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This installment of Raging Swan Press' "I Loot the Body"-series clocks in at 11 pages, 1 page front cover, 1 page advertisement, 1 page editorial/ToC, 1 page SRD, 1 page back cover, leaving us with 6 pages of content, so let's take a look!

We begin this supplement with a massive table of 100 different wizard pouches and the thing to find are curious indeed - crossword puzzles in foreign languages, partially knit socks, sealed bins of beard balm, holy symbols, colored chalk, ropes made from impossible smooth substances - from the odd and quirky to the foreboding and weird, this table is great.

The second table sports a wide variety of different wizard's robes, 100 to be precise - which range from living cloaks from which grass and vines grow to noble robes made of damask to classic outfits, including robes depicting the stellar constellations. There also are robes with hundreds of tingling silver bells, rough blankets with a hole for head and arms or simply ones with white furred hoods. Overall a diverse array, but one that imho is a bit robe-centric.

The third 100-entry table sports...bonded objects! From amulets made of dried raptor claws to classic amulets or rings, wands of iridescent scales, vials of odd liquid or tiny crystal balls - the selection here is once again a rather inspired collection - no complaints.


Editing and formatting are top-notch, as we've come to expect from Raging Swan Press. Layout adheres to the crisp and printer-friendly two-column b/w-standard and the pdf comes fully bookmarked for your convenience. It should also be noted that the pdf comes in two versions - one optimized for the printer and one optimized for screen-use - kudos for the extra-mile there!

Kat Evans' take on wizard apparel to be found on the deceased practitioners of the arcane arts is certainly a fun dressing file - particularly the table on bonded objects is pretty inspiring, not only for GMs, but also for players looking for a different flavor for their bonded objects. The outfit table is somewhat less awesome, but this doesn't really hurt the pdf - overall, a cool, fun dressing file, well worth a final verdict of 4.5 stars, rounded up to 5 for the purpose of this platform.

Endzeitgeist out.

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****( )

This hybrid class from the Four Horsemen clocks in at 11 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 8 pages of content, so let's take a look!

The renegade, chassis-wise, is a blending of the gunslinger and rogue and receives d8 HD, 6+Int skills per level, good Ref-saves and a 3/4 BAB-progression. At 1st level, the class gains gunsmith and the class does gain Panache (based on Charisma, maximum equal to Charisma-modifier) and may regain panache via killing blows with firearms, critical hits with pistols and, if applicable, the class pools both grit and panache and may use the resources interchangeably. Proficiency-wise, the class gains proficiency with simple and martial weapons as well as firearms and light armors, but no shields.

The renegade begins play with sneak attack +1d6 and increases this by +1d6 every odd level thereafter and second level grants the nimble-ability, which increases in potency by +1 every 4 levels thereafter. At 4th level and every 4 levels thereafter, the renegade may also choose a rogue talent from a limited list.

The class also gets so-called charms - basically, think of them as the deeds of the class - these are thankfully no re-threads of classic deeds, but generally sport some nice tricks - temporarily fixing broken items, a variant of gunslinger's dodge, 30-ft.-ranged feint, acting in a surprise round, drawing aggro from nearby enemies via Bluff...the charms cover a rather broad sense of options and generally can be considered well-aligned with the levels they're unlocked at - at 3rd, 7th, 11th, 15th and 19th level, new charms are unlocked. Hiding pistols on your body can e.g. be found at 11th level and at 15th level, a minimum-panache-powered (improved) uncanny dodge + evasion can be found. The capstone decreases panache-costs for the charms, etc.

The class also features archetypes, with the first being the brigand, who only gets 4 + Int skills per level and a slightly modified gunsmith. The archetype also has 5 exclusive charms, which basically allow for some solid poaching among gunslinger deeds like targeting, gunslinger's initiative, etc. as well as a different array of rogue talents. The contract killer similarly has a modified list of charms with panache-powered skill-checks fitting for killers (Stealth and Disguise, hitman-style) as well as deadeye and dead shot...and there are special assassin shots that allow for skirmishing sniping shots and silencing gunshots. Once again, the archetype has a modified rogue talent list. The final archetype is called the smuggler, who also gains medium armor proficiency, trapfinding at 2nd level and gets a panache-minimum-based option to carry around pretty significant objects as well as gaining options to gain several options that represent your access to the black market and unsavory places and enhanced Will instead of Reflex saves - once again, sporting a hand-crafted talent-section.


Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to Rogue Genius Games' two-column full-color standard and the pdf sports a nice full-color and a b/w-artwork, both of which I have not seen before. The pdf is fully bookmarked for your convenience.

Stephen Rowe's Renegade is a solid, fun hybrid-class - it imho is superior to the gunslinger in that its 3/4 BAB-progression and selection of tricks help mitigating some of the issues associated with gunslinging as well as providing some cool tricks and potential for tactical depth via sneak attack - a well positioned renegade is FUN to play and pretty cool. At the same time, while I did enjoy the class as such, I think the renegade would have benefited from a bit more unique tricks. At the plus-side, the rogue talent selection provides more player agenda than the how to rate this? I prefer this class to the vanilla gunslinger and the increased player-agenda is nice. In the end, I will settle on a final verdict of 4.5 stars, rounded down to 4.

Endzeitgeist out.

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This massive, huge book clocks in at 153 pages, 1 page front cover, 2 pages of ToC/editorial, 1 page KS-thanks, 3 pages of SRD, leaving us with a colossal 146 pages of content, so let's take a look!

We begin this pdf with an introduction regarding the goals of this book - in one sentence: Making bloodlines more versatile and interesting. This is achieved in a rather ingenious way - the pdf designates a number of bloodlines as parent bloodlines, others as children of said bloodlines. When multiclassing soceror and bloodrager, all you need to ensure is that the two bloodlines share a parent, are parent and child or match - i.e. one is the sorceror, one is the bloodrager version. Obviously, this approach generates a whole array of previously impossible builds. Oh, and if you're like me and ultimately are looking for a bit more for some builds...then there would be complex bloodlines. These do one or more of the following: Instead of bonus feats, they can grant bloodline-specific abilities, swap out bonus spells for something else or introduce basically a subsystem unique for the bloodline, which results in these complex bloodlines feeling more like archetypes or PrCs - and yes, they do not interfere with archetypes, further allowing for a significant expansion of options in that regard.

Thus, a list of parent bloodlines and child bloodlines for first party material is provided in the beginning...before we dive into a huge assortment of diverse bloodlines. It should also be noted that some bonus feats among the bloodlines of this pdf actually are stripped of their prerequisites - a bloodrager character with the alchemical bloodline can e.g. take Fire God's Blessing sans prerequisite. Oh, there is one more unique feature I should probably mention - quite an assortment of bloodlines in this book features supplemental feats. All right, so what can bloodragers look forward to? Well, for once, they get acidic saliva they can spit at foes, gain caustic blood and, via a nice feat, they can even heal themselves by dealing acid damage - and yes, as could be expected from Bradley Crouch, this feat cannot be kitten'd. Oh...and high-level bloodragers with this one can light foes on fire. What about a banshee bloodline that can enhance her sonic damage-dealing capacity with ever increasing feats - oh, and guess what - these enhancer-feats can only be taken as bloodline bonus feats, which is an interesting notion I have not seen done before in bloodline design.

Even bloodlines that do not necessarily evoke immediate reactions from me have interesting components - brineborn gaining a combination of nautical abilities and acid-themed tricks based on salt - and yes, including a whipping tongue with which you can lick your weapons. As far as I'm concerned, this certainly is fun and sports a unique array of visuals properly supplemented by nice crunch. Cacodaemon bloodragers get a capstone that deserves mention as well - a jaw filled with gems that can hold the souls of those you consume. All right, so what about these complex bloodlines I mentioned? Well, for example the cannibal bloodline allows you to devour the flesh of defeated foes - you gain a feat of your choice, with a limited, but expanding list of eligible feats. These feats, however, also occupy a cannibalism slot - said slots increase in number over the levels. Replenishing spells empties these slots. Oh, know what I forgot to mention? Guess what - it's not just feats. Abilities otherwise not available can also be gained via cannibalism slots. The Cloudborn automatically increase their ranks in the Fly skill and later may fly while also gaining miss chances when they move. The constellation bloodline can be pictured as a take on the psionic collective for teamwork purposes...and even cast spells on allies designated as part of your constellation...even if they would not usually qualify as targets...which is exceedingly versatile and powerful, making more than up for the comparatively moderate teamwork tricks. Also cool - granting temporary hit points and the like.

Okay, so what about e.g. the Cosmic Dreamer? This complex bloodline basically records an ever-increasing amount of rolled dice-results in the morning due to their fragmentary prescience - then, during the day, they may substitute these rolls for those they rolled in a cool take on prescience. The interesting thing is, though, that multiple such rolls can be combined in pretty concise rules that are rendered unambiguous by the rules-language provided. It should come as no surprise, then, that the bloodline actually takes this take on its unique subsystem and utilizes it properly, expanding the options thus gained in unique ways over the levels. It's not just the complex bloodlines that get evocative tricks - crystalborn may, for example, ready actions, to catch ray-spells in their mouths and spit them back at foes. I certainly know I really want to do this at least once in game. Cooler yet - you may, when making full attacks, forego the bite attack this one nets you to ready such a catch. OM NOM NOM.

The dryad complex bloodline is all about aspect-enhancement, allowing the character to modify the plants grown via fey and verdant bloodlines to include flame-thrower flowers, acidic lichen or berries that you can pick to gain limited prescience. What about screaming lilac? And yes, your bloodrage lets you grow squares upon squares of these plants...and the ability works even underwater. Want to dip your feet into the awesomeness that is ethermagic, but sans learning the system? Ethertouched bloodline. Want composition sans having to learn that system (and with an evil tint)? Soulstrummer. And yes, it works completely sans knowing anything about ethermagic.

Somewhat similar and just as awesome as the dryad - the fungus complex bloodline: Instead of growing plants, though, your body can produce spores based on a point-system - said spores sport a variety of unique and fun tricks. Speaking of fun - you know how Interjection Games-books tend to be pretty fun to read? Well, there is a bloodline called leper and it's basically every leper-joke ever told as a bloodline. You can e.g. detach and re-attach limbs, pluck out your eye and send it forth to spy for get the idea. And yeah, it's cool. Want to play a bookworm bloodrager? The complex Librarian bloodline offers a lot of unique tricks for you, based on some crucial pieces of literature. The lycanthrope bloodline, just fyi, allows you to choose the werebeaver option. And yep, these guys can basically become a looney-toon-ball of kicking, gnawing and working 1/day and, sufficient material provided, generate instant cabins. Yeah, damn cool.

From the medusa to the mi-go and even the mime (!!!) - and yes, there is a onmyōdo-bloodline and even a pufferfish bloodline - Magic: it doesn't have to make sense, as the flavor-text aptly observes. Zombie bloodlines? Yup. Elemental-themed weirds? Aye. And no, at this point I honestly haven't even begun to list every one of the bloodlines, only provided a smattering of samples.

Now the second chapter would be the one dealing with the sorceror bloodlines - and they are nothing if not just as unique as the bloodrager options - hurling blobs of algae? Check. Know, though, which bloodline actually made me laugh...loudly? The Angst bloodline. It's simply hilarious. Think of it basically as every anime main character, the bloodline. From gaining an ancestral weapon, failing incredibly endearingly to later gaining memories of a lost mentor -absolutely glorious. You are the chosen one and hate every minute of it. More serious - sorcerors that can make complex baubles of spellglass, bloodlines defined by their blasphemy or the butler bloodline. And yes, aforementioned brineborn, cannibal etc. bloodlines also sport sorceror-customized versions herein - though e.g. the cannibal bloodline has a complex child -the cuisine bloodline.

And yes, ethertouched's scavenging/reduction of ethermagic can also be found for sorcerors...and extremophiles, basically the sorceror-equivalent of the magical survivalist - who only take two hours of sleep (but still may not regain spells more often than 1/day) with a feat. The Florist would be akin to the dryad in quite a few ways, but obviously attuned for the requirements of the sorceror class. Gravity-themed sorcerors that gain a reflexive field of gravity can also carry a huge amount of load - and gremlin blooded sorcerors are masters of slapstick that can turn potions into toads, while the haberdashery bloodline grants you the best hat EVER. The magmaborn can conjure forth painful spikes of magma and the complex mimicry bloodline basically can be likened to the old final fantasy secret characters/jobs, allowing you to mimic spells and later your own ones - pretty cool! What about the brewer-specialists, the percolution-savants that can make powerful stimulant cocktails? Yep, it's basically a barrista/coffee-addict bloodline...and it's pretty neat. The complex radiation bloodline lets you choose unique mutations instead of bonus spells and the complex rust bloodline just begs to be used in any setting that features a leitmotif of decay and or renewal. Becoming the heir to the snow queen also is rather cool (haha...yeah, I'll hit myself later for that one...). As a nitpick, the Solar bloodline's supplemental feat lacks the Metamagic-descriptor in the header, though that ultimately does not impede its functionality...btw. one of the rare formal glitches that can be found in this book.

Always liked worms-that-walk/ want to run Age of Worms? Swarm bloodline, baby. Similarly, the complex wanderlust bloodline is cool, providing an assortment of abilities generally associated with romantic notions of wandering, from danger sense to pulling all-nighters and making items from natural ingedients.

This is, however, not where the pdf ends - beyond supplemental material for two classes, this whole book can be seen as a colossal playing field for the new bloodlord base class. Bloodlords get d8 HD, 4+Int skills per level, 3/4 BAB-progression, good Fort-and Ref-saves, proficiency with simple weapons and one 1-handed martial, a 2-handed martial weapona nd a thrown weapon as well as with shields, light armor and medium armor, all sans arcane spell failure, though this failure does apply when using tower shields. Bloodlords pick two bloodrager and two sorceror bloodlines at first level, which are then divided into pairs, with a bloodrager and sorcero bloodline each. These bloodlines must share a single parent and this choice is not limited by alignment. At 1st level, bloodlords do not receive the sorceror bloodline arcanas and they gain +2 to skill-checks performed with the class skills associated with the sorceror bloodlines.

The bloodlord has bloodrager bloodline power slots at 1st level, gaining an additional one at 4th level and every 4 levels thereafter - these slots are distinguished between bloodrager and sorceror - basically allowing for the flexible assignment of powers gained from the bloodlines of the character. They get bonus feats at 2nd level and every 4 levels thereafter and bonus spells at 3rd level and every 2 levels thereafter. Bonus spells are gained from both bloodline bearing classes according to strict guidelines, with the granting of multiple spells being accounted for -said spells, however, are cast as SPs. It should also be noted that multiclassing into bloodline-featuring bloodlines is possible, with guidelines, once again, being included in the rules.

At 1st level, these guys can enter bloodboils for a number of rounds equal to 4+ Constitution modifier, +2 rounds per additional level - this state enables the use of bloodrage powers. At 2nd level and every 3 levels thereafter, the bloodlord gains a sanguokinesis talent, which is powered by the transfusion pool - said pool is equal to 1+Charisma modifier at 2nd level and increases every even level thereafter by +1. These talents remain active for as long as the bloodlord remains in the bloodboil-state and one such talent can be added to the state. It should be noted, that unlike a bloodrage or the like, this state does not provide bonuses to attributes, but neither does it have a fatigue cool down, which means you can cycle the effects of sanguinokentic talents. At 11th level, bloodlords may activate up to two such talents per bloodboil, though they have to pay for both. Getting a reflexive disarm, better saves, SR, using bloodboil rounds as a resource to cast bloodline spell-like abilities quicker - there are some pretty tricky combos you can pull off with this class.

However, the transfusion pool also has a use on its own - it can be used to quickswap slotted bloodline powers, temporarily gain bloodline arcanas and at 6th level grant willing touched creatures filled bloodline slots - which allows for some very interesting tricks. Higehr levels make btw. this infusion of power into allies faster. The class comes btw. with nice favored class options for the core-races, aasimar, tiefling, hobgoblin, orc, kobold, kitsune, vanar, vishkanya and puddling races. Expanding the SPs ad various numerical tricks of the class can be done via the new feats, which btw. also provides an option for energy resistance while bloodboiling. The base-class also sports jno less than 4 archetypes - the bloodbottler loses the quickswapping of slots and flexibility, but may bottle his unused powers and hand them to eligible drinkers - basically, a less spontaneous variant. The Claimant picks only a single sorceror and bloodrager bloodline - but here's the catch - they gain an "empty" Eldritch Heritage that he may fill by touching a particular blood, claiming the power. This is retained until the claimant decides to forget it after resting and opt for a new one. And yes, the feature improves over the levels. You essentially trade in bloodlines for more flexibility in choosing and also gain transfusion pool points at odd levels instead, starting at third.

The Enigmatist is a pretty complex one - basically, think of these guys as bloodlords sans bloodlines, who instead focus on mysteries and revelations. The final archetype, the mongrel lord, may choose all bloodline abilities (up to from a maximum of 6 bloodlines), but gains neither bloodline arcanas and class skills. Basically, the archetype grants you the option to cherry-pick abilities, yes; but at the cost of gaining the proper powers of the respective, diluted options. Additionally, these guys gain limited access to evolutions and a pretty impressive transfusion pool - but the archetype loses all sangiokinesis talents for this flexibility as well as the arcane awakening, quickswap and transfusion class features.

As a nice service to the reader, we close this book with a glossary of 3pp-bloodlines by product.

Part II of my review is in the product discussion. See you there!

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****( )

The massive first expansion for Veranthea clocks in at a whopping 100 pages (for this price-point!), 1 page front cover,1 page editorial/ToC, 1 page advertisement, 1 page SRD, leaving us with 96 pages of content - quite a lot, so let's get to it!

Veranthea Codex is a truly massive book - and still, there are a lot of components that simply, by virtue of their unique ideas, deserved more coverage. Well, this would be the first book doing just that. If you require a brief one-sentence summary - think of this as the setting's Inner Sea Gods...though, admittedly, the focus is somewhat different.

In the first chapter, we get information on the respective deities - from ever sleeping Verahnus to Death and the Nightmare Gods - and, much like Inner Sea Gods, we receive information on the priest's role in the respective society, aphorisms, holy texts, holidays, etc. - basically, we get the full fluff-write-ups, though, considering the comparably somewhat lesser page-count, obviously the entries are not as extensive as in Inner Sea Gods - still, what is here can be considered fun and sports information on (anti-)paladins for the respective deities - and yes, this includes paladins with an anti-chaos focus instead of the anti-evil focus, for example. Obediences, just fyi, are not part of the deal. If you're looking for full-blown redesigns of aforementioned classes though, you won't find them here. As a nice nod towards the game's traditions, we have a couple of Easter eggs here that should certainly put smiles on the faces of quite a few GMs: Death's holy text, for example, would obviously be the Libris Mortis.

The flavor of these deities is excellent - I will e.g. never stop smiling when reading about the deity of capitalism that puts a smiling face to the world, purporting to be LG when he's actually LE. (And no, for your info - I am NOT anti-capitalist. Quite the contrary, actually.) The chapter is also suffused by pieces of crunch, though keen-eyed readers may stumble over some avoidable formatting glitches - some of the sidebars vary in font-size, which looks a bit odd. I noticed a reference to "page @@" and, in a feat that grants you a limited use gaze attack that causes hypnotism (insanities to those immune) - and fails to italicize the spell's name. These hiccups may be cosmetic, but they are here.

On the plus-side: Studying some of the dread holy texts of Nightmare Gods can cause (conveniently hyperlinked) insanities - but also convey significant bonuses. And a feat that allows cultists to infiltrate other churches and society at large...nice. The pdf also sports a vast array of player options for the devout, beginning with Religion-traits. These traits generally are pretty powerful, but not in a way that would render then overpowered. For example, gaining +10 to Perception while asleep is interesting. Similarly, extending your darkvision (or getting it) a limited amount of times per day is cool - though the latter trait's wording could have been a bit more streamlined. The pdf also sports a selection of spells, and they are interesting in some of their concepts: Arcodivinity takes a whole round to cast and emulates an arcane spell of 4th level or lower from the magus or sorc/wiz-spell lists or a divine spell from the cleric/druid-list of 4th level or lower when cast by an arcane caster. This is generally a cool idea, but it should be noted that this has system-immanent hiccups the more spells you allow in your game, allowing for a very strong wild-card spell that may be balanced by the increased spell-level for all but ranger and paladin and the 1 round casting duration, but still - GMs should probably impose some limitations on spell-selection here.

Not all spells fall into this high-concept category - blazing insight, for example, allows for an immediate action reroll of Int- or Wis-based skill or attribute checks made in the last round. Other spells are pretty intriguing - divinely intoxicated is interesting: Double your spellcasting attribute modifier's time, the target has to roll twice any d20 - and then use the results in the following sequence: Better result, better result, worse result. Capital Capitalist lets you haggle exceedingly well - but the reduced price may result in the merchant decreasing his starting attitude towards you. Forcing targets to reroll damage just caused may be okay, but more interesting would be Gift of Undeath - which provides continuous healing for a couple of rounds...and then slays the imbiber and resurrects him as an undead. Ouch, but I( can't be force-fed to unwitting dupes, thankfully...a damn flavorful for fanatic death-cultists! Touch of the Alien, available as a ranger 1 spell (the other classes get it at a more appropriate level) deals 2d4 Int-damage...and makes the Str-score equal to Int until said damage is healed. Which is basically a huge save-or-suck nerf for martials, with Will to negate. Not a fan here.

The pdf also contains an array of magic items, including a theurgist's mace - basically a mace that grants you the option to smite 2/day spellcasters opposed to your tradition (i.e. arcane casters get smite versus divine casters and vice versa). This smite penalizes saves versus the wielder's spells and SPs and if the wielder can cast both types of spell, he gets basically twice the smites and may target any creature - not just divine or arcane spellcasters. It should btw. be noted that the inconsistent italicization mentioned above also extends to this chapter. Still, there are damn cool ideas here - an artifact-level blowgun flute? Yes! A coin that acts as a shuriken and lets you convert metal coins while also enhancing your Sleight of Hand? Yep, pretty awesome.

The pdf also sports some archetypes - the divine drunkard brawler, who is interesting - when these guys consume alcohol, they accumulate drunk points, which they then can expend to duplicate one of 3 randomly determined effects. The effects are interesting and generally make for a chaotic experience well in tune with Dreksler's nature. That being said, gaining a "mythic bonus" is probably a typo here and probably should not be here. The Holy Innovator gunslinger basically is a gunslinger who can utilize contraptions from the Veranthea Codex base book - nice. The paladin-archetype merchanteer is reprinted in this book, complete with tithed healing, magnetic channel and transformation to antipaladin. The Tian Ti-Ang Agent bard can be considered to be the heralds of the mythic vampire lords and as such receive an assortment of interesting vampire-abilities.

Then, however, one of the coolest chapters in the book begins - after the chosen template (CR +1), we get heralds for the gods - all of them! From an impossible slug swarm to more traditional executors of the will of the respective deities, these unique and powerful beings (clocking usually in at around CR 15) make for a truly inspired, interesting chapter and feature appropriate and cool unique tricks as well as information on planar allies available. The 3 immortal demigods of Urethiel, Boris and his entourage are covered/reprinted and we also get the CR 25/MR 10 Sciemaat the shattered, who seeks to repair the shield that once kept the nightmare gods at bay. Similarly, the last irrational Carambal can be found here. H'gal, the grand lich of Proxima Alterra (CR 17/MR 7), on the other hand, was a rather interesting final creature herein.


Editing and formatting aren't bad, but neither are they up to the otherwise generally pretty streamlined standards of Rogue Genius Games - I noticed quite a few glitches and relics here and there. Layout adheres to Veranthea's two-column full-color standard and the book sports a vast amount of full-color artworks, though they do not necessarily adhere to a uniform style. The pdf comes fully bookmarked for your convenience.

Mike Myler, with contributions from Luis Loza, Michael McCarthy and Nicholas J. Giebel, has written a massive expansion here - and while there is some overlap with the content already featured in the Veranthea Codex, there still is ample material herein to justify the very low asking price for this amount of content. While I admittedly wished this book had expanded the information on heralds and previously unreleased demigods instead of incorporating material from the main book and while I would have loved to see a tad bit more on each deity, this still remains one of the most comprehensive highlights of a pantheon I've read. As such, one can postulate that this book does its job well...and even for scavenging purposes, there is quite a bit to find. Still, the glitches do accumulate and I wished that this component had been a bit tighter in its implementation. Hence, my final verdict will clock in at 4 stars.

Endzeitgeist out.

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The second installment of books detailing the subtypes of drow that exist on the patch-work planet of Porphyra clocks in at 24 pages, 1 page front cover, 1 page editorial, 2/3 pages of SRD, leaving us with 21 1/3 pages of content, so let's take a look!

Unlike other planets, Porphyra, defined by the NewGod War and the Calling, is a unique place regarding the drow - taking vastly diverging drow from various worlds, they are NOT all the same. The Nalbrezu, in particular, are a radically different take on the drow: On their home world, the ran perhaps one of the greatest cons of all time, self-styling themselves as a race of immortal rulers...and then, a meteor hit. Drow died. The gig was up, as the in-character prose tells us. The uprising against the decadent drow-rulers was bloody and swift and demonic enslavement in the Abyss wasn't nice either...but the Nalbrezu got out, courtesy of the forces of hell.

Now, they run the empire of whispers - basically, consider that an ultra-lawful race-wide spanning guild. Think of them as a whole race of conspiracy, undermining other drow and races, guided by the code of the Nalbrezu - which is completely depicted with sanctions and decrees codified in 3 tiers. Oh, and guess what? There is actually power in upholding the respective laws, via incentives, providing a crunch-based rationale for the upholding of the detailed code of these drow. Similarly, they do not have slaves - they have indentured servants and paying one's dues is crucial to the way in which their unique society is structured. And yes, this installment also provides information on greater and lesser noble houses of the Nalbrezu and their society, surprisingly, is rather egalitarian, but determined by meritocratic ideologies. Also, marriage and divorce is handled in a rather nonchalant manner - basically, these guys feel like an intriguing mix between the tropes one would associate with old school Cosa Nostra and drow, with a surprisingly inclusive bent. Nalbrezu do not penalize necessarily the negative impulses - the courts of corruption, each of which has a specialty, ranging from gambling to assassination.

A society with such a structure obviously also features unique symbols, some of which are represented in a nice piece of artwork. And yes, the generally surprising level of tolerance extends to the religions. Racial stat-wise, they are akin to normal drow, but gain +1 to Bluff and Diplomacy and +1 language per point in Linguistics, message, vanish and detect thoughts as SPs and two energy resistances 5 of two of the following: cold, electricity or fire. The nalbrezu also have a racial geas - once per level, they need to help someone fulfill vengeance... The race is pretty modular regarding alternate racial traits, with alternate SPs, quick Stealth, luck or fiendish resistance. These are well-crafted and generally balanced.

The pdf also sports favored class options for alchemists, bards, clerics, fighters, monks, rangers, rogues and sorcerors - all are nice and focus on the themes of the Nalbrezu.

Like the previous installment, we do get an array of interesting faction traits for houses or courts - though, unlike the last book in the series, the bonus types here have not been properly codified as trait bonuses. Oh well, they are still interesting, gaining e.g. one use of the Div bloodline's spoiling touch ability. Granted, they are not always perfectly worded, but generally, they are well-phrased enough to work sans problems.

The pdf also provides rules for Sleight of Hand-ing objects and people and points towards 4WFG's classic Inkantation-tattoo-rules, while also sporting...*drumroll* Torture-rules! The higher your Intimidation ranks, the more degradation techniques and reinforcement techniques you can get to adjust attitudes, implant suggestions in targets and break their will...potentially even shift the alignments of the poor saps subject to the Nalbrezu's ministrations. These rules are unique, concise and will get some use at my table!

The pdf also sports feats, which include means for Nalbrezu to increase their energy resistances, switch SPs or base Intimidation on Strength or Intelligence. As masters of infiltration, eye color dye, hidden compartments and secret pockets provide cool items.

More than that, GMs looking for more inspiration can find it herein in the guise of several sample nalbrezu nooks and intrigues that provide suitably cool hooks for these drow.


Editing and formatting are very good on a formal level, good on a rules-level - while none of the deviations from standard rules-language are truly problematic, they are here. The pdf's layout adheres to a two-column full-color standard and the pdf comes fully bookmarked for your convenience. The artworks herein are original, full-color and gorgeous - kudos!

Patricia Willenborg's second book of Porphyra's AWESOME. Seriously, at a point where I was certainly bored by most depictions of drow, the nalbrezu are a huge breath of fresh air. I'd even argue that the nalbrezu as a race are more player-friendly and balanced than the default drow. The torture rules are cool...but more importantly, even if you don't want to use anything herein...this is a great read. No, seriously. Being written mostly in in-character prose, this pdf suckers you in, much like the nalbrezu themselves, and manages to slowly make you sympathize with these guys...which mirrors perfectly the devilish methods and ideology of the nalbrezu themselves. Fun, unique and radically different from all those tired takes on the drow, this is glorious and has a ton of great ideas. While not perfect, it is an inexpensive, fun and evocative supplement well worth a final verdict of 4.5 stars, rounded up to 5...and since I really enjoyed this book, I'll also slap my seal of approval on this pdf.

Endzeitgeist out.

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