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Good for Starfinder too

4/5

From a versatility standpoint, this map does not rate as highly as many others in the line - I mean, there's just so many scenarios you can throw at players with molten lava in the battlefield, right? But from a cool factor standpoint, it gets extra points. Also, you can use this for magma worlds in Starfinder, so there is that as well. In all, this is a solid map - and one that I really like, even if I don't use it all that often.


Disappointed

3/5

PROS - It's big. I love how big it is, and look forward to more maps of this size.

CONS - It has rivers on both sides that bisect the maps and take up major parts of the maps. This has been an ongoing theme with Paizo and their forest maps - and an ongoing complaint from the community. Rivers are major features that constrain the field and limit the functionality of the map, making them very situational. A river on a map here and there is OK - a river on every side of every map is not OK. I (and from the comments I have seen over and over, many others) would have liked to see at least one side without a river. The other details on the map are very well done - trails, clearings, rocks, structures - and are interesting and not so large as to stop the flow of the entire map.


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Instant Classic

5/5

First of all, this is an absolutely gorgeous book, with stunning artwork and top-quality layout. Second, it is 100 pages of fresh new content that manages to perfectly strike that difficult balance between being extremely innovative and extremely well-balanced. There are 3 new base classes and a bevvy of archetypes, new spells, feats, and magic items -- all of which feel at once strikingly creative and yet such a natural fit that you feel like they should have been in the game all along. This belongs at every PF1 table, and is an invaluable resource for any campaign that features wilderness adventure. It gets my highest recommendation.


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Skill-based Spellcasting Done Right

5/5

This is a fantastic product. I loved the concept of the truenamer class from its 3.5 roots, and this book really takes that concept and makes it soar. All of the design problems are smoothed out, and new mechanics are introduced that make it so much more flavorful and a real joy to play. It’s not the most powerful spell caster, but it has some flexibility and some flair, and makes for a unique play experience. The book is rounded out with a second full base class (the scion of discordia- which is a really cool twist on truenaming magic), some prestige classes, archetypes, feats, and magic items. I highly recommend it.


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Yes, it works.

5/5

I enjoyed both Dreamscarred's take on psionics and the psychic magic introduced in Occult Adventures, so when Dreamscarred announced they had plans to bridge the gap between the two, I was excited to see how they'd do it, and so far the results have been pretty interesting. To me, though, this book may be the best yet -- or at least tied with Mind & Soul for that honor. I have been fascinated by the occultist class ever since OA came out, and I bought this with great skepticism that Dreamscarred would be able to pull off what they promised. Psionic implements -- for everyone?

You know what? They did it. And they did it in a way that makes PERFECT sense. When I saw designer Forrest Heck's name on the cover, I should have never doubted. Everything she has touched lately has found a way to blend innovative approaches seamlessly into the existing framework of the game. On top of the new implement schools, we get two new archetypes for the occultist -- one geared specifically to psionics, and one that is more traditional yet no less fascinating. And we get a psion archetype that gains occultist focus powers (from a psionic or psychic implement) instead of his normal discipline powers. Great stuff! Oh, and there are two relevant feats at the end, including one that lets you build an implement-wielding soulknife.

There are a couple of minor editing mistakes that I noticed, but nothing that trips this up. If you're skeptical like I was, don't be. This is exactly what I was looking for: a psionic version of the occultist -- plus a bunch of extra stuff that turned out to also be very cool. All of this will immediately find a home at my table.


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The best 3pp purchase I've ever made

5/5

Amazing. As flat and lifeless as incarnum was, Akashic Mysteries is vibrant and exciting. From the near-east flavor (which works very well, but it by no means required) to the simplified mechanics, this book is a home-run. I liked Dreamscarred's take on psionics, but felt that Path of War missed the mark. This new book, however, has already become my favorite 3pp resource. Viziers, gurus and daevics are a great alternative to bards, monks and paladins -- they take the game in different directions without breaking it, opening it up to such interesting possibilities. So far, we're having a blast with these classes, and they're integrating seamlessly into our existing game. The new races aren't as interesting, but are decent. There are some great feats and archetypes in the book also (but no archetypes for the new classes -- hopefully we'll get those soon). I seriously was not expecting to like this so much. I'm blown away.