Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ

Endzeitgeist's page

5,114 posts. 2,212 reviews. No lists. 1 wishlist.

1 to 5 of 2,212 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Sign in to create or edit a product review.

Our Price: $1.49

Add to Cart

An review


This installment of the chronicle of the gatekeepers campaign serial clocks in at 10 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page back cover, 1/2 page advertisement, leaving us with 5.5 pages of content, so let's take a look!

This being an adventure-review, the following contains SPOILERS. Potential players should jump to the conclusion.




Okay, only GMs around? There is something odd, about similarities between worlds when you think about it: From dominant races to linguistic similarities, there are parallels in spite of vastly diverging cultures. I mean, oddly, PCs had not much acclimation issues on NeoExodus, right? Well, Large-Biter needs the PCs to verify something - namely whether the activation of the Nexus Gateway that brought them here was a fluke - and hey, if they're stranded on the other side, at least they're home, right? Pretty neat: If the PCs have played In His Bad Books, they'll have an easier time activating the portal - which, btw., turns out to be a Stargate-esque task of activating different dials to properly calibrate the portal.

Calibration is a tricky business and actually a fun, old-school-ish puzzle that rewards PCs for thinking about how the device works...and yes, they may, for a brief second, open a gate to a sun and be slightly toasted by the experience (they should thank the creators of these gates for the failsafes...). Other failures like the void or other worlds may pit the PCs versus proteans or vespans, but at home, they will meet a local monk...and prymidian bards: These beings from NeoExodus are exceedingly gifted polyglots and have determined on the PC's home planet, that the similarities in languages and cultures are highly unlikely - so much so, that a common influence has to be assumed. Just as they're about to discuss this further, something emerges from the gateway - a creature that *WILL* require the assistance of the NPCs...or a quick escape, for a Hound of Tindalos has tracked the PCs here - and even with their allies, the PCs will be hard-pressed defeating this creature. That being said, escape back to NeoExodus is an option - though it might waste the portal, requiring another way home at some point...


Editing and formatting are very good. Layout adheres to LPJ Design's elegant 2-column full-color standard for the series and the module comes fully bookmarked and in a second, slightly more printer and mobile phone-friendly version.

Michael McCarthy and Louis Porter Jr.'s Speaking the Same Language is an inspiring sidetrek: Much like the previous installment, it has a unique, creative central premise, here the activation of the gateway. This premise of gate activation alone is imho worth the asking price and can easily be scavenged for similar planar portals and gateways. The emphasis on intelligence-gathering and some truly intriguing repercussions from the knowledge gained also render this brief module more fun that one would expect from its brevity. Finally, the extremely challenging final encounter is a nice reminder of the things that lurk out there and the fact that sometimes, escape may be the smartest move. All in all, a damn cool sidetrek and well worth 5 stars + seal of approval.

Endzeitgeist out.

Our Price: $9.99

Add to Cart

An review


This massive book clocks in at 126 pages of content, 1 page front cover, 2 pages of editorial, 2 pages of ToC, 4 pages of SRD, 1 page backer-thanks, 3 pages of advertisement, leaving us with 113 pages of content, so let's take a look, shall we?

But first, before we do, let me mention something: This massive book is basically a compilation of material I have already least, for the most part: We have the lycanthrope-archetypes, the wereblooded races, the skindancers and the excellent advice/rules-book on actually playing lycanthropes and how to handle them in your campaign - I have already covered, in extensive detail, mind you, all of these pdfs, so in case you require an in-depth analysis, I'll just point you there.

The book begins with a nice introduction to the subject matter by Ann Dupuis before venturing forth into the chapter on playing lycanthropes - which still remains one of the most useful components for a GM or player contemplating the use of lycanthropes in the game - the section is absolutely glorious and exceedingly useful.

The section on archetypes is still solid - the archetypes provided cover most classes and add an option to spice your character up with lycanthropic options. The archetypes are mostly solid, though e.g. the cleric one may be a bit problematic. Still, an overall nice section. The wereblooded get some significant expansion, with Mike Welham providing no less than 7 new minor wereblooded clans. Charchardons get a 1d3 bite attack, can smell blood, hold their breath longer and get +2 to Swim. Chiroptera can lick weapons to make them cause bleed-damage, get +2 saves vs. ingested poisons and diseases as well as becoming nauseated/sickened; they also get +2 to perception and slightly reduce miss-chances granted by concealment as well as vestigial wings.

Crocodylus wereblooded get +2 to Swim (and +2 to Stealth while swimming), an anti-trip vestigial tail, the same plague/disease-resistance and a 1d3 bite. Mantids get +4 Stealth in a certain terrain, +2 to saves versus mind-reading/charm/compulsions and vestigial wings. The Meles must take either +2 Con or Str and get a minor barbarian-like frenzy. The Rattus consider Escape Artist and Swim class skills, get the anti-plague/disease trick at double strength and can squeeze into smaller confines - nice one! Sinuae get +2 CMB for bull rushs and overruns while on the ground and 1d3 tusks. All in all, a solid array of complimentary clans here that further improve the already pretty cool wereblooded material!

The skindancers remain an intriguing alternate race that has some downright glorious potential, but at the same time, they should be considered the most breakable component herein that has some obvious potential for issues; I'd suggest only experienced groups take this one and only once both player and GM have talked about balancing the character properly. Still, the narrative potential makes these guys interesting indeed and they make for truly superb villains with some powerful, evil options.

Now if all of this does not (yet) sound like too much, then you'll be happy to note that this book, more so than its component parts, acts pretty much as a kind of NPC-codex, with quite a few intriguing NPC-builds provided for the options contained within - with most of them even featuring their own artworks!

If you're a fan of well-written fiction, you most certainly will also appreciate the short story "The Duke's Tramp", provided by Dave Gross at the end of this book.


Editing and formatting are excellent, particularly considering the length of this book. Layout adheres to Misfit Studios' elegant and relatively printer-friendly two-column full-color standard with ample artworks. Additionally, a more printer-friendly version is provided - nice! The book comes fully bookmarked for your convenience with detailed, nested bookmarks and navigation etc. is simple indeed.

Ann Dupuis, Robert H. Hudson Jr., Jeff Erwin, Rich Howard, J.M. Perkins, Mike Welham, Morgan Boehringer, Jim Wettstein, Ben McFarland, Dave Gross -note something? All of the authors accumulated herein tend to fare pretty well regarding their offerings; they are all talented people and this book does show that. The added amount of content that can be found within these pages most certainly makes the book even more useful and for the asking price, we indeed have a more than fair offering on our hands. While not perfect in every instance, we nevertheless get a massive, concise book on the subject matter that should be appreciated by anyone remotely interested in the material. While I would have loved for some potentially rough edges to be sanded off in comparison to the constituent pdfs, the added content does somewhat alleviate my gripes in that direction. Over all, this is a useful resource indeed and well worth a final verdict of 4.5 stars, rounded up to 5 for the purpose of this platform.

Endzeitgeist out.

Our Price: $2.95

Add to Cart

An review


This installment of 13th Age Monthly clocks in at 8 pages, 1 page front cover, 1 page editorial/SRD, leaving us with 6 pages of content, so let's take a look!

By a route obscure and lonely,

Haunted by ill angels only,

where an eidolon, named night,

on a black throne reigns upright,

I have reached these lands but newly

From an ultimate dim Thule

From a wild weird clime that lieth, sublime,

Out of space - out of time.

Sorry, I couldn't help myself. It's my immediate association whenever I hear the word "eidolon" - and no, in 13th Age, they are not the customizable pets of summoners. Instead, eidolons are pretty much powerful spirits shaped by a central core reality and governing principle - they basically are single-minded agents of a concept or ideology given form. Their origins are shrouded in mystery and their devotion to the core-concept that constitutes their reality may put them at odds with one another or make them unreliable allies of the PCs - in any way, these creatures of soul-stuff (classified as the new type: spirit) and weirdness do sport a vast plethora of forms, something represented in their unique abilities:

They can switch initiatives, split parties between realities and even reposition targets...and worse: They are undying. They can be defeated, but you don't kill an idea. Need something even cooler? What about the concise and rather lethal, optional insanity point-mechanic introduced here? (Yes, including the traditional "You know things you weren't supposed to..."-knowledge to be gained from insanity...) Different base forms for the eidolons are provided - a total of 4 such forms are fully statted here, with all of them sporting at least one interesting ability.

The opinions of 5 icons (Why not all 13? What about the Occultist?) on the creatures are also provided...and perhaps, you can wrestle the true name of an eidolon out of one of them to gain some control over them...but then again, they may exist to test the mettle of heroes - thus, 3 sample blessings and even more curses to be uttered by these creatures can be found here. Need even more inspiration? What about half a page of adventure hooks? That's my one gripe - why not make the final page full of hooks? As provided, half a page of blank space at the end looks a bit lost.


Editing and formatting are top-notch, I noticed no glitches. Layout adheres to 13th Age's 2-column full-color standard and the pdf comes fully bookmarked. The full-color artworks are neat.

ASH LAW's eidolons are a damn cool, interesting creature type - with narrative potential galore, utterly unique tactical options and a broad diversity of applications, they are pretty much a textbook definition of a great critter - and that is before the fluff, the optional madness rules and the neat blessings and curses. When all I can complain about amounts to "half a page is blank, you could have written something there," you know that a given pdf is pretty much awesome. That being said, the eidolons very much feel, at least to me, like they ought to have a tie-in with the Occultist and I couldn't help but feel that opinions of all 13 icons on them would have felt more comprehensive than just covering 5. These two missed chances remain my only valid complaints here - hence, my final verdict will clock in at 4.5 stars, rounded up to 5 for the purpose of this platform.

Endzeitgeist out.

Add Softcover/PDF Bundle $12.99

Add PDF $4.99

An review


The fourth installment of TPK Games' series that redesigns feats to scale with character levels covers the feats from Ultimate Magic and clocks in at 28 pages, 1 page front cover, 1 page editorial, 1 page SRD, 3/4 of a blank page, leaving us with 24 1/4 pages of content, so let's take a look!

All right, by now you know both the basic principle of the series and how the series works: Basically, you get additional benefits at certain character levels, with common progressions being 7th and 14th level; 9th and 16th level also constitute a common progression ladder and some feats also increase in potency at 18th level or 10th and 17th level - basically, the idea is a rough 7-level progression for most of them.

Now regarding the scaling benefits, much like the third installment of the series, we get effects that go thankfully beyond straight numerical escalation - Extra Ranger Trap, to give you an example, adds +2/day uses of ranger traps at the first scaling threshold and later increases their DC. Action-economy progression for e.g. Fast Empathy also deserves mention. Gliding Step's third progression allows for the expenditure of ki at 18th level to ignore all difficult terrain for 1 round in addition to its straight scaling benefit - which makes sense at such a high level. Remote Bomb's scaling distance (only requiring line of effect), is also nice, and Resilient Eidolon allows you to keep your eidolon around while you sleep at higher levels.

In fact, some of the feat-upgrades herein allow for whole new builds to be efficient - the Shaping Focus' scaling, to name one, allows for up to character level = druid level for the purposes of wild shape - at 18th level more than okay, especially considering the solid scaling step before. So yes, this book does have its moments, where it shines and does so brilliantly. At the same time, this one is less refined in its rules-language than Vol. III: Spell Bluff's scaling options e.g. mention that "you gain no negatives when dueling a caster whose spells are modified by Silent Spell or Still Spell" - the thing is: The vanilla rules for spell duels do never result in "negatives" - did the author mean "penalties"? I don't get how this one is supposed to work and reading up on spell duel rules didn't help. On the plus-side, Starlight Summons getting concealment and later Hide in Plain Sight? That's quite badass. Versatile Channeler getting rid of the -2 penalty for channel purposes at 14th level also is rather interesting.

I also like the decision to make Word of Healing, at 14th level, apply at full potency at a range of 40 ft. Adding two spellblights via Blighted Critical can also be considered a rather nice option in my book and Channeled Shield Wall's scaling bonuses and high-level DRs make sense and implanting bombs is nasty - after 24 hours, long-term implanted bombs no longer count towards your daily limit - evil empires and villains will make ample use of this one...


Editing and formatting are very good, I noticed no particularly glaring glitches, though there are a couple of italicizations missing. Layout adheres to a printer-friendly two-column full-color standard with solid b/w-artworks thrown in. The pdf comes fully bookmarked for your convenience.

The Feats Reforged series is hard to review - basically, you have a bunch of feats that you already know and add scaling benefits to them - as a reviewer, what to do? List feat upon feat's scaling options? Boring. Complain about base feats? Unfair. However, if you're a bit familiar with me and my work, you'll probably have guessed correctly that I do loathe quite a few feats out there - and Ultimate Magic is partially banned at my table for a reason, so no, I don't have a high opinion of the source-material this pdf draws on.

At the same time, though, as a reviewer, my task is to determine whether the feats herein do a good job at translating the source-material to a system wherein the feats scale. It is in this context that I'm rating this book. And it is in the context that I can say that Neal Litherland and Brian Berg have done a good job.

While there are some rare and minor hiccups among the formal properties, the vast majority of the scaling feats herein makes sense and even adds dimensions and new build options to the base feats. It is with new effects and intriguing effects beyond the numerical scaling (which is usually implemented in a well-done manner) that this book shines. While I STILL refute, adamantly, I might add, the series' claim that unilaterally adding these to the game does not change balance (this is wrong since some characters frankly get more feats and thus more use out of scaling feats), I gladly acknowledge one fact - even in the cases where I frankly dislike the base feat, the reforged iteration tends to add something new, something more to the table.

A further benefit of this series is that it helps in rare-magic/low-magic games to keep the scales - though wide-scale implementation for the monsters etc. will be a lot of work for the GM, I can see a lot of tables that will welcome this particular aspect over the annoying Christmas Tree syndrome. How to rate this book, then? Well, ultimately, we get a lot of good material here. While personally, I preferred Vol. III and considered its formatting/wording a teeny tiny bit more precise, this still constitutes a worthy addition to the series. Hence, my final verdict will clock in at 4.5 stars, rounded up to 5 for the purpose of this platform.

Endzeitgeist out.

List Price: $6.99

Sale Price: $4.19

Add to Cart

An review


The second of Legendary Games' Mummy's Mask plug-ins clocks in at 34 pages, 1 page front cover, 2 pages editorial, 1 page hot-to-use, 1 page ToC, 1 page SRD, 1 page back cover, leaving us with 27 pages of content detailing the exploits of Lara Cro...wait, I'm just kidding!

The most interesting component of the Mummy's Mask AP, beyond the focus on a kind of archeology-like theme, is the competition between teams of explorers, at least to me - alas, NPC-groups of rivals take a lot of space to properly portray...and it is here this book comes in. What we have here is an array of competing adventurer groups, ready to really sour the day of the PCs, with the first being Eskelpian Acquisitions (Unltd). Led by the alchemist Alermo Eskelpian, plus rogue, brawler and sorceror, this group is interesting in that it works like a slightly more professional murder-hobo group: They try to get the material and then get the hell out - preferably sans bloodshed, but if it can't be helped... Beyond that, their reliance on combat-drugs adds an interesting exploitable twist to the team. One thing you'll note right from the get-go here is that the team has its character-dynamics and methodology explained in lavish detail, a courtesy that not only makes the group more memorable, but also helps the GM properly portray them and their methods - and yes, this level of detail is provided for all groups.

The second group would be the Nazir family, united by their blood-ties: With several means of getting dupes...ehem, I mean "allies" to do their dirty work, a cultivated semblance of wealth, rogue, barbarian, sorceror and tracker make for a group tailor-made to fool others and get out - and the barbarian btw. has a new, unique rage power. One note to mention here pertains to the sometimes rather hilarious quotes also provided for the respective characters: When Jaul Nazir begins a tirade on how the desert is alive...only to nonchalantly exclude the guy they just killed from the diatribe, you'll be smirking.

The Third group, the Twilight Four, also have an intriguing angle: Their relationship is, first of all, strictly professional and not based on sentimental concepts such as friendship: Instead, the daemon-spawn tiefling witch, brawler, skald and bladebound magus are mostly driven on by the agenda of the magus' blade, Nightshard, which sports a hunger for esoteric lore of all kinds. Ranging from CR 5 -8, they are also some of the more competent competitors after the previous low level groups. The skald's statblock does sport a very minor hiccup in the formatting of his hyperlinks, but nothing to truly fuss about.

As you may note, there's a trend going on here, from shady down the alignment axis - and if the name was not ample clue, guess what - the Court of Slaughter is not a nice group. They are pretty much the opposite, consisting of a vampire cleric separatist, a mummified sniper stygian slayer, a skeletal champion boodrager and a good bard archivist - yes, these undead menaces are as deadly as you'd think and pitting their combined force against the PCs will make the players loathe these CR 12 - 9 villains even more.


Editing and formatting are very good, I noticed no significant glitches. Layout adheres to the gorgeous, beautiful 2-column full-color standard of Mummy's Mask plug-ins and the pdf comes fully bookmarked for your convenience and with the well-made, unobtrusive hyperlinks that actually work and help. Beyond what may be one of the most beautiful layouts among the diverse array LG uses, the aesthetics-department has done a great job here: Each of the adventurer-groups gets their own 1-page full-color depiction, all of which adhere to the high level of quality you see on the cover. This is a beautiful book indeed.

It is also a pretty long book: Not only are the 4 teams of tomb raiders distinct in methodology, flavor and challenge, each of the characters contained therein has roleplaying potential galore and is memorable in some way - there is literally no filler NPC in here. Better yet, the mechanics supplement the characters well - from the combat-performance enhancing drugs to unique fighting styles, archetype-combos and classes used, the level of care and love that went into these NPCs is readily apparent. Jim Groves, Jonathan H. Keith, Benjamin Bruck and Mike Shel deliver a truly inspired supplement I wouldn't want to miss from Mummy's Mask games - and indeed, more so than in many AP-plug-ins, these characters can be used in just about every circumstance, thus rendering this book extremely useful even in contexts beyond the AP. My final verdict will hence clock in at unsurprising 5 stars + seal of approval.

Endzeitgeist out.

1 to 5 of 2,212 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.