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GreatKhanArtist's page

Pathfinder Society Member. 272 posts. 19 reviews. No lists. No wishlists. 2 Pathfinder Society characters. 1 alias.



1 to 5 of 19 << first < prev | 1 | 2 | 3 | 4 | next > last >>

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What "Ecology of" should be

*****

Are you also disappointed with the few "Ecology" articles in the Pathfinder APs? Look no further.

This fantastic little number has all the crunch and fluff a great resource should, and is packed full of useful bits. This book really feels like an anthropological take on lizardfolk. Their communal den is unique and believable, considering the biological factors lizardfolk would have. Their politics and religion are also considered. Like any other people, the lizardfolk have aspects unique to their culture. Since they are a warlike people, they are given new tactics [feats] and weapons. They also have three detailed unique heirloom weapons with stats and lore.

Similar to other RS offerings, there are all kinds of hooks to introduce this tribe to your players. Of course alot are conflict, but in Raging Swan's signature style, all is not well within the clan, and there are plenty of hooks imbedded in the character descriptions for social characters to take advantage of. Each major character is detailed, with the chief having a unique weapon. They are given personalities, stats and motives, as well as their attitude towards other major players and their schemes. Stats for the tribal goons are also included and they are of many levels for instant use.

Like some of the other RS products, relevant rules are also reprinted here: this time it's swamp hazards. Although it is a reprint, it's something I enjoy having, as it is very concise and I feel it adds to the product, rather than deterring from it.

Raging Swan blends old school and new style into a wonderfully comprehensive mix all their own, and it works. The tribe feels familiar, fresh and believable. In conclusion: Highly recommend.


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What Goes Bump in the Night?

****( )

For fans of the Village Backdrop series, essentially this is another offering in the lineup, only taken deep below ground. An earthquake has sealed off a deep gnome fishing village from the sea, and that is only the beginning of the troubles Deephearth faces. Its people are missing and there are a number of potential suspects...

Like the other Village Backdrops, Deephearth is a small locale, but it is richly detailed with buildings and descriptions of village elders and local industries. It also has a plot hook worth investigating, because life on paper is never dull. The plots and rumours section returns with some excellent plot hooks encouraging NPC interaction. The major NPCs and the suspects in the disappearances are well-fleshed out and each has nuances of personality that makes for delightful roleplaying.

Deephearth itself features some very interesting buildings. There is a temple inside a hollowed out giant mushroom, a scrimshawed house amid an ancient carcass, and a tiny tavern serving up mushroom ale. The mushroom theme is strong in Deephearth, which is something I enjoy seeing in products detailing the deep dark.

Deephearth's problems can be made out to be quite creepy if elaborated upon. Because the deep gnomes have darkvision, there is no light, as the potential to attract unwanted attention is just too great. Paranoid villagers may attempt to extinguish any light source the PCs have, and whispers in the deep may or may not be only in one's head.

Although the villain behind the disappearances is somewhat cliché, the personalities of the suspects and villagers create an interesting side trek. My only major fault with this product is that the deep gnomes didn't feel any different from any other race. That's kind of sad, but consider the product is really meant to detail the location, and it's quite memorable.

This product really got my creative juices flowing, which is what I look for in any supplement. Therefore, definitely recommended for the price, and I hope a deep gnome "Tribes" offering will follow.


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And Madness Followed


As the title suggests, this is a sourcebook of critters for the new Occult Adventures source material. Most of them use psychic magic or rules or variant class skills, so if you don't intend on buying the master volume, leave this one on the shelf. There are however, a handful of psychic-flavoured adversaries that don't use these rules. The creatures presented have a scale of OA knowledge, so DMs can jump right in with some of the less complicated offerings. Tychilarius the BBEG is actually free of psychic rules, strangely enough.

The creatures presented are of all CRs and most, if not all, major creature types have something added to them. This book is packed cover to cover with usefulness, the inside cover having the standard bestiary breakdown of CR, type and role. I wish Paizo would release this page as a preview for perspective buyers.

Flavour-wise, we have denizens of any place dark, mysterious or dark and mysterious place. The Dominion of the Black gets a major nod in Tychilarius; the underdark has many new hazards; Vudra and Tian Xia get foes to fit with their exotic feel; and many of these critters have ties to the shadow plane, astral plane or dreamscape.

Players have complained that some of the more recent creature offerings feel uninspired. I do not feel this way about this book. There are variants for some creature types, but mostly the creatures feel exotic and fresh. My favorite so far is the tattoo guardian, a construct with a wonderful flavor appeal. There are also lots of templates.

My only major complaint is that the book seems to have a disproportionate number of undead. Woe betide the psychic spell caster who dies any sort of death! All in all, a book I'm excited about. I really have to commend the designers on having a variety of creatures of all types, CRs and with varying amounts of OA rules.


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Rated PG

****( )

...For Pretty Good and Player's Guide suggested.

There were some really good ideas in this module, but a lot of the content was confusing or lost to me because I don't own the Great City Player's Guide. Yes, the guttermage is statted up, but his motives are sort of lost on me. Is he some kind of urban druid? Why is this shrine so important to him? It was also not mentioned who Burlstaff was until the encounter, although he is alluded to in other areas earlier in the text. I also had no really clue what the dandymen do. I guess they're bodyguards for the nobles?

That said, this really is a good adventure. It doesn't have much of anything to do with the actual sinking, however. The location is just an abandoned bathhouse and can easily be used in any campaign. (Positive and negative for me.) I really liked all the hooks, all were plausible and appropriate. There is lots of opportunity for roleplaying with the nobles, with the potential for even more depending on the hook you used to get them there. These can be solved with diplomacy checks, if that's your style. The villain is not what it seems, which is a nice twist, and the "treasure" in the idol follows suit. Both pretty cool. There is a nice balance of combat as well.

The bathhouse is not the most interesting locale, as there is no more steam or water to complicate matters, but based on the price of the module, that's okay. Enterprising DMs can certainly add these features to be reactivated to aid heroes or enemies in combat.

All in all, recommended. The price is amazing and there are some neat twists and an excellent balance of social and swordplay.


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Woe Be-Tide Thee

*****

Like all RS products, this one has amazingly flavourful descriptions. These are on a chart that you can roll for, or cherry pick your favorites. Much of the history can be obtained by perception checks, and, as mentioned by other reviewers, much of it is in abyssal. This adventure is scalable and instructions are included. Like the other DM offerings, this one has many tantalizing hooks for DMs to develop into a campaign. It even has a mini "continuing the adventure" section with future adversaries statted out. Section 6 [no spoilers!] is really the best part, upping the ante on the flood factor for PCs. I absolutely love the simple and effective manner the flooding works in this product. It allows a DM to scale ahead and back the flooding at his discretion for parties, but also gives tables affecting water levels. A great mechanism to be reused for other dungeons. There is also an emergency escape route built in, but it has its own challenges.

What makes this adventure really great is not only that the adventure itself looks like lots of fun, but that there is so much that can be re-used elsewhere for your money. The descriptions tables can be reused for all kinds of seashores, The spell fragment puzzle can be reworked with the details given in the side box by a clever DM, there are the statted cultists and acolyte for later adventures and a new template. The pre-gens can be reused for PCs or NPCs and I love the ammo check boxes.

This is also extremely new DM-friendly. All the templates are included, as are the rules for drowning and how to use the adventure for very fresh DMs.

For 5$, a perfect offering.


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