdf comes fully bookmarked for your convenience with nested bookmarks and all. The pdf is full of really nice full-color images I haven't seen before, making it aesthetically pleasing as well.

It's been too long since I had a book by T.H. Gulliver in my hands and it's nice to see that some things don't change: For one, the flavor of the janni-race herein is awesome; and while I wasn't too blowna way by the racial archetypes, at least they did tie in with the unique options available for the race. The racial paragon class, the heart of this pdf, is flavorful, evocative and fun and has a nice selection of unique tricks that allow you to play it in widely different ways: You could play these guys as dangerous skirmishers, utility warriors, martial battlefield controllers...and so much more. The base chassis looks incredibly strong, but thanks to the structure and nature of the talents, the class plays in a fun, yet not overpowering manner. Oh, and I have seen A LOT of elemental -themed books. To the point where I'm frankly, at least for the most part, very sick of them. This does not hold true here - the class actually manages to cover some new ground in this well-tread field - so yeah, what more can you ask of a pdf? This is a well-presented, well-written, fun way to actually play a genie - well worth 5 stars + seal of approval.

Endzeitgeist out.

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***( )( )

This pdf clocks in at 18 pages,1 page front cover, 1 page editorial/ToC, 2 pages of SRD, 1 page back cover, leaving us with 13 pages of content, so let's take a look!

So, this first very positive surprise you'll notice when reading this pdf would be the general set-up that is presented in the history of this cult. At this point, we have all seen iterations of the color in fiction or CoC/ToC-supplements before, but this pdf actually puts the influence of the entity in an interesting sequence of events: You see, the cult's locale is situated within the Bright Mountain Valley, where the local fey population, xenophobic korreds, have been fighting a losing battle versus the approach of civilization.

The ever more desperate fey resorted to conjuring forth lethal plant-creatures - though that backfired big time; turns out calling mindslaver molds with imperfect control over them is a really bad idea and so the fey fell to the mold's influence. Worse, the color that arrived hijacked the mold, creating a horrid dual layer of control the deadly adversaries. While there are a couple of typos like xatabay instead of xtabay, but still, the set-up is intriguing and makes a surprising amount of sense within the context of the game. The contact of foreigners with the color led in a growing legend that brought a dragon to the vale as well - a being who ended in a stasis between destruction via the color and life, becoming another insane herald for the cult. So yes, the presentation and angle provided here blend the fantastic and the Lovecraftian themes very well with the crunchy realities of PFRPG; basically, this is fantasy with mythos-themes, as opposed to horror with sprinklings of fantasy.

Now, the pdf also contains stats for some of the creatures that are now controlling the cult - the mind-enslaved color-blighted korreds and the mindslaver mold, for example. The statblock of the korreds does unfortunately contain some glitches. Beyond these two, the pdf also introduces us to Ichabod Krona, a somewhat cringe-worthily-named occultist of the sinister savant archetype. The man has studied the mysterium magnum, a dread grimoire, and his has brought him towards the cult. The aforementioned book is btw. included in the pdf: The cursed book has some nice benefits for those with Psychic Sensitivity or psychic spellcasting and can help automatic writing...but this also comes with a pretty random and evocative array of strange side-effects when using this ability...side effects that are not only creepy, but can provide some further adventuring angles. Nice job there.

The aforementioned sinister savant archetype is included in the book as well: At 1st level, the occultist replaces occultist implements with the ability to use magical books and scrolls as implement focuses, provided they contain a magic or effect related to the implement school to be emulated. The lack of implement schools means that the archetype has also modified resonant power: Whoever reads the implement in question gains a +2 bonus to Knowledge for every 2 points of mental focus invested, with a maximum of 2 +1 for every 2occultist levels.

Reading an implement takes 1 round - that should probably be "full-round action", considering the benefits conveyed. At 4th level and every 4 levels thereafter, the character has a 50% chance to receive a random insanity and also learns 1 level-appropriate spell from the implement schools known, replacing shift focus. As a capstone, the character receives full information on a CR 20+ creature of doom and may extol its horrid powers, potentially causing panic. The powerful diversity of the variable access to diverse implement schools is offset a bit. However, at the same time, the archetype has a few formatting hiccups - spells not italicized, wording that could be a bit more precise...but it remains a functional option.

I already mentioned the horrible dragon, kept in stasis between life and annihilation, the green brute Novastarov, kept alive by her ring of sheltered vitality. Her CR 13 iteration was included, though the powerful ring she has is imho underpriced as far as I'm concerned. Similarly, the sheltered vitality spell that provides immunity to all ability damage and drain as well as fatigue and exhaustion is utterly OP for its level and needs a serious whacking with the nerf-bat.

That as an aside, but the pdf does contain more than those powerful scions of the cult - it also contains the stats and precise motivations of the dread glowing god, a colour from out of space with the mighty template, with history, lore DCs and detailed write-ups - though, once again, the rules-components have some flaws - Knowledge (dungeoneering) is e.g. written as "knowledge dungeoneering (oozes) - which does not exist. That being said, the lore section and components of this write-up otherwise are pretty well-presented and actually evocative.


Editing and formatting are okay on a formal and rules-language levels - while there are quite a bunch of obvious errors in those components, they generally do not tamper with one's ability to employ the material. Layout adheres to a nice two-column full-color standard and the pdf sports several nice full-color artworks. The pdf does not have any bookmarks, which, in conjunction with the disabled text-copying option, constitutes a severe comfort-detriment when using this pdf.

Robert Gresham, with additional writing by Rodney Sloan and Angel "ARMR" Miranda, provides an interesting cult that could have easily reached the lofty levels of excellence. In fact, this pdf does make for a viable purchase if you're looking for flavor, for ideas and the like - the pdf feels like it does offer heart's blood, careful consideration of the game's realities. That's a big plus for me. However, if you are one of the people who expect flawless rules, you will like the prose, sure...but the execution of the rules-relevant components leaves something to be desired and shows that this pdf could have used the hand of an experienced editor and/or developer. From the utterly OP item/spell to the other components, most rules herein sport deviations from standards, hiccups and the like and may really gall some people.

As a person, I actually did derive some joy from reading this book - the very stringent and logical entwinement of the tropes of traditional fantasy and mythos makes for an intriguing offering. At the same time, as a reviewer, I have to rate the formal criteria of this pdf as well, and beyond the comfort issues, the glitches do accumulate. My final verdict will clock in at 3.5 stars - those of you looking for mostly flavor should round up...but my official verdict, alas, can't do that.

Endzeitgeist out.

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**( )( )( )

This installment of Dreamscarred Press' Monster Classes-series clocks in at 16 pages, 1 page front cover, 1 page editorial, 1 page SRD, slightly more than 1 page of glossary, leaving us with ~12 pages of content, so let's take a look!

So, what is this? In one sentence: It's Dreamscarred press providing the Savage Species type of "Play monsters"-rules for the context of the Pathfinder roleplaying game. The pdf does acknowledge that this series (or even, individual installments) may not be for everyone - the fact is that most modules are humanocentric and thus, playing monsters can wreck havoc with the assumptions of a given game...more so than players are liable to anyways.

Let's not kid ourselves here - the guidelines presented in the bestiaries aren't really doing a good job; CR = levels doesn't work out too well - the concept needs a finer balancing. The series acknowledges exactly this requirement. The solution here would be to employ basically racial paragon/monster classes; instead of progressing in a class, the respective critters advance to grow into the full power array.

We begin with the janni, which are native outsiders with darkvision, a natural armor bonus of +1 and +2 Strength and Intelligence. The racial class spans 6 levels, gets d10 HD, 6 + Int skills per level, good Fort- and Ref-saves and a total attribute gain of +6 Str, +4 Dex, +2 Int, +2 Cha, +4 Wis, for a net gain of 18 points. The class nets proficiency with simple and martial weapons and light and medium armors. Janni may only remain on the elemental planes for 48 hours before taking damage, 1 per hour - while I am aware that this is a reproduction of the janni's special ability, I still wished it had been modified. 2nd level nets fire resistance 5, which upgrades to 10 at 5th level. Spell-like ability-wise, 1st level nets 3/day speak with animals, 2nd provides create food and water 1/day, 3rd nets 1/day invisibility (which upgrades to 3/day at 4th level) and 6th level nets ethereal jaunt 1/day and 3/day plane shift to material, astral and elemental planes only. 2nd level nets telepathy 30 ft., which is upgraded to 50 ft and 100 ft at 4th and 6th level, respectively. 3rd level nets Improved Initiative and 4th level nets 20 ft. perfect maneuverability fly speed, which is early, but not unduly so - no complaint here. I do, however, complain about change size: Its referred spells are not italicized and the text contradicts the table: The text notes 4th level, while the table unlocks it at 3rd. The ability can be used an additional time per day at 6th level.

All in all, one of the better entries in the series, in spite of the hiccups that still haunt it. However, while the pdf predated it, the superior "In the Company of Genies" has since then been released...which kinda takes away the main case I could make for this race, as Rite Publishing's book is vastly superior in details, how easy you can integrate it into your game...etc.

The second class herein would be the mummy, who receives +2 Str, -4 Int, is undead, has darkvision 60 ft., +2 natural AC and vulnerability to fire. The monster class spans 8 levels and nets d10 HD, 4 + Int skills per level, proficiency with simple weapons, 3/4 BAB-progression, good Will-saves and begins at 1st level with a 1d4 slam attack that improves its base damage to 1d6 and 1d8 at 4th and 8th level. The natural armor bonus increases by +2 at every odd level. 2nd level nets DR 1/-, which increases to DR 3/- and DR 5/- at 4th and 6th level. 3rd level unlocks despair, which has a 10-ft.-reach and renders the target shaken the target on a failed save. This increases to 20 ft. and allows for an alternate paralysis effect for 1 round. This paralysis is increased to 1d4 rounds at 7th level, which also extends the aura farther, to 30 ft. THANKFULLY, the aura has a once-in-24-hours-caveat akin to hexes, which prevents it from being horribly broken and reduces it to being strong, but manageable. 8th level unlocks the signature mummy rot. Attribute-gain-wise, the mummy receives +12 Str (!!!), +2 Wis, +4 Cha, making it very lopsided. Odd: The reduced movement rate of the mummy is not represented by the race. As a whole: Not a fan.

Next up would be the rakshasa, who receives +2 Dex and Int, is a native outsider shapechanger, has a fast speed of 40 feet, darkvision, +2 to Disguise and Bluff, +1 natural armor.

The racial class spans 10 levels, nets d10 HD, 6 + Int skills per level, good Ref- and Will-saves, full BAB-progression, proficiency with simple and martial weapons. The class gets 1d4 claws at 1st level, a secondary 1d6 bite at 2nd level and begins play with SR equal to 10 + HD, increasing that to 15 + HD at 5th level. At first level, we get 1/day change shape (spell-reference not italicized, with similar cases in the table). At 2nd level, 5th and 8th, the racial bonus to Disguise increases by +2 and 8th level adds +2 to Bluff. 4th level nets 1/day detect thoughts, +1/day for every level thereafter, with 9th level making that at-will. 5th level nets DR 5/good and piercing, which increases by +5 at 7th and 10th level. Spellcasting as a sorceror at minus 3 class levels is unlocked at 4th level.

Attribute-gain-wise, the rakshasa receives +6 Str, +8 Dex, +12 Con, +2 Wis, +6 Cha, for a total of 34 attribute points gained. I could go on picking this apart, but the monster class has the unpleasant task of going up against the SUPERB, stellar "In the Company of Rakshasa", which not only has the better balance, it also has culture galore, more detailed class options and manages to hit the flavor of rakshasa, their decadence and hunger, infinitely better. If you want to play a rakshasa, get that book instead. It's one of the best racial books for a playable monster I have ever read.

The final creature within this pdf would be the sentient flesh golem, who receives +2 Str and Dex, -5 Cha, is a construct with darkvision and 30 feet. Full construct immunities (minus mind-affecting: They can be hit by that at least.) at 1st level. And there goes the utility for pretty much all but the most high-powered of campaigns. 20 bonus hit points for being Medium. Yeah...I can see campaigns making that work...but it's nowhere near something I'd recommend. Beyond that, they get low-light vision as well as +2 natural AC.

The 9-level monster class nets +2 natural AC at 1st level, increasing that by a further +2 at every odd level thereafter for a total of +12 and begins play with a 1d4 slam attack that is increased to 1d6 at 4th, 2d6 at 7th and 2d8 at 9th level. They begin play with SR equal to 10 + HD and at 2nd level, gain DR 1/adamantine, which increases to 5/adamantine and 10/adamantine and 6th and 8th level. 4th level nets a size-increase to Large and 9th level unlocks magic immunity. Attribute-gain-wise, the class only receives +8 Str...but considering the immunities...that's good. Still, Fat Goblin Games' Player's Guide to Vathak has a significantly less problematic flesh golem-player-race.

The pdf also sports a total of 12 feats for the races here, some of which are very much cool: Rage of the Machine, for example, 17day prevents the construct's destruction when reduced to 0 hp, instead making it go berserk at 1 HP and cannot be destroyed by hit point damage. Similarly, being able to smash traps rather than disarm them is a cool idea. 1st level-only aquatic mummies, flight tricks...pretty cool stuff here, though e.g. using Int or Cha for Fort-saves isn't something I enjoy. gaining a hope aura instead of despair is interesting, as is the ability to ritualistically make a curse trap. Annoying: Spell-references are not italicized here either. The pdf concludes with a glossary.


Editing and formatting are okay -the pdf sports both unnecessary glitches and a couple of annoying formatting hiccups. Layout adheres to Dreamscarred Press' two-column full color standard and the pdf comes with a second, more printer-friendly version. The pdf has some bookmarks. The artwork is nice this time around.

Jeffrey Swank's Monster Classes covering these roughly desert-themed beings are...decent? The janni is okay, if not too exciting - and as per the writing of this, "In the Company of Genies" has hit they may actually be considered to be redundant as well. The golem is at the same time OP and fragile as all hell, basically requiring the very strong Rage-feat...which can result in weird low-level encounters: Throw the golem in the room, nothing can kill it, it kills everything, repeat the next day. I *like* the idea here, but I think the execution is flawed. The mummy is front-end heavy...and the rakshasa is just redundant in any world where Rite Publishing's superior "In the Company of Rakshasa" exists. Similarly, the "Player's Guide to Vathak "covers the golem-angle better...and I've seen better balanced undead PC races by the dozen. Which leaves me in an odd place. This is not by any means the worst installment in the series, but I can't really figure out a reason to get it. I tried hard to like anything herein and only partially succeeded. If you have a less pronounced library of amazing races than I do, you may get something out of this, I wager...but considering the context, I can't go higher than 2.5 stars, rounded down for this one.

Endzeitgeist out.

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This installment of the Mythic Magic-series clocks in at 32 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page ToC, 2 pages of introduction, 1 page advertisement, 1 page back cover, leaving us with 24 pages of content, so let's take a look at this book!

So, at this point, you probably are familiar with what these books by now - if not, the pitch is simple: We get mythic versions of all spells contained in Ultimate Intrigue and thus, we begin with an alphabetic list of the spells featured within this book. However, there is an important paradigm shift in this book, courtesy of the changed design paradigm Paizo introduced back in Occult Adventures and continued in Ultimate Intrigue. You see, the adaptations of spells in earlier hardcovers have been somewhat different in tone and focus; numerical bonuses and damage types, as a whole, obviously lend themselves to an adaptation to mythic adventure contexts based on numerical escalation; you get the idea - expend mythic power for x, use mythic surge in conjunction with it for y.

That type of design simply does not gel too well with Ultimate Intrigue's spell selection. What do I mean by this? well, the first spell already makes this clear: Mythic absolution allows you to retain specific charms and compulsions, while still allowing for code of conduct violation rerolls, with the 4th tier augment allowing for the expenditure of 2 uses of mythic power, with better saves for the target. Similarly, aerial tracks augment options allows you to automatically succeed Survival checks of DC 40 or below if you power it via mythic power. Aphasia can bypass tongues and may be upgraded to behave basically like a curse, audiovisual hallucinations actually react appropriately towards damage inflicted and may receive more complex instructions.

Mass Charm Person is harder to detect when used in its mythic iteration, while codespeak significantly increases its duration - amazing: The mythic version actually PERMANENTLY teaches to read and understand the code...which is amazing for complex spy-games. Similarly, making a conditional curse hereditary represents an amazing augment and conjuration foil's mythic iteration may represent a numerical upgrade, but also includes a variety of tactical options. The crime spells allow for multiple rolls and the caster's choice of the result taken. Dark whispers affects up to two creatures per tier beyond line of sight/effect and may even imitate voices. Deadman's contingency's upgrade allows you to actually layer several of them upon each other. False Belief allows for the implantation of fake memories, while e.g. handy grapnel is indeed a full-blown Batman-level super-grapnel. Cool: Hollow Heroism is incorrectly identified by probing magic as mythic heroism, while illusion of treachery allows for a significantly increased control.

Casters of majestic image may employ other spells in conjunction with the spell and phantasmal affliction may impose curse, poison or wasting-like benefits. Rumormonger also gets an amazing upgrade, providing basically a rumor-web, which can really make high-powered investigations provide a whole new assortment of options -same goes for trace teleport....and treacherous teleport.

Now there are also a couple of different spells that do not go this way - true prognostication, for example, has a higher maximum chance of success and does not have a cost. Undetectable Trap continues until the next time the trap is triggered, while also increasing the DC to notice the trap...and no automatic detection chances for anyone. Vicarious view has a longer duration and may be used in conjunction with senses of a spell level lower than your tier. So yes, there are a couple of diverse spells that are a little bit less extensive in their options.


Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to legendary Games' two-column full-color standard and the pdf features several nice full-color artworks, though fans of Legendary Games will probably be familiar with several of them. The pdf comes fully bookmarked with extensive bookmarks for your convenience.

Alex Riggs and David N. Ross went above and beyond in this mythic magic-installment: The spells and their effects have been seriously expanded, allowing for a wide variety of brilliant gambits to stack upon another. In fact, this is probably the best Mythic Magic-installment so far. Why am I saying this? Simple: This book has managed what no other Mythic Magic book made me want to do: Play a very specific game. As some of you may know, I'm a huge fan of Batman, Death Note and similar battle of wits type of scenarios and this pdf's spells allow for the truly epic battling of magical wits: The spells in the base book already had this Batman/Sherlock detective-battle-of-wits type of vibe, but once you add this book's vastly expanded options to the fray, things become amazing, allowing the PCs and villains to pit complex gambits against one another...and boy, do I love that! I really want to make a truly intrigue-heavy game with these!

Expertly crafted, this installment is absolutely inspired and allows the GM and players to engage in a whole new level of deception, subterfuge and style. This is an amazing, diverse and extremely well-made pdf, well worth 5 stars + seal of approval.

Endzeitgeist out.

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An review


This installment of the Animal Races-series clocks in at 13 pages, 1 page front cover, 1 page editorial, 2 pages SRD, 1 page back cover, leaving us with 8 pages of content, so let's take a look!

The clan of the goat encompasses more than goats; sheep etc. are included...and the pdf has some intriguing cultural peculiarities - the clans know, for example, 4 genders, with pregnant females and infertile males being their own genders. Similarly, to wear or not to wear shoes is an important ideological statement! It is these little tidbits that make sense, that make these come to life! Muskox are mostly neutral, sheep mostly good and lawful and goats mostly evil and chaotic, tapping into the iconography of real world religions and blending them in a smart way with the race's flavor.

Members of the clan of the goat, these guys are medium humanoids with the faun subtype, gain low-light vision and a +1 natural AC-bonus that increases to +2 at 10th level. The race receives 5-ft-scent that increases in range to 30 ft. at 6th level and a gore attack for 1d4 as a primary natural attack (1d3 if the character is Small). The character may choose to be either Medium and gain +2 Str, -2 Wis or be Small, with +2 Dex and -2 Str. Members of the goat clan receive +2 Int and speak Infernal as a bonus language,. They may also choose Goat Clan Heritage instead of a witch hex. Mountain Goats begin speaking Terran and gain +2 Cha and may select Goat Clan Mountaineer instead of a oracle's stone or wind revelation. Muskox members begin play speaking Sylvan and gain +2 Cha and may select Goat Clan Heritage instead of an oracle's nature revelation. Finally, sheep clan members gain +2 Cha, speak Celestial, with the option of gaining Goat Clan Heritage instead of a paladin's mercy.

As always, the race taps in its flavor into the respective Racial Heritage-feat-mechanic: To recap, if this is the first review of a pdf of this series you read - basically, they provide a selection of different abilities; the more often you take them, the more you get to choose and once you have enough of them, you unlock more powerful options, though they have a scaling prereq-caveat that prevents abuse via feat-heavy classes. The Goat Clan Heritage feat allows for the selection of climb, fast movement, improved gore, scavenger (the latter netting immunity to ingested diseases and poisons and being nauseated or sickened from eating something like that); once all of these have been taken, you can choose powerful charge. Goat Clan Mountaineer allows for the selection of climb, cold resistance, improved gore or scavenger, with powerful charge as an unlocked final option. The pdf also provides three more racial feats: Gruff Demeanor is a bland, +2 to two skills, later +4 at 10+ ranks skill-bonus feat. Scapegoat allows your familiar to intercept lethal attacks, while Troll Slayer can temporarily negate a creature's regeneration, which is pretty cool.

As always, the pdf has an assortment of different, cool notes on genealogy and the respective fantastic creatures of PFRPG and how they interact with the clan, firmly entrenching the race in the fantastic context of the game. Oh, and age, height and weight tables are included, though there are no favored class options. The pdf also features the write-up for the deity Amon, another divinity who claims the title of Eye of Ra.

Beyond this well-written write-up, there is a nice CR 8 creature, namely the Krampus, including chain armor, swallowing burlap-sack and child-scenting. One of the best iterations of the creature I have seen so far!

The pdf, as always, sports the cool heraldry traits that, in power, slightly exceed regular traits, but include minor penalties to offset the power of the benefits they convey. In a cool thematic aspect, they this time around not only include feats, but also a select array of hexes. The pdf also includes a cool oracle curse - instead of succumbing to fear effects, the character falls asleep, faints, and after awakening, the fear (and later charm etc. effects) suddenly vanish. Nice one!


Editing and formatting are top-notch, I noticed no glitches. Layout adheres to the series' elegant, printer-friendly two-column b/w-standard with thematically-fitting stock art. The pdf comes fully bookmarked for you convenience.

Eric Morton's Clan of the Goat is really interesting - while I wished the pdf was longer and had even more material to provide cool angles to the interesting race featured herein, it does contain well-balanced, fun options that should be viable for pretty much every game. The flavor and prose are concise, the vision consistent - there is nothing to seriously complain about herein. My final verdict will clock in at 5 stars.

Endzeitgeist out.

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