The Expanded Battle Scion, newest addition to the New Paths series from those oh so clever Kobolds. The constantly impressive Marc Radle takes the reigns once again, taking a deeper look in to the Battle Scion. Now, anyone who has been around the editions throughout the years should be fairly familiar with the basic idea here, which is a good thing. For those joining us late to the class, allow me to give a basic crash course in the concept. The Battle Scion is everything you've ever wanted in a character that left you unable to decide between a fighter or a spell chucker. That's right, all the groovy perks of being a fighter including their feats and such combined with having an arsenal of spells at your finger tips. So, why doesn't everyone do this, right? Simple, checks and balance my friends. And this is done very well here by slowing down a character's progression to make you earn all those perks. Not so much that you won't have as fun in the lower levels, but it will force you appreciate when the feats begin rolling in. Also, and to be honest, this is not a multi-class, so when to hit the sweet spot and you and start taking advantage of feats from the two “parents” classes of the Battle Scion you will have to split those feats up, deciding what means more to you as the player. Personally, I love the idea here giving enough flexibility that we could all sit down to play a group of Battle Scions and still end up vastly different in our character's builds.
Now, having covered the fact that once level progression kicks in there are going to be the sweet access to feats (Fighter Feats, Cantrips and the access to a Spellbook, and this being where I see all the potential to go nuts with options for character build), here's where we into the cool stuff. Force Blast, starting right off the bat at level 1 (with an growing power level to the damage for this ability as the PC increases in level), operates as an effective magic missile. Starting off our little 1rst level character within this class they are armed with a finger loaded folks, ready to fire with a 2d4 Force Missile...go ahead, roll it around, think about that. Still not laughing at the tiny missile are you. At first level, in a class that combines everything you want from a fighter and a wizard they come equipped ready to do that much damage, before you put a weapon in their hand. And as I stated the missile gets more powerful right there with your levels. Yeah, I like.
Now, I know, you are wondering where's the weapon perks, right? Yeah, they weren't overlooked, trust me. Just over the edge of unlocking access to these feats we get this awesome class feature Dweomer Weapon. They could have gone with the basic “x level gets you a {x} amount of {+} to your weapon....yup, boring. And, to be honest, it looks like that is what you start with, but keep reading on and we find that you are given a whole shopping list of options you can enhance your weapon with this ability, letting you once again go in multiple different directions with your character. Be as varied or specific as you want with this.
Two archetypes give you a few options to help to develop this class, and begin to show off what can be done with it. The Force Blaster gives us the Battle Scion more focused on this arcane fire power with several class features turning that force missile of theirs into a cannonshot. LOVE THIS ARCHETYPE!! Point blank, am saying this right now, this archetype is either going to earn Marc some friends around my gaming table for loving the NPC they have to deal with, or Marc, buddy, be careful going out for coffee, lol.
OK, I did say there was two archetypes, and our second is the Bonded Scion, going deeper into exploring the idea of a Battle Scion focusing on enhancing their weapon, and becoming an even more deadly adversary in combat. A solid archetype, well designed, but I got to say it, the first got me of the two, hands down.
With 5 new Feats we get one in particular I have to discuss here, Awakened Arcane Bond (allowing for sentience to your arcane bonded object) is one of the cooler feats I have come across in a while. I love anything that is going to help the story propel along with more than simple + this or + that....those are simple math, not helping tell a story and allowing for creative and great concepts. Feats like this, these were designed for those of us who want to Roleplay, not just rollplay. Well done, well done indeed!
Now, our last section, New Magic Items. Along with a trio of legendary items (belonging to Gax the Great – yes, I am thinking I can't read that without seeing Gygax, lol) there is a short addition here giving us rules for Legendary Magic Item Rules. Whereas the three items are all cool in their own right, the rules are where this section shines.
So, wrapping this one up. Editing, spelling, layout....all phenomenal. Design, outstanding...only real complaint, I want more, lol. Seriously, this book is an excellent addition to a playgroup's collection, and I am hoping by the time I have posted this review that HeroLab files have been added, as I seriously want these in my files. Very well done, an excellent character class reminding everyone why the New Paths series was started, and what can be done with these classes. And before I forget we have one more page, a single sheet spell tracker to be added to a player's character portfolio to aid in tracking their daily spells. Always a good thing to have on hand, and a welcome addition.
Final rating on this one can be no less than a solid 5 star rating, and well worth the price of admission folks.
I was a fan of Leomund. I think a great deal of folks were. As well as several of the other fictional spell designing, item crafting powerhouses who's names graced so many items throughout an era of gaming. And yes, a great of those echoes of times gone by are still there, albeit under other names, but the connection to an individual is gone, and than somehow lessens the finished results. What an I yammering about? Something very cool...that's what.
Liz Smith takes on 30 Portable Rooms in this latest offering of the #30 series, but does it with more than just a collection of stats for some items. She gives us a name. Wyrist Spellweaver. A piece of fiction, sure, but aren't they all? The sheer fact that the PDF opens with a small piece of correspondence mentioning that the following is a collection of notes pertaining to one Wyrist Spellweaver, and his items of creation, and the reasoning behind why he created them in the first place took this PDF to a completely different level for me. Instantly I was far more interested in what these pages were going to contain, and how the mythos of this new NPC would evolve. See, that was, in the end, what we lost with the named spells, the mythos of those characters laid bare through their works. So, without even making it past the first paragraph I found myself impressed Liz, well done.
But, what of the rooms? What offerings are we presented with? Well, the Black Arrow is a classic example of the portable room done right, a stable complete with unseen servants and enchanted to allow speech with animals with the room, all presented as an old Horseshoe turned into a boot scrapper when deactivated. Or perhaps the Book of Books, a library, hidden with a book. Yeah, I know, so freaking obvious it astounds that this wasn't already done, but design of this nature is some of the best design out there, as it relies on its own simplicity.
We have a pair of boots that leave a fishing pond in their steps, a mug with a trapdoor to a hidden wine cellar, a thieves dart that spun just right will open a trapdoor to a training gym...in short, there are some seriously interesting takes on how one defines the idea of a portable room.
The best part here has to be the benefits of the rooms themselves. Each room gives a reason why one would want to get into it, be it a bonus against a roll or check, rest, food, etc. But not one of these benefits outweigh the value of the item to a game. By this I mean simply that any of these items could be introduced without doing enough unbalancing to do any true damage to a game, which is ideal of course.
Editing and format wise I caught nothing in regards to errors or bad layout, rather quite the opposite, this overall look and feel of this PDF is rather well put together. Design wise I am very impressed with Liz Smith's take on the portable room concept, and and can't help but recommend this PDF to anyone and everyone who missed out Leomund as much as I. A solid 5 star rating, and well worth the price of admission.
OK...let's begin with the statement that I am not a fan of humor in my game material. I know, I know, how very grinch like of me, but there it is. That being said, a product that is in fact a humorous product is not quite the same, now is it? I knew the second I saw the cover that what I had in my hands was a tongue in cheek collection of creatures...something for those looking to inject some holiday humor into their gametop...what I was not expecting was the solid design behind the creatures.
Yeah, I said it, solidly designed critters. Now, granted, their are a few here that will probably only ever exist in a game meant for laughs, such as the Gingerbread Golem, Eggnog Pudding, or even the Aberrant Fruitcake...but their designs are still logical and solid enough to field them, with effectiveness. That spoke through, loud and clear.
Taking a step towards the undead side of things I have got to say the Dirge Caroler is hands down my favorite creature in this collection, and oddly invokes some nostalgia for classic Doctor Who in me...not sure if it was just the feel of the creature or if there was something similar in an episode, regardless they are a cool concept. Leading a "caroling choir" of well dressed zombies, the dirge carolers enchant and devour to their heart's content within communities, adding a serious level of creepy to those annoying folks wandering around singing.
And the Dreidel Swarm, now that is an interesting concept, and a well executed one at that. That is easily something I can see getting some mileage at a gametable, showing up perhaps in the lair of a demented toy-maker....hmmm, excuse me, need to make a few notes....
Point being, if you are looking for a cool little collection of holiday inspired creatures, you've found them, period. There's something in here for any play style, and then some.
Now, did I have issues with a few things? Yeah...the art is all over the place, some pieces being extremely cartoony, perhaps even childish...but for what this collection is, that oddly added to the charm of the product. Which brings me to my only true complaint in regards to design, and that is the Clockwork Nutcracker having no form of bite attack. It seems an almost given that there would be some special linked with that gaping maw of his.
All in all though, as I stated, the creatures here are a good collection of holiday inspired weirdness, ready to bring a few smiles to the table as you roll some dice with friends under the tree.
A 5 star rating for a rather unique collection of oddities.
#30 Alchemical Gadgets, yet another addition to the #30 series from Rite publishing offers up an alternative to equipping a playgroup with a plethora of magical items that are typically costly, and usually limited in the scope of who can or can not use them. The alternative is to look to alchemy. Granted there are a few items here that are blatant re-skins, and perhaps a little to “modern” for some tastes when it comes to a fantasy setting (I'm looking at you Alchemical Fire Projector...yes, it's a flame thrower)...but there are some really good pieces in here. The Arcane Atomizer allows for the detection on magical auras by spraying a mist of fluid into the air which reacts via color change to present magical energies. The Firefly Box brings rave strobe lights to fantasy gaming...I kid you not, lol...a good solid explanation for how and why, but at the end of the day, it is what it is, lol. Ah well, I guess even medieval kids need to get their funk on occasionally.
The Forensic Lens gives us game mechanics for the classic multi-tree of lenses that Hollywood has done such a good job of portraying throughout most of my life as those glasses that all “sciency types” wear...you know the type I am referring to, the main lens with a plethora of flip up and fold down additional lenses...well, this would be a monogoggle variety of said eye-wear. Mainly designed for aiding in tracking and investigation alas, so its intended purpose is far more limited I think then these could have been.
Frog Gloves grant webbing to aid in swim checks and speed, and the Grounder Spike operates as a limited form of electrical protection. The Hopelight Globe (while reminding me of a glo-stick) is a fairly cool little device, and one I could easily see making available to my PCs. A globe filled with a charged liquid that is tossed to a point, whereupon the necessary chemical reactions take place within it causing the attached lenses to focus and emit a pale green light. Cool thing there is the light is more than just a means of being able to see, as it makes etheral creatures visible, and damages undead and aberations.
The Omnicaulker is yet another example of an alchemical item skirting the concepts of re-skinning modern ideas, without even trying to hide the fact. It's a caulk gun, pure and simple. You load it with different alchemical substances stored in cartridges that you can then squeeze out in a thin line for a variety of effects depending upon which substance you load....of the worst when it comes to following along with the idea of re-skinned modern items has got to be Superstick...yes, it's super-glue.
OK...Spell Poppers are indeed something we all know, and I imagine most of us have fond memories of playing with them as kids, and yet they are not a modern item, for they have been around for quite sometime. They are the little paper wrapped poppers that you throw at surfaces to get them to explode, totally harmless, but a great way to distract a spell chucker trying to cast, and something so simple in its usage here that it is sheer brilliance.
14 pages total, with 10 of those being the new alchemical items, the PDF is presented in the standard dual column format with embedded artwork. Following the classic Rite publishing usage of classic art this PDF does not disappoint, as there are some truly exceptional pieces of art included. Editing wise I did find a few stray mishaps, the occasional odd wording or dropped letter.
Whereas there are several items within this collection that to me felt like a blatant re-skin of modern tech, in the end that is what the alchemy line is, whether I like it or not. Personally, I am not a fan of the idea, but it is a rather large portion of what alchemy is, the precursor to science and tech. So, having cleared that up, that I am judging this purely on its design merits, and not personal opinions towards alchemy in general, I am going with a 4 star rating. There are a lot of well designed items here that would help any playgroup drastically, at a far easier rate of availability than magical means supply.
We've all been there, those little squishy tasty scooby snacks known as low level characters...just waiting to be fed to a group of rats, or maybe if you're really lucky a pack of goblins....Woopee!! Yeah, not so much, right? Low level notoriously blows, because so little is written for it with the idea that the group can handle a real challenge, let alone is worthy of a story that goes beyond the most absolute basic concepts...after all, the good stuff is reserved for those characters that can do something with it. Well, Wolfgang says NO MORE!!
To the Edge of the World by Wolfgang Baur is (like every book in the Midgard series) a visual treat to look at. To say that Marc Radle was a good choice for graphic design for the Kobolds has got to be one of the biggest understatements one could imagine. Everything Radle touches ends up with a higher degree of professionalism and just all around sexiness. Sexiness? Yeah, I went there. I can not stress enough how much I have fallen in love with the look of the Midgard series of books, and am thrilled to see that the look is going to carry into the adventures as well as the sourcebooks, as this truly ties them all together as a cohesive set.
Now, I know, I know...you didn't come here to listen to me go on and on about how pretty it is, you want to know about the meat of it all, The adventure itself. And how in the world any adventure written for a beginning playgroup could possibly incorporate a cover that freaking cool, right? Well, let me break it to you buttercup....Oh, wait, almost forgot...PLAYERS BEGONE (wiggles the fingers, tosses the dust) ...Alright, almost forgot to cast that handy little incantation SPOILER ALERT...lol. Now, where were we?? Ah yes, the cover, and just what the heck is going on in this adventure....read on my friends, read on.
The PCs are going to find themselves hired to travel to meet with an undead queen, there to do the diplomacy dance and ingratiate themselves through gifts and flattery to try and gain access to a tomb with the intentions of retrieving an item for their employer. Following me so far? Cool. Because what you have here is essentially the hook to get your PCs moving. The man of means hiring them is going to hook them up with some handy dandy toys to help, things well beyond their means as PCs, but in the end they are acting as emissaries for their employer, which is a great way to put means within the grasp of a group without breaking the mechanics of what they themselves could afford to have access to.
Offered the usage of a ship with an experienced captain (a dragonkin by the name of Gullnipper, who has an excellent piece of art on a sidenote), the PCs should have no problems in reaching the island of Karn'lothra. To keep the journey interesting several side encounters are presented to be used or not, as the GM chooses. Upon arrival to the island (which is described with absolutely cool little features - the corpse of a titan washed up on the beach, a ring of large sculpted heads surrounding the islands coastline, the immense amount of tombs forming a veritable wall of mazeworks.) the PCs will have to jump through the diplomatic hoops and deal with the Bloodless Queen (lich-queen) in attempting to get permission to search for a specific tomb, and then enter said tomb to retrieve an item for their employer.
It should be noted that at this point, yes, the PCs are dealing with things that could easily kill them all, without trying. And that's exactly the point. A group that remembers their place in the larger scale of things, and talks instead of unsheathing their weapons stands a much better chance of getting through several areas of this adventure alive. Assuming they get to the tomb, and survive its defenses, they will find themselves in possession of both that which they came for, and an unexpected treat that should amuse any GM out there...an intelligent, talking spellbook. Yeah, a built in NPC who may or may not co-operate at its own discretion, without being so intrusive that it gets in the way of the storyline.
The book, in the attempt to facilitate escape from the Queen's minions, summons a Leviathan Island for the PCs to "board" and "set sail" on. The leviathan island is freaking huge people, and the map showing it off is a piece of artwork on its own, an actual island of stone and vegetative growth, complete with a group of mongrelmen who worship the freaking thing.
So, pretty cool so far, no? I mean, let's face it, that's some pretty epic stuff for a low level group to experience...but we're so not done yet. The Midgard setting presents us with a flat world, and this leviathan is intending to leave, and get back to the celestial sea by swimming to the edge and making the leap...and yes, the PCs are going along for the ride unless they choose to bail, with no ship or hope of survival. Amongst the stars the leviathan heads towards the Citadel of a Million Stars, wherein the PCs will find themselves embroiled within the court politics of the celestials in residence, with no real allies to rely upon.
A fantastically envisioned adventure that allows for the reality that it is OK for a low level group of PCs to encounter things beyond their combat scope, to be put into danger that will require them to do more than hack and slash to survive, and truly pushes the envelope of what a low level adventure is.
Presented in a dual column format with embedded artwork from Mark Bulahao and Marc Radle, cartography from Todd Gamble, Alyssa Faden and Peter Bradley, and of course that insanely cool cover piece from Pat Loboyko. Editing is top notch, with nothing really jumping out and grabbing me.
Whereas the adventure could be ported to another setting, the true weight of the design and the subtle beauty really shines through when it is left right where it was designed to be played, within the Midgard setting. Several references are made throughout the PDF to other Kobold Press publications, ranging from other Midgard titles to KQ issues, all of which one should have within their library (lol), or can be referenced from the D20PFSRD easily enough.
Wolfgang reminds us all why he's a force to be reckoned with in the industry with this adventure, and easily earned a 6 star rating from me, rounded down to a 5 for the purposes of this forum. A true treat, and well worth the price of admission folks!