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Villedt

Landon Winkler's page

Goblin Squad Member. RPG Superstar 2014 Star Voter. Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber. 646 posts. 38 reviews. 1 list. 1 wishlist.



1 to 5 of 38 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

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Pretty good even for non-advanced games

****( )

Short Version: If you want new classes, this is the place!

I wasn't expecting a ton out of this book, because my group intentionally makes their players as light as possible. Because blending two classes together is probably more complex than their components, I was expecting to not use many of the classes.

I ended up getting more usable ones than I expected. Arcanist stands out as one that's going to get some play, along with the slayer, swashbuckler, investigator, and possibly even hunter.

So, it exceeded expectations there. I'll definitely get more use out of this book than Ultimate Combat or Ultimate Magic.

There are also some cool archetypes. I wish we'd had the non-martial cleric archetype starting out our Rise of the Runelords and I think the arcanist school specialist will fill in nicely for the Thassilonian Specialist.

The reason I've dropped it down to 4 stars is because the book seems rushed. There are some layout issues and much of the art just doesn't feel up to Paizo's normal standards. Neither of these are deal-breakers, but the "undercooked" feeling makes me worry about the rest of the book.


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Technomancy at its finest

*****

Short Version: Grab this if you want to run Iron Gods, Expedition to the Barrier Peaks, Blackmoor, or really anything else involving fantastic technology.

This is a pretty sweet book. It has a lot of rules information for pieces of technology, but the descriptions (particularly the technological artifacts) also bring in a ton of flavor. Even the luddites in our parties can appreciate some of the new spells, feats, and other material.

The rules here work best where technology is a mysterious force, left behind by a previous civilization or fallen from the sky. It's obviously something you want for Iron Gods, but I'd feel comfortable running a Rifts-like setting using the Pathfinder rules as well.

All that said, if you're on a limited budget, note there are plans to add this to the PRD.


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Two Classic Tastes, Better Than Ever

*****

Short Version: It's a hex crawl you don't want to skip and a dungeon crawl with ample roleplaying.

The first section, finding the sphinx, is handled as a hex crawl. I'm not a big hex crawl fan, but it's handled very well here. In particular, things you find or learn during the hex crawl directly provide more options during the rest of the adventure.

The second part of this adventure reminds me a lot of the best sections of Shattered Star, where the relations of the NPCs in a dungeon are as much the "map" as the physical layout is.


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Not Quite There

****( )

Short Version: A solid adventure that didn't quite gel for me.

This adventure has good encounters, brutal traps, some interesting NPCs, and a solid central conceit that'll keep PCs moving.

But the setting of the adventure never really seemed organic to me. It doesn't come across as anywhere that was intended to be used, which works for the tombs throughout the path but seems much weirder here.


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Excellent Capstone

*****

Short Version: What I want the 6th installment to be.

This is a good finale to the Mummy's Mask path, with mummies (so many mummies), traps (so... many... traps), and the final showdown with the Sky Pharaoh.

I suspect some of the puzzles will feel videogamey in play, but that's Legend of Zelda or Castlevania videogamey, so whether that's a bad thing is up to the group. I doubt my group would object.

This also has some of the best non-adventure material of any AP I've read. The continuing the campaign is awesome. The finale of Amber E. Scott's Pathfinder Journal really sells the new format. And Wes Schneider's guide to the afterlife is almost worth the price of admission on its own.


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