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Pathfinder Tales: Prince of Wolves
****( ) by Saint_Meerkat

Pathfinder Chronicles: Dark Markets—A Guide to Katapesh (OGL)
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Pathfinder Adventure Path #24: "The Final Wish" (Legacy of Fire 6 of 6) (OGL)
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Pathfinder Campaign Setting: Distant Worlds (PFRPG)
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Mythic Menagerie: Faeries of the Fringe (PFRPG) PDF
***** by Kelsey MacAilbert

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Droogami

mdt's page

Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber. 7,480 posts. 2 reviews. No lists. 1 wishlist.

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Featured Product
OWC5070E
Mythic Menagerie: Engines of Destruction (PFRPG) PDF
Super Genius Games
Our Price: $2.99
Add To Cart

****( )

Interesting addition to my library


Ok,
I wasn't sure if I wanted to buy it, but the sale on it when I bought it convinced me to give it a try. :)

1) Originality : 4
2) Balance : 3.5
3) Utility : 5

Overall 4.

Originality : I liked the constructs in the book, they were a very eclectic collection, and most were original, or else original takes on existing ideas. I especially liked the Hide Golem and Ceramic Soldiers, and Still Golems. Also, there were some really good 'golem variants' including rules for making mount golems (although that section really could use some fleshing out, such as what mount rules apply, such as barding, combat tricks, etc).

Balance : It's a decent mix of balanced and a few overbalanced entries. The Gearwork Golem is very cool, but I feel it's way undervalued on the CR at 10. The Prism Golem is also a bit undervalued as well, but not as bad as the gearwork golem.

Utility : Honestly, I see myself using the low CR (7 and under) constructs a lot, and especially the golem variants. The higher level constructs, not so much. I love the Still Golem, and I'll have to work that in to my games somehow. :)

Overall, very much worth the price of admission, just adjust some of the CR's in your game.




Featured Product
ADM75004E
Tome of Secrets (PFRPG)
Cubicle 7 Entertainment
Backorder Print/PDF Bundle: $34.95
Add PDF: $14.95

***( )( )

Not bad, but some serious flaws


The book has some really useful stuff in it.

Races : The races presented are relatively balanced, and while I probably won't use the Rat-kin in my game, the Half-Ogre is pretty decent, and I could see allowing them in.

Classes : The swashbuckler class is, honestly, the best swashbuckler take I've seen. Honestly, it's a really really good class. Unfortunately, the rest of the classes are just 'meh' (for example, the Knight is ok, but I prefer the old WoTC Knight) or just too complex to use (the new artificer for example).

Chase Rules : Not a lot I'll actually use, but they seem very detailed and relatively easy to use. Good if you like that.

Alchemical Items : Probably my favorite thing in the book, really. These are great, and add a lot to your game. None are overpowered, and they all have some utility use. Great addition!

Million Items : Ok, I have to be honest, the rest of the book is pretty good or at least average. This thing however, is seriously broken. I mean really really really broken. Stay away from it.

Monster Mods : These are pretty good as well, a good way for GM's to keep things a surprise for the players. The GM will have to be careful of course, some of the random tables can generate some really powerful monsters out of range of the characters. If you use it, I suggest picking modifiers instead of randomizing.




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