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4,086 posts. 1,646 reviews. No lists. 1 wishlist.

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An review


This module clocks in at 45pages, 1 page front cover, 1 page editorial, 2 pages of advertisement, 1 page ToC/CR-lists, 1 page advice on reading statblocks and 1 page advice on running the module for novice DMs, 1 page SRD and 1 page back cover, leaving 36 pages of content, so let's take a look!

All right, before I dive in - we get 6 pre-gens to run the module, a short primer-style appendix of the general area of the lonely coast including travelling distances/speed and 3 new monsters +2 magic items, the latter of which both get their own artworks. That's the supplemental stuff. It should be noted that the original "Road of the Dead" may have had more pages, but not more content - the collector's edition simply properly collates the information of the module and thus makes it more printer-friendly.

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

All right, still here? Great! What is this module about? Well, one upon a time, a strange people lived in the forests and vales of the Lost Coast. These people had their own, distinct culture and now, the PCs, via one hook or another, stumble across a complex of said folk. Now the culture is the interesting thing here, for the dungeon mirrors essentially a take on the "Road to the Underworld" that dead souls must take upon death as you probably know from Mayan/Aztec mythology. That is, unlike most mythologies, the souls of the vanquished still are in jeopardy after death - failure on the road means an end to the soul - truly final annihilation. The iconic dungeon herein mirrors the procession of such a conception of the afterlife in the very dungeon - resting, to this date, as one of the finest example of unobtrusive, indirect story-telling I've seen in a dungeon:

From pools of "blood", crimson mists, roads of wails -the complex offers smart, intelligent hazards and obstacles, a barrow-labyrinth with undead that also includes RSP's trademark dressing tables of unique sounds and things that happen, spell fragment-hazards, a divination pool - there are plenty of unique and challenging threats and hazards here - including a now added possibility for more socially-inclined characters to shine that was absent from the original. Now I can't emphasize enough how concise and organic this module feels - the dungeon, in the very act of the PCs making their way through, tells a captivating story by simply existing: Each encounter, adversary and trap has the distinct feeling of being lovingly hand-crafted - from sharpened stalactites to flame-gouts spurting demon maws and unique outsiders and one of the most iconic final rooms in any PFRPG-module - not one component of this adventure feels like filler or anything other than downright awesome.

Add to that the further adventuring options that have direct consequences depending on how the PCs manage their discovery to acting as +1 optional boss battles to challenge the truly capable or lucky groups out there and we have a significantly improved version of a module that already was very good...


Editing and formatting, as almost always in RSP's offerings, is flawless. Layout adheres to a two-column b/w-standard and the pdf comes with two versions - one optimized for screen-use and one to be printed out. The pdf comes with excessive bookmarks. It should be noted that the pdf features improved artworks for many a piece and also features one version for screen-use and one for print-use.

Creighton Broadhurst's "Road of the Dead" was a very good module back in the day, but it had minor weaknesses. The Collector's Edition has purged them all and made what shone before a dazzlingly glorious beast. The complex and its story, the adversaries, the hazards - this module is one of the finest examples of indirect storytelling I've seen in ages and imho surpasses in the thoroughly awesome concept of the dungeon and the implementation of its features in the narrative almost every example I can think of. This place makes sense in all the right ways; It's exciting and challenging, but not too hard. It can be enhanced via the bonus/follow-up encounters to be hard, if a DM chooses so. It provides a fascinating glimpse at a unique culture and one I'd hope we'd explore more in the future. The Collector's Edition is a significant improvement in all regards and my dead tree copy, including spine etc., lives up to all the standards as well, adding superb production values to stellar content. Even if you have the original Road of the Dead, the print version is definitely worth its low price and if you don't have the original module, then this should be considered a must-buy anyways. My final verdict will clock in at 5 stars + seal of approval...and since "Road of the Dead" has not featured in any of my best-of lists...this one does and is a candidate for my top ten of 2014.

Endzeitgeist out.

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****( )

This pdf clocks in at 15 pages, 1 page front cover, 1 page advertisement, 1 page SRD, 1/2 a page editorial, leaving us with 11.5 pages of content, so let's take a look!

After a short introduction on harvesting items, we get 3 feats - one that enhances wild-shape as if you were wearing a toke or trophy of a vanquished foe, one that allows you to substitute Craft (Taxidermy) when making items from monsters as crafting skills and one that nets you a circumstance bonus to intimidate when displaying trophies. Got that? Great!

So let's take a look at light helmets: Helms made from aranea chitin enhance web-spells and spell-like abilities while wearing it. Grisly trophies, helmets made from dwarven skulls confer some of the dwarven hardiness on the wearer and are particularly effective for green skins, conferring additional bonuses. Meduas Helmets make the wearer more adept at intimidation (wouldn't you be? I know I'd be afraid...) and masks crafted from powerful night hags protect against charm and fear-effects as well as granting minor DR. The helmet made with the antlers of the rare onyx deer help against intimidation and allow wearers with improved unarmed strike or multiattack a gore attack - which should specify that it is a primary attack, but that's probably me being nitpicky. The same holds true for the Minotaur helmet's potentially granted gore attack, btw.

The skull caps of red caps make you more deadly, but also more disturbing. Among medium helmets, we get one that enhances your fly speed as well as provide resistances, a helmet with an integrated snorkel made from the remains of giant frogs. Or what about making a helm that helps prevent being restricted in movement? You just have to slay a spider eater and get to work! If you're looking for protection versus mind-reading or charm-effects, you might want to go for a Dark Naga Skull Helm. Also exceedingly cool - the Flail Snail Helmet - on a 1-70, spells cast at the wearer misfire; from 71-90 work normal and at 91-100 are reflected back on the caster. This one is cool, but it needs some caps - the automisfire is too strong - why not go for a concentration-check for the caster? A helmet made from a giant ant can also be considered problematic in the right hands - getting essentially the grab-quality with a bite feels too strong. The same issue can be said about the shield made from dire crocodiles. The item also fails to mention the ability's name and the action required to activate it. Evil characters might also craft helms from young silver dragons - nasty.

Now this book also features shields - what about shields studded with incisors of barrow rats that can be used for bashes? This one has an issue - it uses the utterly non-sense per-encounter design-humbug to judge when its stoneskin secondary effect kicks in. I'll spare you the rant. Bunyip Maw Shields may cause bleed damage when used to bash. Generally, the shields tend to provide minor save-bonuses or resistances and provide options to make shield bashes with them more unique. Howler Quill Buckler can fire their quills out to 30 ft, which is kind of nice. Those made from nightmares can be set ablaze, which is also quite cool. Speaking of which - the concise rules for rust monster-based shields make them rather neat as well - slowly degrading the weapons of adversaries. The engulfing shield made from Giant Fly Trap Leaves could require some clarification - what exactly does the "being engulfed" entail, rules-wise? I don't know. Scythe Tree shields and Remorhaz shields are cool, as is the troglodyte's shield that helps hiding in rocky environments.


Editing and formatting are very good, I didn't notice any significant glitches apart from the lack of an italicization here and there - the usual. Layout adheres to a two-column, full-color standard and the pdf comes fully bookmarked with nested bookmarks.

Authors Frank Gori and Jeffrey Harris continue one of the series I'm currently most in love concept-wise - I've been using the requirement of monster parts in my game forever. And indeed, I do think the concept needs much more love - it rocks. Better yet, this pdf is definitely a step forward - less ambiguities, less issues, all the good stuff I loved in installment no.1. now not all items are perfect in balance etc. and the shields could have used some additional diversity in their abilities, but still - this is a good pdf at a very fair price and in spite of the minor hick-ups here and there, is too good to rate down. My final verdict will clock in at 3.5 stars, rounded up to 4 for the purpose of this platform.

Endzeitgeist out.

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This pdf clocks in at 4 pages, 1 page front cover, 1 page SRD, 2 pages of content, so let's take a look, shall we?

We kick off this pdf with 6 new racial feats: Blood Scent lets you apply Smell Fear to bleeding creatures and allows you to smell creatures in the throes of fear at twice the range. Now "Knuckle-Dragger" is a cool feat, but a huge can of worms - by bounding on hand and feet, you get a +10 ft. bonus to land speed -seen that one before. Where things get ugly is with the caveat that you may serve as a mount. Don't get me wrong, I get why this is an awesome idea, but with the mounted combat rules as they are, this presents an enormous issue: Beyond obvious action economy questions (and the fun for the orc-player), questions arise regarding the qualification of being a mount for e.g. halfling cavaliers etc. Don't get me wrong, for some campaigns, this feat rocks - in others, it creates quite a panorama of problematic questions. Orcish Toughness has synergy with Ironguts and Ironhide, increasing its effectiveness, which is nice since it makes these two more valid. A feat for Orcish Weapon Mastery is okay, I guess, in that it closes a hole in the rules. Expending 4 rounds of rage to regain one use of improved iron will is neat, while Squalid Pestilent is just cool - it makes you immune to diseases, but only those whose DC is below your con-score and also increases the potency of diseases you carry or inflict. "Puny pink-skins die of flaky skin." Awesome!

We also get 6 new racial traits, with brute force allowing the orc to choose one of 3 dex-based skills, always treat it as a class skill and using str instead of dex with it. Perhaps a bit strong, but okay. Decreasing non-metal ACP by -2 is nice, while gaining proficiency with all simple weapons feels redundant for just about all characters, but oh well. +2 Hp, +1 to fort saves versus diseases and nauseated/sickened conditions and choosing one trick from Orcish Weapon Expertise to use 1/day is neat.

Alternate Racial trait-wise, we may replace ferocity with smash as a bonus feat and weapon familiarity with +5 HP in the negative - nasty!

The orcish war-drummer is a bard with less class skills and skill ranks per level, but instead of the regular inspire courage, they may incite orcs to receive the effects of boiling blood or make those with the rage ability rage for free for 1 round and enter the rage as an immediate action. Cool! Instead of versatile performance and well-versed, the war-drummer gets two-weapon fighting and may use bludgeoning weapons to smash the drums - neat!


Editing and formatting are very good, I did not 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.

Author Daron Woodson provides quite an array of cool options herein and, while not all of them work flawlessly and while I would have wished the war-drummer had more unique abilities and was more complex, the overall appeal of both archetype and some of the unconventional choices herein did win me over. As mentioned above, some of the options may be a tad bit strong for the most conservative of campaigns, but overall, I see no reason to penalize the pdf overtly for it. The mount-feat is a can of worms, but for the right campaign utterly awesome. Thus, my final verdict will clock in at 4.5 stars, rounded up to 5 for the purpose of this platform.

Endzeitgeist out.

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*( )( )( )( )

This book that expands the glorious Psionics-rules from Dreamscarred Press' Ultimate Psionics clocks in at 20 pages, 1 page front cover, 1 page editorial, ~1.5 pages SRD, 1 page back cover, leaving us with ~15.5 pages of content, so let's take a look, shall we?

We immediately kick off with a new archetype for Nomads, the Locus. Skill-wise, they exchange fly and survival for bluff and perception as class skills and overall, they modify the discipline abilities of the Nomad beyond 2nd level, i.e. the archetype's signature tricks are learned at 8th, 14th and 20th level and replace the respective default discipline abilities. What are these? Well the 8th level ability lets the nomad 1/day make a full attack versus any creature within reach, making all of the wilder's melee and touch attacks versus said target count as the target being flanked. The nomad may designate a secondary target for one of the attacks within 10 feet of the primary target. The reach for eligible secondary targets can be extended by + 5 feet per power point expended. No more than con-mod power points can be expended thus - which feels slightly strange if you've been playing with psionics for some editions and still remember psychoportation generally being the dex-discipline, but since that connection has been diminished almost completely, no complaints there. (And yes, we get more daily uses as the levels progress...) At 14th level, the Locus may project a phantom self as long as the locus is psionically focused.

The phantom has all your physical traits and powers, but does not benefit from your magical items and only has psion level times int-mod hp, but cannot exceed your hp - I *assume* here that current hp is meant, but I'm not sure. While phantoms have no powers and usually can't interact in a physical world, you can pay 3 power points to make a standard action, 2 to make a free, swift, immediate action with it. What do move-equivalent actions that interact with the physical world cost? The psion is aware of all the phantom's experiences once the effect ends, but no sooner, making for an interesting balance mechanism here, though one that requires careful separation of in-game and out-game knowledge - why?

Because the psion is knocked unconscious for 10-con mod minutes if the phantom perishes, making scouting with it potentially perilous. Now generally, I love the idea of this ability. The execution and the wording, though, fall somewhat flat. A phantom may move up to psion level times int-mod times 100 feet away from your psion. What happens if the phantom tries to move beyond? I don't know, the ability does not specify it. Also problematic - the phantom's action economy - so only power points restrict the phantom's actions? The text reads "The psion is able to make a single physical standard action...", which proves to be the key here - the phantom's actions seem to be that of the psion, i.e. the psion steers the phantom - which the text, apart from this small tidbit, unfortunately fails to mention. As written, the ability can be read as the phantom and psion acting simultaneously, rather than the psion steering the phantom, which would break action economy hardcore. From the text, I gather that was not the intention, though the ambiguity still remains. Also problematic - the ability fails to specify where the phantom emerges. As a capstone, you may create an exact duplicate of yourself and actually manages to get the hit point, magic items with charges (solved via a kind of quantum indeterminacy - first one to use the item, has it until the effect ends), effects and spells - all the stuff, RIGHT. Seriously, impressive capstone, well-crafted, two thumbs up for it!

The second psion-archetype would be the Mind Reaver for the Telepathy-discipline, who replaces profession as a class skill with disguise and must be non-good. And they better invest in some disguise ranks, for rather paltry checks can determine that there's something not quite right with these guys and noticing nets severe penalties to all social interaction but intimidate, which is, of course, granted a bonus against those weirded out by the reaver. Rather interesting would be the ability to impose -1 penalties to will-saves via the expenditure of power points as a swift action (up to 1/4 psion level, min 1) until the target's next turn. Where things get slightly off here would be in the additional ability, that allows for the expenditure of +3 power points to extend the effect to all creatures within 30 feet...of what? The power's target? The mindreaver? This is a very important distinction. Also, as written, this means the ability can be used first at 12th level, whereas usual augment rules (yes, I know - usually applied to powers, not class abilities) cap augments at manifester level. I *assume* the ability's limit (and thus, 12th level) take precedence over augmentation limits, but a clarification would still be nice. -1 to will does not seem like a good trade off at 12th level, especially since allies can't be excluded from this ability...

As a standard action, 2nd level mindreavers may create psychic javelins and hurl them at targets via a touch attack (nitpick alert - this should be RANGED touch attack) - reach being the javelin's reach, I *assume* and the javelin can be enhanced via feats etc. just as if it were a real javelin.Hit targets are shaken in addition to the damage received. The psion may spend 2 power points to increase threat range by plus 1. (At what cap? Could a psion make a javelin that threatens a crit on a natural 2?) At 6th level and every 4 levels thereafter, the range of the javelin increases by 10 ft., the damage dice by "a factor of 1"[sic!]. Granted, my math vocabulary may be a bit rusty, but factor is a term in multiplication and usually denotes one of the numbers used in it - so this would mean no increase. I think the wrong term has been used here and don't have the slightest clue, how the base damage of the javelin scales. Why not just adhere to the rules-standard and write something like "at level x, the javelin's base damage dice increase by +xdx and every y levels thereafter, said amount is increased by z" or something similar? The spear can be manifested 3+Int-mod times per day.

At 8th level, highjacking targets via mind control (via power points even as a move action!) becomes possible, though whether this special augment stacks or is in addition with the default augmentations of the power, I'm not sure. As a capstone, the mindreaver gets a deadly, madness-inducing aura and can pay power points to expand the aura and attack targets within with black tentacles of energy that stun the targets for 3 power points per target - unfortunately failing to specify the action creating one or more of these stun-tentacles takes. All in all, glorious in concept and pretty close to working, being awesome, this archetype is brought low by several minor issues that make it simply not work properly as intended.

The feats herein allow e.g. the Locus to get +2 uses of disturbed space per day, make a bull rush attempt (ranged combat maneuver, not a fan, but at least the restriction that bars movement by the manifester and the 1/fold restriction and power point cost balance it) via disturbed space, additionally knock targets prone on a failed save and even expand said attempt to hit all within 10 feet - of what? The Manifester or the target of disturbed space? What if disturbed space targets multiple creatures? Multiple AoO Bull Rush/Trips?

Amplified folding does not work as written - disturbed space is a full attack action, meaning the locus will not have a standard action left to make an attack at full BAB with flanking bonuses to two separate foes. An increase of the will-save crippling power of the mind reaver gets the changes its effect to fort instead does get the interaction with the base ability's power point cap right, btw. The archetype can also get a power point-based gaze attack - that somehow does not work like gaze attacks. Usually, gaze attacks automatically work and can be targeted at creatures to potentially prompt second saves. However, the gaze attack granted by the feat does not have this passive component of the gaze attack - does that mean only those explicitly targeted can be affected with it or does the expenditure of the power point activate it? If the former, for how long?

The Soulknife-Attenuator archetype also modifies the class skill list and may make knowledge checks versus 10+CR to gain scaling circumstance bonuses to atk against targets for 3+wis-mod rounds - 2/day at 1st level + 1/day at 6th level and every 4 levels after that. While at first a full-round action, the action type this takes diminishes at 5th level to standard and thereafter on 8th to move action and finally to swift action at 11th level. Not a fan of the CR-mategamey aspect, but as an exchange for the 1st level bonus feat, okay. Instead of throwing their blade, the attenuator can execute a special attack that deals no damage, but applies negative conditions (first fatigued, then exhausted and dazed, and finally, stunned) to the target as a full-round action, useable 3+dex.mod times per day. The target gets a save. This ability is VERY weak and could use some improvements...

Foes properly identified via aforementioned gauge weakness-ability find, at 10th level, that it's hard to cast spells or use powers on a failed save for wis-mod rounds. Per se okay disrupto, though I doN't get why a save is used here in lieu of a concentration-check. Does the target realize the disruptive power? If not, are failed spells lost or not? Using concentration instead would have eliminated all these ambiguities. Additionally, since this ability replaces psychic strike, it makes soulknife levels 3 and 7 dead levels where nothing is gained. Bad! The capstone can emit a combined antimagic/null-psionics field that fails to specify caster level/manifester level as well as taking into account that the default assumption is for psionics and magic to interact.

The Manic Magpie automatically gets combat expertise and does not provoke AoOs when attempting the steal and disarm combat maneuvers and instead applies additional benefits when taking the improved-feats for these - paltry as they may be with a +1 competence bonus to slight of hands. This ability costs throw mind blade as well as the 1st level bonus feat.

At 3rd level, Magpies may steal weapons from foes via sleight of hand versus touch attack. The foe gets a ref-save versus the skill-checks result to prevent this. I consider this ability bad design. skill versus AC is not fair, skill versus touch AC is insane. Even the ref-save (which will always be below a properly maxed out skill) does not cut it. Also - why use this convoluted mechanic that deviates from how steal in handled in EVERY OTHER context and create confusion? Also problematic - when stealing mind-blades and spell/power-made weapons (which becomes possible at higher levels), blade skills, enhancements etc. are retained - but can apply their own blade skills to the mind-blade as well? Also, the ability features a caveat that it can be used +1/day at 6th level and +1/day every three levels thereafter, but the base ability has no daily cap. As a capstone, the Magpie may steal a single target spell/effect/power via sleight of hand that targets the character or an adjacent ally and redirect the effect - per se cool, but fails to specify what action it is - free? Immediate? that's about it. Why does the character not have to identify the effect in question, as is custom with counterspelling and the like?

We also get 4 blade skills - one allows you to ignore soft cover when throwing your mind blade, which is pretty weak, and one that teleports you to the target of your throw as a move action. The former could use an anti-teleportation caveat, but apart from that, the caveat for direct lines, implying that obstacles can break your stride, works for me. Power Point-sapping does, too. However, the final skill, which costs a standard action to render your blade ghost touch for wis-mod rounds, is ridiculous. Look at that soulknife-table - at +1 equivalent, they can already do that. And yes, I get the added flexibility, but compared to other blade skills, this still makes no sense.

The new soulknife feats allow you to use the archetype abilities with x/day uses more often, combine at 15th level thrown mind blades with melee attacks/multi-throw, increase mind blade range or imbue the brilliant energy special ability into a piece of ammunition SANS LIMIT OR DURATION. Yeah, a soulknife with this feat can flood the market like kingdom come. Absorbing (and destroying) a psicrystal, gaining temporarily its personality benefits also seems a bit situational for a feat. Also confusing - why does stealing a psicrystal take a whole feat? Adding minor non-lethal damage to pressure strike (the negative condition-inducing attack of the Attenuator) is a nice touch, but since that remains the only damage the attack gets, its scaling (max 4d3+4) remains very weak. Also, do str-mod and similar bonuses to damage apply here? I *assume* no, but I'm not sure. A second feat makes this damage lethal instead. Yeah, not stoked either.

There also are 4 general new feats, one generally enhancing your effective ML by +1 whenever spending power points. So does this mean the augment-cap for the augmented ability is higher or that whenever you augment anything via power points, you're treated as +1 ML? Before or after power points are expended? Don't know, needs clarification. The same hold true for the follow-up feat. Critical Insight is one of these bad design-feats - regain 1 power point for every natural 20 you have with an attack. Bag of kittens. Ineffective bag of kittens that takes forever to replenish your power points, but still. A meditation that takes 1 hour and regains character level power points does work - limited by time, caveat for being uninterrupted and no ability to exceed the regular limits ensure it is a valid last ditch reserve.

We also get a neat new power that deals wis-damage and can cause a random, permanent insanity - here, two new ones, delirium and psychalgia, are provided. Nice! The new power Radiant Banner is an okay buff, while Thousand Cutting Cranes is interesting - an explosion of paper swans is less effective versus those wearing metal armor, while non-metal armor takes additional damage. The power also obscures sight for a limited duration. I love the imagery and idea of the power, but its implementation is suboptimal - what about non-metal materials that are harder than metal? Tying the mechanics to the hardness of the armor instead of its composition would have made for the more elegant design choice.

Part II of my review in the product discussion.

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****( )

This installment of Legendary Games' Mythic Monsters-series clocks in at 34 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page ToC, 3 pages of introduction/how to use, 2 pages of advertisement, 1 page back cover, leaving us with 24 pages of content, so let's take a look!

Now sometimes, a mythic monster installment features some cool, unique supplemental idea - this one provides a code of symbols (similar to what e.g. gypsies used back n the day, though much more obvious) for planar gates to help the wary planeshopper decide on whether to jump through the portal. Quite an array of solid, full-color glyphs with obvious meanings are provided here, covering e.g. the inner planes and negative/astral/ethereal planes, but also providing some symbols for portals that are one-way, lead to djinn, sahuagin etc. Nice.

Now fans of cheesy horror classics may get a chuckle out of the nomenclature of the wishmaster ability for mythic djinn - those beings are the keepers of their races and essentially the wishing police - these beings may even undo the wishes of other djinn. Yeah! Now let's take a look at the respective mythic creatures and what sets them apart!

At CR 10/MR 4, the Noble Djinni Vizier comes with a mastery of gravity and its manipulation, cannot be easily contained and gets some neat SPs. AT CR 12/Mr 5, the mythic Malik (i.e. noble efreeti) may cause non-mythic fire resistance ignoring conflagrations, shroud themselves in clouds of embers and are never blinded by smoke etc. - nasty for line of sight/effect tricks. Spell-like abilities powered by mythic power and the iconic arrogance also get neat signature abilities here.

At CR 5/MR 2, mythic Janni actually are rather neat - they can change the elemental properties of magic items and spells they use via swift actions and summon forth powerful elemental support. The CR 14/MR 5 Noble Marid Shahzada may desiccate targets via water's fury and craft deadly prisons of ice. Their liquefying touch, insanely accurate senses under water as well as their utter superiority in the realms of underwater creatures ensure that these guys are awesome terrors to behold.

The CR 16/MR 6 Noble Shaitan Pasha can force creatures to land, calling to swimmers and flyers - but what about those with a burrow speed? Apart from that oversight, the collective of cool legalistic wordsmithing, superior metalworking etc., a grand beast of a foe. Have I mentioned the ability to push targets into stone, melding them with the surroundings? Now that is creepy imagery.

Mythic Ghuls at CR 6/MR 2 gets a cursed, special, selective cloud of obscuring mists as well as superiority over hyenas and hyena-like creatures and temporarily grant these subordinate pack creatures teamwork feats. At CR 9/ MR 3, the iconic invisible stalker gets the exceedingly cool ability to activate an electrical shield that damages targets depending on the amount of metal they wear and also use this field to see targets. Its nigh unstoppable tracking also helps make this one a full-blown success.

The CR 6/MR 2 Mercanes come with a second extraplanar decoy chest and constant mind shielding, making them appropriate hagglers. Now mythic salamanders, at CR 8/MR 3 get imho one of the most iconic abilities - regeneration that can only be suppressed by mythic cold effects or weapons forged by their own mythic brethren - so simple, so elegant, so awesome. Of course, that are not all of their tricks, but it's the coolest in my book and rife with storytelling potential.

At CR 6/MR 2, the Mythic Tojanida get toxic ink, which is a rather cool idea, especially considering the option to power to enhance the damage with mythic power. The dreaded mythic Xill at CR 8/MR 3 can abduct non-helpless targets, may implant eggs on targets grappled and may switch teamwork feats in a limited manner, adding a strange component to the creature appropriate for the dreaded creatures. Compared to that, making earth waves and bludgeoning earth-eruptions for mythic Xorns (at CR 8/ MR 3) feel a tad bit more conservative.

Now my personal highlights in the mythic monster series tend to be Legendary Games' unique, new creatures and this time around, we get the CR 10/MR 4 Liminal Hound, a superb hunting dog of silverish hexagonally-scaled skin that not only is a glorious tracker, but which may also highjack grappled creatures trying to teleport away, interrupt those trying to get away, function perfectly in even zero gravity. As a nice bonus, we get a new armor made from their skin as well as a full-blown 1-page artwork of the most glorious quality. While not the best of Legendary Games' unique creations, I do like this critter's tight planeshopper-hunter-focus.


Editing and formatting are good, I did not notice truly annoying glitches, though e.g. the Tojanida, Ghul, Malik and Genie-statblocks lack their respective ecology entries. Layout adheres to legendary Games' 2-column full-color standard and the pdf comes with two great full-color artworks and some cool symbols. The pdf has no bookmarks - a comfort detriment.

Jonathan Keith delivers a fine array of elemental-themed adversaries, with a tight focus on all those non-elemental denizens of the often neglected Inner Planes. Indeed, the overall takes on the respective mythic creatures, often drawn from folklore and pop culture, can be considered iconic and the new mythic toys to play with are neat. On the other hand, even though the adversaries herein often have a rather unique additional tool (or even a whole array of them), not all blew me away. Add to that the minor glitches and we arrive at a good installment of the series, if not a perfect one - well worth a final verdict of 4 stars.

Endzeitgeist out.

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