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Majuba's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber; Pathfinder Comics Subscriber; Pathfinder Legends Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber. FullStarFullStarFullStarFullStar Pathfinder Society GM. 7,857 posts (8,086 including aliases). 32 reviews. 3 lists. 1 wishlist. 15 Pathfinder Society characters. 5 aliases.

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A continuing disappointment

*( )( )( )( )

The ACG had problems. Many problems. And it continues to have problems.

From concept ("Let's make ten classes as complicated and broken as the magus, or more so!"), to out-of-whack game design, to simply poor editing, the ACG is a mess. The book's philosophy seems to be "create a new utterly unbalanced mechanic, and proliferate it as far as possible." The (quickly issued) errata pulled some of it a bit more into line, but it just doesn't come close to correcting it.

Even something as simple as alchemical items are way out there. Holy Weapon Balm costs 5gp more than holy water, and does 1400% more damage. And that doesn't even include increasing damage to incorporeal creatures.

Even two years after it was released, I continue to be impressed with the complete disregard for balance and sense in this book. If power creep had happened this much every year, we'd be looking at 9999 damage caps by now. The ACG stands out for its insanity.

Perhaps pulping it for the cover error would have been the better move.

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A great romp and a good challenge

****( )

I had a blast playing this - lots of great goblin love, interesting mechanics, and fairly tough fights. Even some real tactical options (though 'run in and wreak havoc' seems the gobliniest).

While technically the "lowest level", it might be good to start newbies off with the regular WBG, and follow that up with this as "do you want to know how they got all those strange things?"

Overall a great followup, that proves you don't have to add all sorts of strange powers to make things interesting and challenging.

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Loads of fun, stands the test of time


While no scenario is unbreakable, this one provides lots of challenging opportunities for a classic party of "Raiders" - don't miss it!

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Delightfully Inventive

****( )

Nice write-ups and plentiful variety of both CR's and monster types. The flavor is the focus, but crunch is all there too, with just a couple clunky but still useable special abilities.

The Embodiments of each Sin are a fantastic resource for when a party fails to stop or creates a giant mess of evil. You know, the times you just want to throw away the rulebook and cry.

If you're running any of the Runelord based APs, get this as a great supplement to swap out any repetitive encounters!

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