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Lord Twitchiopolis's page

FullStarFullStar Pathfinder Society GM. 615 posts (647 including aliases). 12 reviews. No lists. 1 wishlist. 21 Pathfinder Society characters.

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Inner Sea Gods Minus A Star

****( )

Honestly, how much you will like/use this book depends on the mileage you got out of Inner Sea Gods.
Take whatever rating you would put Inner Sea Gods and subtract a single star: That is the rating of this book.
I LOVE ISG, so this book is still of great value to me.
However, it falls a bit short of it's predecessor.

Why's that?
Each minor god get's the ISG treatment, but only to a degree.
*We open up with a Deific Obedience and some boons, all of which are flavorful but many of which are near impossible to complete regularly (Good luck finding two unblemished white roses and a nearby stream every day you adventure).
*We then get a sidebar about the god, paladin and antipaladin codes for the god, but oddly not for every god that could have paladins/antipaladins (What makes an antipaladin of Ghlaunder special?).
*The next portion is fairly straitforward:
Understanding the God, the Church, Temples and Shrines, *picture of a worshiper*,a Priest's Role, Adventures, Clothing, Holy Text, *Picture of the deity*, Holidays, Aphorisms, Relations with Other Religeons, Realm, Planar Allies. Nothing too odd.
*Variant casting abilities for the faithful are mentioned at the tail end of A Priest's Role, except for the dragon gods, who have none mentioned.
*Heralds for those who have been printed in Adventure Paths (Brigh, Milani, Besmara, Zyphus) are referenced to the appropriate AP; other heralds are described but not stated.
*The sidebars from ISG about deity appropriate spells, items, feats, etc is completely absent.
*Mechanical resources beyond Deific Obedience are also absent; players looking for faith specific magic items will need to dig through ISG (though it looks like each minor god does get at least one magic item there) and conjurists looking to invoke their god's servitor race or herald will need to work with their GM more than Core Deities.
These points all drag down the overall usefulness of the book.

That said, this book DOES provide some wonderful background information of each minor god.
no longer will we be tormented with figuring out just what to call followers of Zyphus (the answer is Zyphens).
Dahak is fleshed out into something other than a draconic parody of Rovagug.
The mysterious Alseta and Naderi are finally unveiled! (The mysterious Sivanah is still mysterious. That's her shtick).

Oh, and Achaekek assassinates another building...

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Being an AGENT of evil

***( )( )

What this book is: a list of options for characters who plan on working with an evil source. An agent, of evil, if you will.
What this book is not: a guidebook for evil characters. Pick of Champions of Corruption if that's what you need.

Agents of Evil is a great book for those looking to engage an evil, or at least morally ambiguous, campaign but aren't ready to go full mustache twirling, baby eating, "hail Asmodeus!" monster. It comes with a plethora of story feats that play off of the fall of morality, some class options for clerics and summoners that let non-evil ones work better with the wicked, and a few other goodies that fit right into settings like Skull and Shackles and Reign of Winter.

That said, if you want your character to fully embrace darkness... well, this book isn't that. For an AP like Way of the Wicked, where the PCs are supposed to be fully in the dark side of the alignment axis, this book's "slightly darker than gray" themes won't satisfy you. Champions of Corruption will serve you better.

The reason for the three star review isn't the part of the moral spectrum it chooses to cover, it's about the multiple directions this book tried to go and the fact it really didn't satisfy any of those directions.
I cannot call it a rules book (like I would the Weapon Master's Handbook); there are chapters that are only one quarter mechanics or rules.
I cannot call it a fluff book (like I would Champions of Balance); no given concept is given extensive extensive coverage. A given idea (such as dealing with evil as a method of survival) is given merely a paragraph, rather than a column or page.
I cannot call it a lore book (as I would the Books of the Damned or Numeria: Land of Fallen Stars); while Golarion specifics are mentioned, there's just so much that this book tried to cover that no given topic was given its due.
In the end, the book just feel confused.

Final verdict; just like its subject matter, it's not a BAD book, but it's not a particularly GOOD one either. If you are on the fence, I suggest borrowing a copy before you commit to it.

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Ulfen Woman With A Big Ol Axe


What more could you want? I seriously love this figure. The pose, the colors, the sculpt, it all just feels 'right.'

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Ok, I know it's cold in here and all but....

**( )( )( )

Just opened some Reign of Winter pacs and boy was I surprised when I pulled the Maftet.
While the rest of the sculpt is fairly decent though relatively unremarkable, the chest area is...pronounced.
I suppose the only decent way I can put it is that she is obviously very cold.
Now, I realize that Pathfinder is not necessarily aimed at a younger audience, and I personally have no aversion to such topics, but it seems a bit excessive for the set.

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Hit or Miss

***( )( )

Depending on what you are playing, this book is either a five star or two star book.

In an organized play environment such as Pathfinder Society or in a campaign with little crafting time, this book is fairly underwhelming. many items are prohibitively high costing for low level characters and just not powerful enough for high level ones. There are a few gems here and there, but just not enough to warrant buying the book for most players.

That said, in a campaign that offers time for crafting this book is solid, especially for Alchemists (no surprise there). Players who enjoy crafting, especially the little nuances, will greatly enjoy this book. There is enough information available to play a game within a game as you track alchemical reagents, time spent crafting to the minute of the day, and even tools available. The book also offers different backgrounds of alchemy, from Katapeshi Drug alchemy to Varisian Fireworks to Daggermark Poisons. To that end, it could be called Inner Sea Alchemy in all honesty.

In the end, the book gets 3 stars from me. It's invaluable for that niche of people who will use it, but the average player won't need it.

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