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Endzeitgeist's page

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*****

An Endzeitgeist.com review


This installment of the Village Backdrop-series is 13 pages long, 1 page front cover, 1 page advertisement, 2 pages of editorial, 1 page ToC/foreword, 1 page advice on how to read statblocks for novice DMs, 1 page SRD, 1 page back cover, leaving us with 5 pages of content, so let's take a look!

Hosford is the second village located in the FREE Lonely Coast mini-campaign-setting by Raging Swan Press, which I'd wholeheartedly recommend you check out - I never regretted downloading that one.

Location-wise, Hosford lies between the village of Swallowfeld (also available) and the as-of-yet not covered town of Wolverton, the largest settlement of the lonely coast.

Hosford once sported a mine, but careless digging (or something less savory) saw the mine collapse and create a cove, which created a natural harbor for the now thriving fishing industry - not all is well in the little town, though, since recently a couple of villagers have gone missing without a trace. A sense of palpable fear has prompted the villagers to act and appoint a rogue (investigator) (with full stats) as reeve to get to the bottom of the weird disappearances - and while the pdf gives you the culprit (again, with full statblock), I won't spoil the reasons for the disappearances or the true culprit here - you'll have to get the book yourself in order to find that out.

Beyond these recent disappearances, we get a full settlement statblock, a list of notable folk and notable locations in the village, a selection of magic items for sale in town and, of course, village lore and 6 rumors. Beyond that, the pdf also provides multiple write-ups of the respective locales, 6 events to spring upon your PCs and information on local nomenclature, dressing-habits and the law.

Conclusion:

Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to RSP's 2-clumn b/w-standard and the pdf comes in 2 versions, one optimized for print and one for screen-use. Both are extensively bookmarked. It should be noted that the beautiful b/w-map of the village can be downloaded as a web-enhancement sans the annoying map-key on Raging Swan Press' homepage, something I'd suggest you do.

This village backdrop has probably the most ingrained adventure cut out of any village backdrop I've seen so far - all the pieces are in place and it requires at best a moderately talented DM to craft a nice short investigation from the content provided herein - one that does not sport a traditional villain and where the distinction between what's right and wrong and the culprit's peculiar situation mean that the PCs will have, if you so choose, a moral dilemma at their hands. If you so choose, that is - the component can be downplayed easily or just dropped alltogether if you happen to have other plans.

All in all, Hosford is a great locale with a stunning, uncommon layout and map and some expert-writing to back it up - one of the best installments in the series so far and one well-deserving of a final verdict of 5 stars + seal of approval. Congratulations to author John Bennett!

Endzeitgeist out.




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An Endzeitgeist.com review


This pdf is 4 pages long, 1 page front cover, 1 page SRD, leaving us with 2 pages of content, so let's take a look at what new tools the Vishkanya get!

We kick this pdf off via 4 new racial feats:
-Blowgun Spittle: Add your natural poison to blowgun darts as part of shooting it. Great way of making the otherwise rather weak weapon shine more.
-Caustic Poison: When a foe takes ability damage from your poison, s/he also takes 1 point of acid damage. Too weak for the investment of a feat, imho and more in line with a trait/alternate racial trait.
-Serpernt's Slink: Count as one size smaller for purpose of determining stealth-bonuses. Somewhat of a lost opportunity there: The feat would be even cooler if the Vishkanya could actually hide in spaces only accommodating smaller species, but that might be just my idea and won't fracture into the final verdict.
-Venom Sense: Detect Poison 1/hour as a spell-like ability at HD caster level.

The 4 new traits make you more resilient versus fascination, 1/day net you Spell Focus (enchantment) or (illusion) (but only for spells with material and somatic components, respectively - which is a great design-choice to limit traits and keep them still relevant) and make it easier for you to antagonize others.

The two alternate racial traits allow you to be scintillating and thus more beautiful (bonus to social skills), but also makes disguising yourself harder, whereas the second allows for a very cool faster escape from bonds - this one really drives the race's flair home. Neat!

This installment's archetype is the Venomous Disciple for the Monk, who combines monkish discipline with sleeping venom and Adder Strike as potential bonus feats and may opt to create poison that can affect creatures immune to poison - but balances this with the DC requiring to surpass the target creature's SR - an uncommon and cool mechanic. At higher levels, these monks may purge poisons and absorb poisons from others and at high levels make their toxins lethal on a secondary save. Two thumbs up for this neat archetype - the so far best take on the serpentine monk I've seen so far!
Conclusion:
Editing and formatting are top-notch, I didn't notice any significant glitches. Layout adheres to Abandoned Arts' no-frills two-column standard and the pdf has no bookmarks, but needs none at this length.

This installment of the Amazing Races-series is one of the better ones - from a compelling archetype, cool feats, an interesting trait-mechanic, this is definitely a pdf I'd also recommend to DMs who want to add some additional oomph to reptile/serpentine foes beyond the obvious target audience of Vishkanya-players. While not all individual pieces are awesome, I'll still gladly settle on a final verdict of 4.5 stars, rounded up to 5 for the purpose of this platform.

Endzeitgeist out.




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An Endzeitgeist.com review


This installment of the Treasures of NeoExodus-series is 5 pages long, 1 page editorial/SRD, leaving us with 4 pages of content, so let's take a look, shall we?

When a great warrior and his best druid friend were stranded on an island and the foolishness of said warrior cost the life of said friend, the legend of grasscutter was born - a blade of wood, by now infused with the intelligence of a guardian spirit that has since become a legend.

Rules-wise, the blade is a +1 club - unless wielded by a fighter, in which case it turns into a +2 impervious keen longsword of speed that compels its wielder to never use another weapon again. Rather cool: If you happen to belong to the great swordsman's bloodline, you may call upon the blade's guardian spirit that functions like a summoner's eidolon.

Full stats for said guardian spirit are provided as well, though sans a CR. The pdf also features item-cards.

Conclusion:
Editing and formatting are very good, I didn't notice any significant glitches this time around. Layout adheres to LPJr Design's drop-dead-gorgeous full-color two-column standard and the pdf comes with a second, more printer-friendly version. The artwork for the weapon is, as always in the series, beautiful. The pdf has no bookmarks, but needs none at this length.

Coming with a compelling, yet not brilliant story and solid rules, Grasscutter is a great blade that is further enhanced by the guardian spirit and his stats - the one thing I would have loved to see how this item and it's eidolon influence the CR of NPCs. Apart from this - nothing to complain about. Final verdict: 5 stars, just slightly short of the seal of approval.

Endzeitgeist out.




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An Endzeitgeist.com review


This pdf is 5 pages long, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 2 pages of content, so what do we get?

If you do have the Supporting Roles: Tinker-pdf by Amora Games, you'll know the Breaker already - this PrC is essentially an excerpt of said parent-pdf

The Breaker gets d10, 2+Int skills per level, full BAB-progression and 1/2 fort and ref-saves. The class's idea is that of a more melee-focused tinker and its design shows, providing a controlled form of rage similar to the one of the barbarian, netting +4 to Str, Dex or Con, splitting them as he deems fit for 4+Con-mod rounds.

They may also use intimidating boasts and single out opponents, which they may charge dealing additional damage. As a cool synergy of abilities, foes targeted by their intimidating boasts cannot execute AoOs versus the Breaker. The breaker may 1/day charge a foe within sight as a swift action, dealing additional damage.

The Backswing Push-ability, which allows the breaker to make an additional attack at his/her highest BAB to push foes 5 ft. (10 on a crit) without said movement enforcing AoOs. The Hit and Run-feature is also interesting, allowing the breaker as a full round action to move up to his movement rate and make a full attack action for a -2 AC. That one is rather powerful.

When missing foes with their attacks, breakers may also make a sunder-attempt as an AoO 1/round and follow up with a 5-foot step towards or around the opponents. Finally, at 10th level, the Breaker may divide weapon damage and edifice recognition damage between the sundered weapon and the foe wielding it.

Conclusion:

Editing and formatting are very good, I didn't notice any significant glitches. Layout adheres toa 2-column full-color standard that is relatively printer-friendly and the pdf comes without bookmarks, but needs none at this length.

While you obviously don't need this pdf if you already own the parent-pdf, the Breaker remains an interesting sunder-focused PrC with some powerful, unique non-magical abilities to supplement the class. The PrC is solid and there's nothing particularly wrong with it - hence, I'll settle on a final verdict of a solid 4 star-rating.

Endzeitgeist out.




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This pdf is 34 pages long, 1 page front cover, 1 page hyperlinked ToC, 1 page SRD, leaving us with a whopping 31 pages of content, so let's take a look!

So, what's up with the Tinker-class? He gets d8, 4+Int skills per level, proficiency with simple weapons, light armor and shields, 3/4 BAB-progression, good ref-saves - and that's where the basic components stop. Tinkers get access to so-called inventions. In order to use inventions, a tinker needs an int-score of 10+ the invention level. In contrast to spell-DCs, DCs, when applicable, for inventions, are 10 +1/2 class level + Int-mod.

Tinkers also get 1+Int/3 blueprints and each blueprint and each blueprint contains class level times build pool points, with 5th level and every 5 levels after that offering an additional blueprint beyond those granted by the Int-score formula. The tinker can deploy automatons 1/day/level.

Beyond that, the Tinker gets an invention-book, which is somewhat akin to a wizard-book in how it works regarding copying from it etc. Tinkers start with 3+Int mod inventions at first level and get +2 inventions per level, of any available level - for depending on the level of the tinker, inventions of up to 6th level are available. Scribing these for other tinkers to use also works akin to scribing scrolls. But that's where the similarities with spellcasting ends.

Tinkers also create so-called automatons, at 1st level he creates the first and then at 7th and 13th level additional automatons. These automatons can be directed via (Surprise!) so-called Directives, which can be deciphered via Spellcraft. A total of 8 directives from attacks to support and idle and following is covered and issuing these directives is a standard action, but shutting these automatons down to an idle state is a free action. Automatons get up to 7 HD (at 20th level, though information for further progression is present) and may at this Tinker-level, have +2 saves , Str and Dex 14 (starting off with 10) and 47 HP. Automatons are created much like spells are prepared

At 4th level, the Tinker also gets a special automaton, the Alpha, who may use untrained skills in contrast to regular automatons and which may actually make its own decisions, including AoOs. Alphas may get up to 12 HD (again, with information to transcend the 20th level cap, if need be), up to +4 to saves, Str and Dex of up to 20 (starting at 12) and 90 HP as well as feats on every third HD. At higher levels, the Alpha may issue directives autonomously and at 19th level, even temporarily replace the tinker's abilities in commanding his/her automatons while s/he is incapacitated. Also, in contrast to losing automatons, losing an alpha s actually penalized, costing the Tinker quite an array of GP to rebuild his crowning achievement, should it ever be destroyed.

Abilities? Yes - for when looking just at the basic table, the automatons are WEAK. Which is by design - from the 1st level on, the automatons get the tinker's BAB as an insight bonus to atk, AC and CMD and may use the tinker's BAB to calculate their CMB and additionally may add their creator's saving throws as insight bonuses to their ridiculously low own - but only when within 30 ft. of the Tinker, 60 ft. at 9th level. This is an interesting balancing take indeed, as it makes the automatons and creations much more susceptible to being destroyed when sent on errands and used haphazardly and provides a nice rules-justification for the tinker to actually maintain proximity to his creations and not use them (exclusively) as expendable trap/ambush-bait.

Of course, bonuses to crafting, as were to be expected, are also part of a tinker's array, as is a rather cool idea - at 11th level, the tinker essentially gets a swarm of nanite-style constructs that can act as a mage hand and comes with 3 charges that allow the swarm to use fabricate once per charge. Starting at 14th level, tinkers may use disintegration via their swarm on living targets, fabricating duplicates of their dissolved bodies and later even break down walls of force and similar magical effects.

Additionally, at 2nd level and every 4 levels after that, the tinker learns an innovation and at 5th, 10th and 15th a greater innovation. Unless I have miscounted, tinkers may select from a total of 21 innovations to add to their automatons - and they are interesting indeed: For example, you may opt to grant your Alpha +2 to Str and Dex and +1 HD at the cost of one less regular automaton deployed at any given time, enhance the range in which your Alpha benefits from your Master's aura, add a charge to your swarm's charge pool etc. or increase the durability of your constructs, available blueprints or an addition invention with a limited build pool for your Alpha - permanently - unless you take a second innovation, that is. There are also innovations here that allow you to make your automatons capable of aiding others and one to make your automatons go kamikaze in a limited radius. Among the Greater Innovations, we get the options to rebuild your Alpha from scratch, enhance the physical prowess of your constructs and swap out deployed automatons 3/day with other blueprints you may have prepared. I have already mentioned the option to create massive, over-sized automatons or deploy your swarm not as a spell-like non-magical ability, but as a type of swarm-automaton. It should also be noted, that a certain innovation, designer, is required to get access to certain inventions, so you might want to fracture that into your contemplations.

The class comes with favored class options for the core-races as well as 4 new feats, one of which nets you an extra innovations. One lets you give directives as if a tinker/command unsupervised other automatons, retaliate for the destruction of your automatons or (and that one is AWESOME), share your teamwork feat as a swift action with your automatons.

The pdf also features inventions - vast, vast arrays of inventions. Inventions span 6 levels and the maximum available level of invention is based on tinker-level. Beyond this straight balancing, the respective inventions also have build pool point-costs ranging from 1 to 4, acting as a second means of balancing the respective inventions for the respective automaton-builds your tinker may devise. They come with a nice, concise list that provides you an overview and spans multiple pages (yes, that many inventions!) as well as prerequisites, when applicable.

And oh boy - they are rather versatile: From allowing your automatons to make the total defense action or repair oneself, reload ranged weapons etc. Supplies etc. need to be replenished and even riding the automaton via saddles becomes possible, as is the option to add catapults to hurl flasks. Have an alchemist-buddy? Well, your automaton can act as a minelayer, apply poisons, inject multiple potions at once or create a static shield of electricity that surrounds the automaton - which is btw. massively upgradeable. Have I mentioned the glorious one that lets the invention of a high-level pugilist move up to its speed and trip and sunder everything in its path 1/day, combinable with other inventions for even more pain and insult to injury?

The pdf also provides us a short FAQ as well as some sample invention-progressions.

As I'm seeing myself often complaining about the lack of support for 3pp-classes, sometimes in their very own books, this massive array of customization options is a joy to behold and makes for some massive options.

Have I mentioned the three exceedingly cool capstone abilities?

Conclusion:

Editing and formatting are top-notch, I didn't notice any significant glitches or typos while reading this pdf. Layout adheres to Interjection Games' elegant 2-column b/w-standard and sports some nice, thematically fitting b/w-artworks. The pdf is fully bookmarked for your convenience, though not with nested bookmarks.

These are good days to review classes, it seems. I'm quite impressed with this tinker - author Bradley Crouch has created a delightfully complex class with multiple checks and balances that does some actually UNIQUE things - it's not just an alternate summoner or akin to the machinesmith - it gloriously does something different and shows that is a labor of love, oozing excellent ideas and allowing a staggering array of customization options for your perusal.

One minor gripe I have would be that inventions that net proficiencies are supposed to net the respective items as well - something I consider slightly problematic in games where the money is tight - requiring the tinker to provide at least one base weapon (e.g. one bastard sword that can be used again if the automaton is destroyed) to be integrated into an automaton might be more prudent for certain groups, though I can see that being best house-ruled.

Let's do the run-though, shall we? All in all, we get a VERY complex class with options galore, something to tinker with and create, a class that does not just copy existing builds but dares to do things differently. It's funny, really - after Purple Duck Games' Covenant Magic, I did not expect to soon give ANY class a good verdict - the offering just upped the ante that far. But this tinker here actually manages to climb to the highest echelons with a combination of great fluff, nice humor and most of all: Solid crunch galore. Reviewing it was a nightmare, though - it's been ages since I had to do this much math to check for average damage etc. - mind you, the implementation when playing/building works much easier, though. While the first iteration suffered from some oversights, these have by now been mostly rectified and thus I feel justified in rating this 5 stars + seal of approval - well worth your money and definitely an advanced class that feels very unique and exciting.

Endzeitgeist out.


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