Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Medical Drone

idilippy's page

Pathfinder Society Member. 552 posts. 3 reviews. 1 list. 1 wishlist. 2 Pathfinder Society characters.



Sign in to create or edit a product review.

Our Price: $2.99

Add to Cart

Excellent Collection of Interesting Items

*****

I'll start off by noting that I have a bias in this case, as I have always loved unique equipment, intelligent items, and magic items with history. As this is a collection of unique, intelligent magic items that each get their own history this book would have to work very hard to disappoint me.

Right off the bat the book starts off strong with an introduction written as a letter in character which is interesting enough to draw me in, then followed up on by a few paragraphs on reasons why an item could be intelligent. I like the rationale used in this book, the view that the potential for intelligence lies in many items, and especially the idea that being wielded by a passionate or significant individual can draw out the intelligence in an item. This provides a great in character reason for a PC to have a favored item of theirs start to develop intelligence.

Also present in the introduction is a bit on how the PCs can learn about the items and a bit about changing the more generic histories given for the items up a little to fit a specific campaign world. The table for identifying the intelligent items seems to have DCs a little low for me, and I am a little uncertain why they chose to have the DC for knowing most of the item's history be less than the DC for knowing what the item is. As these are legendary items it seems that knowledge of them is expected to be widely spread, which explains the low DCs in general, so this little quirk doesn't affect how I feel about the pdf.

Moving on we get into the meat of the pdf, the intelligent items themselves. Each item is defined by the usual statistics, then has a description for appearance, history, personality, powers, it's special purpose (if applicable), and construction requirements. As a side note, I really like that the introduction makes it clear that fulfilling the magic item creation construction requirements doesn't necessarily mean that the specific intelligent item can be recreated exactly. Each of the items is well described, and a couple of pieces of artwork are scattered throughout, though nothing particularly noteworthy to me.

A few notes on the items themselves:
Astijhen and Ranklikor: CE and LG intelligent plate barding each forged by a brother who fought and slew each other in battle, which now each have the special purpose of trying to destroy the other. An interesting idea that is fairly unique (I've seen magical barding rarely, intelligent barding never) with a story that makes sense and links the two items together.

Ha-Min's Circlet: A great item with a decent power and a very interesting purpose. I'm a little confused why an item infused with a sense of justice that exists to help others and be charitable has a CN alignment. Other than that (which could be a typo) this item has an excellent story and could be very interesting, especially for a too-greedy PC to find for a time.

Marrija: A cool item, it's personality (mirroring the owner's behavior so long as they are a powerful mage) makes for interesting plot possibilities, as does it's ability to preserve a copy. Evil and cautious mages could use this item to have a backup in case they are slain which is limited but still useful.

Nasirdil: Interesting, so long as a PC likes the idea of being a part of a formerly great noble family. Also, I am amused by the idea of an intelligent item which is encouraging it's wielder to continue the bloodline and produce heirs.

Red Najaddi: A cool item with an argumentative personality that could be fun or obnoxious depending on the group. Useful for a party but very opinionated, I really like the bit about it being pulled into arguments easily but refusing to stop talking even when drawn to a topic it knows nothing about.

Salchuk Carpet: A carpet of flying with the cool side effect of basically being a portable trap, able to affect those who step on it if the carpet feels they are hostile to the wielder.

All in all this is a fantastic resource for any GM who wants to add some interesting items to their campaign. Between the price tag and the amount of value I greatly recommend this to anyone who likes intelligent items, or even just interesting items with history in general if you're willing to do a tiny bit of work taking out the intelligence.


Our Price: $2.99

Add to Cart

An Excellent Spell Suppliment

*****

A short pdf packed full of goodness, the Genius Guide to 110 Spell Variants adds 110 new spells to the game in quite an efficient way, by building off of spells that already exist. By both tweaking existing game spells slightly and extrapolating higher level versions of existing spells SGG is able to fill the 10 page pdf (1 page cover/intro, credits/OGL) with just the material needed to modify the existing spells.

This book provides a GM with an excellent resource for their magic using NPCs as well as for unique or custom spell ideas for player PCs to research or discover as treasure. For the price this pdf packs a lot of content. This pdf also is notable for including spells for the APG specific classes. Antipaladins, Alchemists, Inquisitors, Oracles, Summoners, and Witches are all given some love with the new spells.

The pdf itself is laid out well, easy to read, and all in all well done. The spells seem to pass the eyeball test for balance, and in play I haven't run into any problems with the spells I've used as a GM or left as treasure for the PCs. If you are a GM looking to add some spells to your game, or a player looking for balanced spell options for your character to research give this pdf a look!


Our Price: $5.99

Add to Cart

A must have for DMs whose players have seen it all

*****

DM "Before you rises a hulking, hideously twisted form at least nine feet tall. Long, gangly arms end in razor sharp claws, and its greenish, rubbery skin is marked with countless scars. It tears the arrow out of its arm and before your eyes a new scar forms in seconds!"
Players: "Oh look, another troll. Get out the alchemist's fire to stop it's regeneration and watch out for its rend."

DMs have seen this before, or a scenario much like it, long term players have seen all the traditional monsters so many times that it is difficult to surprise them anymore. While there is always the option of throwing out the familiar in favor of something new, an endless stream of monsters that the players have never heard of gets tiresome as well, and adding class levels to monsters can be a complicated task. And sure, a DM can just decide to add abilities to a monster, but I'll be the first to admit as a DM sometimes my ideas are much better in my head than in the execution.

Enter templates, an easy way for DMs to add a little spice, changing up a monster just enough to let it surprise even the most experienced players. This book, 101 Not So Simple Monster Templates, is filled to the brim with these excellent resources. Many of the templates within this book include quick rules that can be used to modify a creature in a few seconds, perfect for the last minute additions a DM might need, though a few of the templates only include rebuilding rules, including some of the templates that stretch the label "simple" beyond the breaking point.

While all of the templates in this book were presented well, in my opinion, a few of the templates within definitely stand out from the rest.

First, the Afflicted creature template is quite simple in concept, a creature which is suffering from an affliction or curse that losers its defenses and abilities, but provides a wealth of possibilities to to a DM. As a CR -3 template, this template could be of excellent use to DMs whose players tend to know exactly where a certain monster falls on the CR scale. Having a creature 4 or 5 CR above the players with this template allows a DM the chance to center an adventure around an iconic, powerful enemy that might be too strong for the characters otherwise. You could even provide a way for PCs to be the ones who cause the affliction in the first place, giving them a way to weaken a powerful creature before taking it on. There are numerous possibilities for this template to be part of an adventure beyond simply changing the mechanics of a monster, which drew me to it immediately.

Also, the Mist Hunter template had my mind spinning with possibilities. A creature that creates its own fog, and attacks from it without being troubled by it, seems to be a perfect fit for any number of foul or undead beings. Facing something, or a number of things, that strike hard and melt back into the fog, perhaps eerily silent or else babbling or shrieking with maddened laughter, could make for a difficult and memorable encounter.

Pyrrhic creatures just scream to be the creation of a powerful creature, serving as weak and disposable minions that explode upon their death, dealing a type of energy damage that any self respecting being of power will have made themselves resistant or immune to long ago. This could force PCs to be careful with their attacks, or clever PCs might use this to their advantage once they know about it, maneuvering the exploding creatures together and setting off a chain reaction of exploding minions. In any case the first use of this template is sure to be a shock, and subsequent encounters that include this template will certainly make for some adjusting.

Finally, I can't talk about this book without mentioning the Walking Fortress template. An excellent, nearly page long template that stretches the definition of a "simple" template to the limits, walking fortress does what it says, turns a creature with at least 4 legs into a Colossal version of itself, complete with a fortress on its back. The Walking Fortress creature itself is probably not something you want to face in head to head combat, but could be a fantastic location for the adventure. A ruined island on the back of a long dormant turtle, an invading drow army complete with a command post on the back of an enormous spider, or any number of other scenarios could revolve around the PCs braving the defenders or inhabitants of the fortress in order to get control of or stop/kill the creature from the inside.

I've left out many excellent template but if I talked about them all this review might be as long as the pdf. In the end if you are a DM I can't recommend this product enough. The templates within are excellent ways to spice up monsters that the players know and love, and many of these templates may spark adventure ideas that could lead you to many hours of excellent adventuring.



©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.