I really haven't wanted to write a review on this product, but I feel compelled to. Why? I get tired of seeing many people on the boards tout this as the alternative for modern rules for Pathfinder. They are not, as far as I can see. They have decent enough ideas, but organization leaves me with a sour taste in my mouth.
I have a problem with the concept and execution. Archetypes in Pathfinder modify classes to better tweak them to something a player may be looking for. Archetypes in this product turn the single base class into another class. I see no reason to have a supposed single class, complete with bases attack, skills, and saves; simply to change ALL of those when you add an archetype. It makes for a confusing product. I can see if you made a 20 level base class out of the old d20 Modern base classes, then made the old advanced classes into archetypes. Or even if they had created a bunch of base classes for modern use. They may as well have doen the latter, because you pretty mush need to refigure the class charts in order to see what you have when you add the archetype to the class.
Another issue I have is with the weapons. They took all of the Open Content weapons and nerfed the crap out of them. That wouldn't be an issue, but they nerfed them compared to the firearms that are already in Pathfinder. That is pretty unforgivable in my eyes.
The short of it is, I feel I would have to house rule too much of this to find a use for it at my game table. I sorry for writing a bad review, as I don't like to, but I felt I needed to give my honest opinion on this product.
I am revising my review in light of a new update to this file. THe system has what amounts to a major overhaul. There is still one class, but it mechanically it is more like six. One for each of the old d20Modern Base classes. The acrchetypes can be applied to any of these Paths. The weapon damages are more in line with d20Modern, as well. Actually, they are sort of a combination of d20M & Super Genius Games Anachronistic Adventurers line.
Overall this overhaul makes the product much more usable. I feel that this could see a spot at my table, if I decided to run a purely Modern Campaign. Overall, I would rate this at 3.5 Stars, which I will round up to 4, for the limitations of this site.
The Leadership feat. How many times have you seen a GM hand out a list of House Rules and seen at the top of the list, "The Leadership feat is not allowed?" This attitude takes away the last vestige of an old school class ability, gaining followers. I admit that this can get in the way & overwhelm a GM. that is why I really like this product. It gives a couple of options for Leadership, so that it is useful to have without scaring a GM to death. The purpose of both options is behind the scenes help, rather than a bunch of followers following you around.
Option 1: Allies and Associates
You gain a small support team of three skilled
characters (an artificer, a healer, and a sage).
Option 2: Patron Country
You're a hometown hero & get help accordingly.
Don't want to get too deep into it, but that is the basics. It gives you options for downtime help & support. Your own behind the scenes pit crew. Great for the struggling GM. Great for the traditional adventurer that has a "lair" to come back too.
I know many people buy these products so they can play Godlings. That said, I see HUGE potential for awesome NPCs. The concept lends very well to a BBEG at the end of a long campaign, such as what I am working on now. The dynamics of all of the Godling products has so many plot devices that is just too awesome, even for Super Genius Games.
That said, the feats in this little product lend very well to the entire concept of Godlings. They add flavor, as well as those plot devices I mentioned. This just makes it even easier to emulate various "descended from the gods" tropes. Great work SGG.
This product really raises the bar, even for SGG. From alternate uses of Grit, to variations of Grit, to a swashbuckler like alternate class, you can't go wrong with this book.
Alternate uses for Grit allows for deeds to used for weapons other than firearms. This is a great option for GMs that do not want to have firearms in their campaigns. If you used this option, I would consider retooling the fighter to get Grit & Deeds instead of the various training options.
Want to reflavor Grit? Now you can get variations of Grit that rely on different stats. This can alter the feel of a gunslinger immensely.
My favorite part of this is the alternate class, the Fusilier. This is a firearm using class more appropriate to the renaissance eras & feels like playing one of the 3 Musketeers.
I really like this book and can't recommend it enough to anybody that wants to put more flavor into firearms & firearm users in their campaign.
The templar fills a niche for holy warriors that are not necessarily paladins. Personally, I see it replacing paladins in my campaigns.
First off, the templar is a strong, well balanced, warrior class designed to give any church/temple an order of defenders. The various match domains, so it would be pretty straight forward to make a new order for a new domain, should you need to for your campaign. The class features, as a whole, seem to emulate what a faith based fighting class should be. They are resolute in their dedication to their faith. Overall, any problems I have is more along the lines of, I'm not sure I would have done it this way." I still find it very well balanced & worthy of inclusion in just about any campaign.