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MisterSlanky's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. FullStarFullStarFullStarFullStar Pathfinder Society GM. 2,995 posts (3,766 including aliases). 53 reviews. 2 lists. 1 wishlist. 15 Pathfinder Society characters. 5 aliases.



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As mediocre as they come

***( )( )

Acted as a GM, not a player for this one. This scenario is really hard to judge. There were some things I really disliked about it, but there were some interesting lore ideas being presented as it's a clear set-up for a sequel. After my first read through my reaction was, "wow, that's a 3/5 scenario if there ever was one", gameplay confirmed this.

The story was okay (very traditional, no big surprises), the encounters were varied (although as I'll spoiler later, the last encounter was a huge disappointment), there are diplomatic solutions (but again nothing super exciting other than a number of options to negotiate), and the set-pieces are not entirely boring (the Elven village is interesting, although very stereotypical). I honestly can (and will) write some negatives about it, but I can't call it out for being awful, nor can I say anything really exciting about the story. If that's not a 3/5 I don't know what is.

Last Combat:

The final encounter felt like the biggest slap fight I've ever encountered in PFS. The key is that there are two different types of opponents. While they're thematically similar, they're not quite the same. Most importantly though their DR are exact opposites (Cold Iron for the Demons, Silver for the Lycanthrope). The result is that the party, attempting to be better able to manage the BBEG, had out their silver weapons, and couldn't do anything to the demons. The PCs, not being good, were targeted by the demons, which did minimal damage (reasonable chance of 1 point of non-lethal only). There were three rounds where two characters did nothing but 2 points of damage to the demons, and the demons did 2 points of damage back. At level 5. The last encounter isn't awful, but it's not great either; however, this unfortunate design choice made it the biggest slog I can remember in recent memory.


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It's no Weapon Master's Handbook

**( )( )( )

After the excellent and fun to read Weapon Master's Handbook I had high hopes for the Armor Master's Handbook. Unfortunately, it's nowhere near the level of crunch as was in the previous. Where Weapon Master's set a very high bar I don't expect in every product, I was hoping for something better than what was presented, both content-wise, and visually. It's almost as if the entire product was hastily pulled together with far less consideration.

In terms of specific examples, feats generally offer little in the way of bonuses, or seem to be just "missing it" when it comes to final content. While this is my subjective opinion and very generally, objectively I found the errors more annoying/present than in previous products. In particular there's a style feat mid book (please forgive me not having the book with me). In this style chain, just like every style chain, the first feat is required for the second feat, is required for the third feat. The desk-meet-head moment though was seeing that feat 1 had a 13 Dex requirement, feat 2 had a 15 dex requirement, and feat 3 was back down to a 13 dex requirement. There are little inconsistencies all over this book.

Lastly, and this requires special commentary and a section all on its own. The art is bad. Not just "huh, this isn't good" bad but atrociously bad. Not bad in that subjective way that art can be bad, but in a way where the artist clearly doesn't understand perspective (a group of four different people I know independently said this as their first comment when I showed them the particularly awful elf picture from later in the book). So while there are some of the typical quality Pathfinder artwork images we see in a lot of their products, a good chunk of it in this book doesn't even evoke the feelings that it was intended to.


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