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Call to Arms: Tomes of Power (PFRPG) PDF

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All of civilization’s great achievements pale in comparison to the impact of the written word. It is through this accomplishment that the practitioners of the arcane gain the ability to share a collective of magical, powerful, and at times forbidden, knowledge throughout the ages. Presented in the following pages are a selection of new items, both magical and mundane, each designed to serve those who study the arcane arts. These new tomes and accessories represent a host of possibilities and player options that will be of use to any spell caster. Also included: New options for running knowledge based checks that can turn simple rolls into an adventure!

Includes:

  • 5 magical tomes
  • 17 research and mage accessories
  • 3 minor artifacts
  • and detailed information on gathering research using the knowledge skill!

The Call to Arms product line brings a diverse selection of specific item types to use in your Pathfinder Roleplaying Game.

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Fulfilled immediately. Will be added to your My Downloads Page immediately upon purchase of PDF.

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Product Reviews (1)

Average product rating:

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Issues with this Fat Goblin product and others

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Fat Goblin Game's needs to spend serious time spell checking and editing their materials. Also, Paizo need to do their homework in editing and proof reading before selling PDF's.

14 page file with 11 pages worth of information.

Bad Points:
- Spell check. Numerous typos.
- Page numbering (only 1 page is numbered).
- No table summarizing all items.
- Two entries for Floating Book (as a Tome and Accessory) with different cost prices.
- Scroll, Waterproof: clarify the cost. +110% or 10%??
- The Tome of Power seemed like they used the same Template for Archer's Arsenal. The heading of page 2, 4, 6, 8, 10, and 12 is " Archer's Arsenal".
- On page 12, check you math. 60%+20% = 80% and not 85%.

Good Points:
- Tomes (5) are good especially the Book of Faces for a Bard or Rogue.
- Lots of accessories (17) for arcane casters.
- Nice variety of scrollcases and stylus. This is a nice touch of flavor for Wizard/Sorcerers.
- Minor Artifacts (3) will be a nice touch for DM's who want to play tricks upon PC's.
- Variant Rules on Knowledge skill. This is the highlight of this PDF. The rules will add a new twist to challenging and obscure knowledge rolls. The rules begin with the premise that not all knowledge is available especially depending upon location (hamlet, thorpe, town, city, metropolis). Percentage rolls are made to determine the chance of finding the information in a specific location. Other rolls are made to determine how many books/tomes/scrolls are there and with how many pages. The best part of this rule is that after reading x-amount of pages you can still fail you Knowledge skill check and learn nothing. However, the more books you read (determined by making a roll based on target DC), you get an extra +2 bonus/book to your Knowledge skill.

Rating of 3 stars based on poor quality control.




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