It Came From the Stars Campaign Guide (PFRPG)

4.60/5 (based on 8 ratings)
It Came From the Stars Campaign Guide (PFRPG)

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Beyond the Realms You Know
The It Came from the Stars Campaign Guide brings the mystery of the unknown and the weird to your Pathfinder Roleplaying Game with new player options, new monsters and other GM options, and new adventures. Mystery, wonder, and terror from the starry vastness await you. Whether you play in a world that is already aware of what lies beyond or that has been so far oblivious, it’s about to get ugly.

Discover bold new options for characters: Fantastic psychic abilities. Strange alien technology. Mindwarping secrets. Will you stalwartly oppose the madness or will you give in? Can you twist the dark whispers to your own advantage?

Confront challenging new foes and obstacles: For instance, the dreaded star beasts. Each star beast is unique in personality, appearance, and power. What can you hope to do if one of these devastating forces comes to your world? Or any of the other new creatures, for that matter? Also includes space-borne disasters, alien environments, and more.

Plunge into harrowing adventure: The stars are here! Stave off invasion. Discover derelict technologies. Plunge yourself into worlds unknown. How will you fare in the coming confrontation?

  • Design by John Bennett, Clinton J. Boomer, Chuck DiTusa, Scott Gable, Michael Kortes, Colin McComb, Richard Pett, John Pingo, David Schwartz, and Mike Welham
  • Full color illustrations by Cory Trego-Erdner, Roxxy Goetz, and Liz Lundblade; cartography by Daniel Somerville
  • Built and playtested for Pathfinder Roleplaying Game
  • One-third player options, one-third GM options, and one-third adventures: 132 pages of color, cosmic wonder

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4.60/5 (based on 8 ratings)

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5/5

This was a disappointing buy for me. Not because it's bad, it's not bad, I just expected more crunch in the form of equipment and vehicles. So curb your expectations as this product isn't a science fiction product, a genre more defined by technology and thus equipment and technology, this product is an outer space product, something totally different.

Inside you'll find new races, each which will definitely add some flavor and delight to your spacefaring games, two new classes which are deceptively varied and clever. You'll also find some new spells and a space suit vehicle and a few items, as well as really fun feats that represent mutations granted by a symbiotic entity inside of you. Gross.

However the more valuable sections are in the remainder of the book. Environmental rules for different alien landscapes, a few weird monsters to play with and a few adventures to start you off. All of these things, particularly the Alien landscapes chapter will inspire entire campaigns of worlds to visit.

Now if you're thinking of putting your Starfinders into outer space, this is not the only book you need to get. They still need some technology and transportation to get there in the first place. But this book will add a lot a lot of flavor and ideas when you get there especially if you want to get a bit weird and a lot fun. Despite my disappointment that this book didn't offer the tech and fluff that I craved it does grant a lot of tools to create fluff and creatures to wield tech so it does a miraculous job nonetheless, so I have no choice but to grant it five stars.


Could have been better...

3/5

The other reviews fully detail what’s in this book, so here is my opinion. I really wanted to like this book. There is a lot going for it. Nice art, some fun ideas, and the Bestiary monsters are NOT forced into one page per monster; they each get the space they need! Great!

This book has flaws though, which makes me wonder if it was rushed. Some of the needed material was released in an additional book, called It Came From the Stars Extras (ICFTSE).

Races
For some reason, the author has two racial penalties for each race. Why? That is not standard. One race (star-touched) gains one +2 modifier, and two -2 modifiers. It also gains a plasma bolt that deals damage that becomes negligible as a character goes up in levels.

Tachiods are constructs (robots, even!), but are not given the construct type and robot subtype for some reason.

Coalescents are a waste of space in its current format IMO. It is effectively a monster-class (per the 3.x Savage Species book), yet it is deeply underpowered. The class levels add nothing to the creature in humanoid form, except function largely as an aristocrat with no weapon or armour proficiencies other than simple weapons. A coalescent who gains spellcaster levels will therefore be severely penalised. A coalescent who gains martial class levels is also weakened. Who would play a (weaker) aristocrat 10/barbarian 10 or aristocrat 10/wizard 10 at 20th level? Noone. In swarm form, the coalescent gets no benefit from magic items other that rings, so at best a coalescent with Con 14 (assuming this is the character’s second best ability score) with the Ability Focus (distraction) feat and the vibrating swarm manifestation has a DC of 19 at 10th level; this is fine at that level, but it will never get better. Damage tops out at 5d6+1d8+1d4 (24.5 average) with two enhanced swarm attacks, and never gets better. The character also has to save against reverting to swarm form if in humanoid form and it takes damage. Really, the coalescent needs reworking into a template, but I'll move on.

Classes
Moon child is like a weaker alternate version of a witch, but with an extremely limited range of spells available to it. The House of the Tidal Pull is the best of the houses. It’s missing two houses (which appear in ICFTSE). Not good.

Starseed is a martial class with spellcasting abilities. It is the better of the two classes, and has a nice selection in its spell list. The psychic tendrils are natural weapons, although the book makes reference to two-weapon fighting. Natural weapons do not gain iterative attacks, although one stat block later in the book has the tendrils with iterative attacks. Worse than that lack of understanding: As a martial class, Str, Dex, and Con are important, but Int is necessary for spellcasting, and Cha for using tendril attacks. If the character has a void pearl (a new item presented later), the starseed can store extra void points, but the amount stored depends on his Wisdom modifier, thus making one of the MADest classes ever. Not good. This needs to be reworked so that it only needs 4 ability scores Int and the physical ones and the other mistake is corrected.

Void Tech Items
Bracer of Starfocus: Not needed. An amulet of mighty fists is what’s needed for natural weapons.
Void Pearl: Should be changed so that it is based on Int, not Wis.

Radiation: Gamma radiation should be changed to match that described in the Technology Guide, for consistency.

Bestiary
Elder Ooze: I suspect that with the extra natural attacks, damage could be significantly more than usual for the CR 5+ oozes. The poor AC/higher than usual hp need to be carefully monitored, as should the save DCs of any special attacks an elder ooze has, but that’s a function of the ooze creatures that have been created in the Bestiaries.

Star Beasts: When talking about treasure, the word is hoard. When talking about large numbers of barbarians sweeping across the plains, the term is horde. Unfortunately, in every case the book talks about treasure hordes. How did nobody spot that?

Adventures
Hearts and Minds: This is disappointing. While well written, it is not complete. Worse, it refers to 0-level humans, something that was removed by 3.x. Nor are there any stat blocks. This needs to be finished.

Mockingbird: This is good, as you’d expect from Richard Pett. For some reason though, the save DCs for the alerting scream and spore abilities only take into account Con bonus, but don’t take into account the various creatures’ HD. Not good. That said, this is the best of the three adventures. Also be aware that the sandpiper has 10 attacks, which if all hit deal 85 average damage; a bit rough for a CR 8 creature! It’s probably best to reduce the number of attacks it makes to 4-5 instead.

Fall of the Empyean Bulwark: Oh dear. This has many references to ICFTSE. Of course the save DCs for the alerting scream and spore abilities for the mocking in this adventure are incorrect, again (and the CR of the celestial buckler mockings are listed as CR 2, when they should be CR 1). There are various other stat block errors. Strangely, the adventure begins with the villain of the adventure asking the PCs to become involved; it would be better if they met the villain initially in the monastery at the same time as the warden, not as the initiator of the adventure. In another oddity, there are three good-aligned creatures determined to release the rest of the imprisoned aliens, most of which are nasty creatures. If they are good they’d surely realise caution would be the best approach to releasing the aliens, especially as one of the other released prisoners is an elder ooze.

Conclusion
There are some great ideas here, the book looks good, and I like that each new monster gets the space it *needs* rather than being forced to fit one or two pages. Frankly, the lack of inclusion of the ICFTSE material is appalling.

I have both the print and PDF versions. The PDF is in a horrible 3 column, landscape format, but needs to be in 2 column, portrait format for better readability and consistency with the print version.

I strongly urge Zombie Sky Press to revise the PDF of It Came From the Stars, to not only fix the flaws within, but to include all the Extras material, and change the PDF format as noted above. Hopefully ZSS has at least broken even or made a profit already so that they can make these changes, and issue the new PDF version free to those who have purchased either print, PDF or both versions. Once they’ve done that, they could then consider a new print version for future purchasers.

I rate this book at 2.5 stars, rounded up to 3 for purposes of this platform. If changes are made then I will change my star rating. I'm happy to discuss the issues with the ZSS if they want help.

Edit: BTW, I hope this review doesn't come off as hostile. It's certainly not meant to be.


An Endzeitgeist.com review

5/5

Full disclosure: I was a patron of this kickstarter, but I did not contribute anything to this book. When this review refers to the dead tree version, I mean by that the limited edition full color hard-cover. It should also be mentioned that this kickstarter massively over-delivered, providing MUCH more content than was promised.

The pdf of this massive book is 135 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, leaving us with a whopping 131 pages of content, so let's take a look, shall we?

We kick this pdf off with player-races that set an appropriately weird theme for the whole book, first of which would be Amoebians. Yes. Humanoid one-cell protoplasm amoebians. As a player race. Awesome! Mechanically, they get +2 to Str and Con, -2 to Dex and Wis, slow speed, low-light vision, have a reach of 10 feet due to their elastic membranes, can squeeze through very small spaces, +2 to grapple-CMB and escape artist checks and DR 1/-. They do pay these powerful basic abilities with a vulnerability versus slashing damage, though, which deals an additional +50% damage - OUCH! Overall these should make for weird, yet balanced options - kudos!

The second new race would be the enlightened - essentially the book's take on the Grey. They get +2 to Dex and Int, -2 to Con and Cha, normal speed, low-light vision, +2 to a knowledge-skill of their choice, are mute (and thus cast spells as if modified by the silent spell feat sans level increase), telepathy of 5ft. per level and may 1/day enter a state of hyper-evolution, turning into incorporeal pure thought for int-mod rounds. While in this state, they get +2 to Int and may 1/round cast levitate and mage hand at CL equal to class level, adding fly and telekinesis to this arsenal at 10th level.

The Star-touched are the descendants of one of the conquests of the aggressive interstellar magnetar-race (more on that one later) and have since developed a highly militaristic society under the auspice of their creators/masters. They get +2 to Cha, -2 to Int and Wis, darkvision 60 ft. +2 to Craft (armor) or Profession (soldier), a magnetic deflection-shield of +2 to AC versus metal weaponry, resistance 5 against either fire, cold or electricity and may 1/day unleash a 30 ft-ranged-touch plasma bolt dealing 1d6+1 for every 2 character levels damage which consists half of fire and half of electricity. Generally, plasma always deals half electricity and half fire damage, should you be not familiar with this convention - hence, while the book always specifies this, I won't - when this review from here on refers to "plasma", you'll know what I mean.

The final "regular" (as if this term could be applied to any race herein) new race would be the Tachoid: These beings are alien self-replicating robots that have travelled back through time to escape the heat-death of the universe, hence experiencing time in a nonlinear fashion, making for truly interesting challenges for dedicated roleplayers out there. Tachoids get +2 to Int and Wis, - 2 Cha and Str, darkvision 60 ft., can't be flanked, get +2 to Knowledge (history), +2 to initiative and Tachoids of Wis 11 or higher, they also may use augury 1/day as a spell-like ability. They also get resistance 5 and whenever you take cold damage, you get +2 to Int and Dex for 1d3 rounds, but take +50% damage from electricity attacks. Again - balanced race with interesting mechanics to back them up - but speaking of interesting mechanics. Next up would be the most complex options.

Coalescent characters get no modifications to any of their attributes in humanoid form - and then there's the second form: The swarm. Yes, this race allows you to play a sentient, hive-mind-swarm of diminutive creatures. In swarm-form, str is decreased by -12 to a minimum of 3. Coalescent characters have slow speed, are aberrations and, since swarms are rather unique and powerful, also get a 10-level racial paragon class to properly develop their abilities. At 1st level, this class is mandatory, offering basic swarm abilities like distraction (with the dazzled condition) and learn to switch into your humanoid form, netting you 30 ft. speed and at least the option to pass off as something akin to a humanoid. Coalescing requires a check of d20+character level+ con-mod versus DC 10, with each consecutive minute requiring a DC 10+1 per number of previous checks coalesce-check to maintain the illusion of (relative) normalcy - while this may seem beneficial at first or like a minor thing, it actually makes for a very powerful limiting factor to the coalescent character's power. The racial paragon-class get 3/4 BAB-progression, good will-saves, d8, 4+Int skills per level, no proficiency in armor and shields (which you may only use in humanoid form) and only proficiency with simple weapons. They get 1d6 swarm damage at 1st level and increase said damage by +1d6 on every odd level. Conversely, on every even level, starting with the second, they get +2 to Dex. Also on every odd level, the distraction ability increases in power, increasing the negative condition imparted of up to "stunned" at 9th level. Now unlike regular diminutive swarms, coalescent characters are not immune to weapon damage, instead gaining DR equal to level, up to DR 10/- instead when in swarm form. Now over the levels, the coalescent swarm may learn new modes of movement, learn to exclude allies from your swarm damage or similar defensive tricks and increase your swarm damage via energy damage, make your attacks count as magical and even heal via your attacks. And yes, learning to cast while in swarm-form is also one of the options the coalescent may learn. Highly complex and yet balanced, this race is perhaps my favorite among the cool new ones, offering for a thoroughly unique playing experience indeed - how can this one be balanced, you ask? Well, as a swarm, the coalescent is never treated as one creature as a target - this excludes them from receiving most forms of magical healing and buff-spells, requiring wholly new tactics - a unique drawback and one that will provide a complex change of pace.

Next up would be the new classes, starting off with the Moon Child. The Moon Child gets d6, 2+Int skills per level, proficiency with simple weapons, 1/2 BAB-progression, good will-saves and full prepared int-based spellcasting of up to 9th level. Unlike wizards, though, spellcasting for moon children is less flexible and not determined by spellbooks, but instead by so-called houses. These net access to a list of spells that become available to the moon child upon choosing it. At 4th level and every 4 levels after that, moon children get an additional house. Each house also allows moon children to learn sorc/wiz-spells of certain descriptors. 5 sample houses are provided, with the final two one being in the extra-pdf - something to be aware of. Each house also nets access to a so-called sign, which offers a passive bonus that scales up over the levels. Each house also nets access to 4 different so-called aspects - an aspect is chosen at 2nd level and at every even level after that from among the houses available to the moon child. At 10th level, these lists are expanded by 4 advanced aspects per house and finally, at 20th level, each house offers one exalted aspect as a kind of capstone to choose from. Bestowing false bravado (the target thinks it receives only half damage) to adding cold damage to your spells or creating singularity shield (which may increase encumbrance of targets - cool mechanic!), the respective aspects are rather cool - and yes, there is the house of the Starry Eye, which allows you to impart random insanities on foes or strike foes with a mutating curse that changes each day... The moon child also gets a so-called hungry shadow as a familiar and an additional such shadow at 9th and 17th level - essentially, your shadows are weaker familiars, but you get more of them. All in all, a more than solid base-class with some delightfully lovecraftian/weird options. It should also be noted that a sidebox in one of the adventures mentions that aspects can be influenced via feats as if they were hexes.

The second new class provided herein would be the Starseed, who gets d10, 6+Int skills per level, full BAB-progression, good fort and will-saves, proficiency with simple and martial weapons and small and medium armor and 4 levels of prepared spellcasting via Int at 4th level. Now the central mechanics would be Psychic Tendril - this is treated as a melee weapon with a range of 60 ft (!!!) that deals 1d6+cha-mod, crit-range 20/x2. Psychic Tendrils may be used versus adjacent foes and are treated as ranged weapons when determining cover and it requires somatic components to be wielded and is treated as a light weapon. When using these tendrils, starseeds use cha instead of str to determine atk and damage and may even undertake str-checks via cha instead. Manifesting one or two of the tendrils takes a standard action - if two are manifested, two-weapon fighting rules apply and tendrils can be wielded as either primary or secondary weapons in addition to regular ones. They also utilize cha to calculate CMB when attacking, but (and that is important!) NOT CMD. Furthermore, the tendrils do have a weakness - sundering. With only 5 hp and a 20% miss chance, but no hardness and a reform duration of 1 minute, one well-versed in sundering can easily take them down. What's a bit of a pity is that the ability does not specify whether tendrils can eb disarmed, though logically I assume they can't be. Now where things get even more interesting regarding this very unique class feature would be at 2nd level - starting then, they qualify for both being treated as ranged and melee weapons for the purpose of feats, but not as a specific weapon - which would preclude you from taking e.g. Weapon Focus, Rapid Reload or any form of unarmed attack with them. Now it is here I expected the rules-language to stumble and it didn't - you either can make them benefit from feats based on melee weapons OR from feats based on ranged weapons, but not both - interesting indeed, since it allows for very distinct, different fighting styles. Deadly Dance also offers bonus feats throughout the levels, but only as long as you wear light or medium armor or none.

Starseeds also get a Void Pool (and no, it's not the 3.X L5R Void Pool) at 3rd level equal to 1/2 class level + cha-mod. These points can be used to make your tendrils invisible for a round, enhance will-saves, negate temporarily being flanked and also provide passive benefits as long as you at least have one left. (There also is an instance of two blank spaces missing between words in the text, but the glitch shouldn't deter from understanding the rules.) Void Pools stack, if multiple pools are available (e.g. via the extra pdf's Untouchable), though having no points left should be avoided (haha) - the repercussion would be a negative level that can only be removed via rest. Now where my OP-radar first went off with a loud bang would be at 4th level - starting this level, tendrils can be used to execute combat maneuvers. Ranged combat maneuvers. Now usually I'd be breaking off on a tangent how broken they are - but here, that doesn't really apply. Why? Because the balancing factor of maneuvers would be AoOs - and since most maneuvers require melee attacks, tendrils are treated as melee weapons for maneuvers - I.e. they still provoke AoOs and the tendrils are fragile - making for an interesting balancing factor in addition to the limited 60 ft. range. At 5th level

At 7th level and every two levels after that, starseeds may choose from 12 different talents (called Void Insights here), which allow you to either use void points to negate fire or cold damage or increase e.g. tendril damage to 1d12 damage. Also interesting mechanics-wise - there is a talent that allows you to rerolls of mind-affecting effects when your void pool is empty. Another talent allows you to utilize disable device and sleight of hand via your tendrils - sans cost. There is quite some variability here and the respective talents are rather cool - though pressure wave is a bit overpowered - for 1 void point, it can prevent all foes within tendril range. from closing any distance toward you - no save, no CMD-check, no scaling, flat-out, no save. That particular insight requires a hard hitting with the nerfbat. Worse, for 3 points, you can execute a combat maneuver versus all foes within range - and that makes for an even more broken and jarring ability in an otherwise more than solid execution of a complex, cool and highly imaginative class.

We also get new archetypes, first of which would be the Manyskins Dancer for the Druid (or any other wildshaping class): These druids gain 5 times the allotment of wild shapes, but the wildshape lasts only 10 min/level. As a further balancing feature of the archetype, failure to spend time in your base form may result in the temporary loss of proficiencies, languages and penalized skills - a cool archetype that can be easily used to supplement other archetypes for a more fluid shapechanging experience with a cool balancing factor. The second archetype would be the Symbiote-Synthesist for the summoner. The name is already a hint - this archetype endeavors to refine and modify the Synthesist-summoner - which introduces some balancing factors to the otherwise OP archetype that introduces a separate alignment (of the player's choosing) to the eidolon and makes the fused amalgam of both count as both outsider and aberration - a subtle, not crippling weakness and increased roleplaying potential make this take on the archetype superior, if not 100% fixed, then vastly improved version of the archetype.

Now almost all crunch-books add new feats to the fray - It came from the Stars also has new feats, but goes a very interesting way by introducing [Symbiote]-feats. Symbiote feats are broken down in 3 categories, minor, medium and major symbiote feats. An unlimited amount of minor symbiote feats can be taken without any adverse effects and they are required to gain access to the more powerful medium and major symbiote feats. Taking medium symbiote-feats might result in temporary blackouts and major symbiote feats offer the most significant benefits, but also the most pronounced effects regarding the symbiote's power. Now, I've mentioned blackouts: Each Symbiote-feat comes with a symbiote point score. Once per month, a character need to make a will-save versus 10+ number of symbiote points acquired to prevent a blackout that lasts for 1d8 hours - somewhat akin to experiencing lycanthropy. Those that take major symbiote feats instead need to make such a save once per week. Due to the VERY limited amount of time lost and the storytelling potential, these symbiotes work not only mechanically well, but also fluff-wise. Whether for NPCs or players who enjoy a slew of the bizarre - poisonous sprays, tentacles, clusters of eyeballs on the major side and subtle bonuses (or e.g. green photosynthetic skin!) on the minor side - symbiotes work for everyone and )I hope we'll get more symbiote-feats in future installments/pdfs. We also get 6 new spells, some of which use gravity and temporary increases of encumbrance to their benefits. We also get a void suit as a "vehicle", which can be used to navigate the airless, soundless void and upgraded with gravity boots and similar enhancements - and if you need some ideas on what to do with suits like this, take a look at the Dead Space-series...

We also are introduced to 9 so-called void-tech items - thankfully in line with magic item creation allow you to bend space to threat spaces, improve your psychic tendrils or utilize gloves for gravitation manipulation, negate some falling distance or reposition foes with gravitational whips, store void points or unleash plasma bursts.

Part II of my review (The DM-section) can be found in the product discussion, post 48. See you there!


Spend part of my limited budget at Paizocon on this. So worth it!

5/5

Okay, I can finally get around to writing a review of this book. This is a good thing, because it's great. 123 pages of space-themed goodness for Pathfinder players and GMs alike. There are five new races, two new classes, and two archetypes available for players. If you're a fan of the Guyver, then you have to play a symbiote-synthesist, the summoner archetype. It's very obviously inspired by the manga/anime and renders it beautifully in Pathfinder stats. There are also new spells and magic items, and vehicles offered to enhance your game.

For GMs, there is plenty of help in taking your campaign to the stars. 29 different planetary environments are described in the first part of this section. If doing a Pathfinder version of Spelljammer isn't your thing, these could easily be adapted as traits for alternate planes in a plane-hopping campaign. Add to this new hazards, disasters. (Meteor strike, anyone? I'm planning on meshing things from here with Monte Cook's When the Sky Falls for some truly epic gaming.) The bestiary would have been satisfactory to me with just the elder ooze and star beasts alone. The other creatures are icing on the awesome cake. Round this out with three, count 'em, THREE full adventures by Colin McComb, Richard Pett, and John Pingo, not to mention adventure hooks for starting your own adventures, this book is well worth the price.


Great book but...

4/5

This is an awesome book, I've barely scratched the content in it and love it. However it does seem to be missing something as I've begun to read deeper. The Moonchild class really interests me, but as I was reading I noticed that there are only 5 houses, if you get to 20th level you'd have access to 6 houses. Did one get cut? It also says they get Exalted Aspects at 18th level in the text and the chart says 16th. I'm thinking it needs some errata. It's still an awesome book with a ton of great content!


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Looking forward to seeing this out there! There's a lot of sweet things to be found in here.

Lots of twisted things.

RPG Superstar 2011 Top 8

Cheapy wrote:

Looking forward to seeing this out there! There's a lot of sweet things to be found in here.

Lots of twisted things.

You and me both.


WAAAAAAAAAAAAANT


Consider me hyped!

Silver Crusade

Bring on those alienses!


2 people marked this as a favorite.

Alien romantic options are fine too.

Publisher, Zombie Sky Press

I'll have prints at PaizoCon! After which, pre-orders can be fulfilled. PDFs will be available sooner. :)


Received my backer PDF and had to skim through it before calling it a night.

This book is simply gorgeous with full color, thematic, atmospheric art throughout. It's 124 pages of content, the other pages are location maps, also in color. If full of weird awesome and otherworldly stuff.

Has something for everyone, players and GMs, monsters and hazards, adventures and options. Definitely for those who like non-standard fantasy (races, classes, monsters), but still reasonably within the fantasy genre (not gonzo for the sake of breaking genre). My initial impression of it anyway.


Is this product going to be inline with the Spelljammer of old, but using the Pathfinder rule set. Or is this more of a Sci-fi type setting.


Guy Ladouceur wrote:
Is this product going to be inline with the Spelljammer of old, but using the Pathfinder rule set. Or is this more of a Sci-fi type setting.

Neither. It's It Came from the Stars, not We Went to the Stars. It's adding weirdness to an otherwise normal campaign.

For set-in-space Pathfinder, Sailing the Starlit Sea will (hopefully) be done soon. There may be another option or two already released.

Publisher, Zombie Sky Press

Distant Scholar wrote:
Guy Ladouceur wrote:
Is this product going to be inline with the Spelljammer of old, but using the Pathfinder rule set. Or is this more of a Sci-fi type setting.

Neither. It's It Came from the Stars, not We Went to the Stars. It's adding weirdness to an otherwise normal campaign.

For set-in-space Pathfinder, Sailing the Starlit Sea will (hopefully) be done soon. There may be another option or two already released.

Yeah, what Distant Scholar said! :)

I love Spelljammer, but this is more of a stepping stone to that. This is a little broader. You can certainly use the elements in here in a Spelljammer game, but you can use them in your standard Pathfinder setting. (And it combines Voltron-like with the upcoming Sailing the Starlit Sea by our friends at Clockwork Gnome for extra-spacy goodness!)


Just finished skimming through my recently purchased PDF copy. Largely pretty great; I particularly loved the symbiote feats, and the Mocking could fit into just about any campaign.

I did notice a couple of errors: columns two and three of page 21 managed to get transposed somehow, and Wormwood appears at a glance to be missing a CR. (It's there - 20 - but the art covered it up; I had to highlight the text to find it.)

I was mildly disappointed by the Star Beasts, actually. They just don't feel nearly as impressive as it seems like they should; only Wormwood even approaches the sheer terror factor of a (comparatively) common great wyrm. I understand the design intent - clearly the star beasts are meant to provide opponents for a range of campaign levels. Even so, the decision to do it that way robs them of the epic feel I was hoping for.

All that said, it's still a pretty great book. Nice layout and pretty pictures go a long way towards making an enjoyable read in my book, and there's a fair amount of utility to be had here as well.

So, as a first impression: 4/5.

Publisher, Zombie Sky Press

Thanks for the review! And the layout errors!

I'm tracking all the errata that pops up, and in the next couple weeks, I'll upload a corrected version.

Cheers! :)


Adventure Path Charter Subscriber

I just received my hard-bound copy today, and I agree with the previous posters who've remarked on how beautiful this book looks. Most of the content is setting neutral, the adventures are top-notch, and the player options double as a way to bring interesting and alien NPCs into any campaign.

I need to figure out how to get my group into space.

Liberty's Edge

I just ordered it.

Mike


I've noticed that the Moon Child gets a grand total of six houses by level 20, but there are only five houses to choose from. Should I just homebrew some more houses, or will there be more to follow?

Publisher, Zombie Sky Press

Gentleman in Black wrote:
I've noticed that the Moon Child gets a grand total of six houses by level 20, but there are only five houses to choose from. Should I just homebrew some more houses, or will there be more to follow?

There's an ICFTS Extras PDF on the way that has two more moon child houses, among other things. We just couldn't fit everything into our allotted space. It should be ready soon, and once it is, I'll release one of the houses for free on the website, so those with just the Campaign Guide can still play a full 20 levels without needing the extra PDF. :)


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I'm mining this book for things to use in a meteor strike event for a campaign, along with stuff adapted from Monte Cook's When the Sky Falls. Should provide my players with a whole new level of "uh-oh" with which to deal.

I'll be writing a review just as soon as I have time to write something that doesn't involve a deadline.


I have a few questions about Coalescent Characters. When they are in Medium Humanoid form, it loos like a swarm of (Whatever) clumped together.

Where does the voice come from?

Is there any reason if my swarm is a mass of 1" tall gorillas, my Medium Humanoid form can not or should not be in the shape of a gorilla? Or my swarm of snakes being a snake-body with a tail and no legs?
Obviously it can't give mechanical boost, but I'm wondering the authors intentions.

How does this race balance out not being able to have, basically, any gear? The concept is AWESOME, and would work great in a low magic setting, but it's restrictions on carrying gear make it appear to be a serious handicap once magical gear comes into play.

Liberty's Edge

Scott, I'd love to see more equipment like "ships" or are you guys holding off on that?

Mike


ThatWeirdGeckoGuy wrote:

I have a few questions about Coalescent Characters. When they are in Medium Humanoid form, it loos like a swarm of (Whatever) clumped together.

Where does the voice come from?

That raspy sound you hear is the swarm grinding against itself to simulate a humanoid voicebox. It takes years and advanced coordination to develop the skill, but hivemind is very handy.

Or, if you prefer, I'd go with something that involves 'magic'.

ThatWeirdGeckoGuy wrote:

Is there any reason if my swarm is a mass of 1" tall gorillas, my Medium Humanoid form can not or should not be in the shape of a gorilla? Or my swarm of snakes being a snake-body with a tail and no legs?

Obviously it can't give mechanical boost, but I'm wondering the authors intentions.

If there was no mechanical change resulting in a game effect, I would think most GMs would be fine with it. "RAW" the humanoid form is required to be humanoid.

P.S. A 1" tall gorilla swarm is just awesome.

ThatWeirdGeckoGuy wrote:
How does this race balance out not being able to have, basically, any gear? The concept is AWESOME, and would work great in a low magic setting, but it's restrictions on carrying gear make it appear to be a serious handicap once magical gear comes into play.

You are right - it is a disadvantage, though one that helps to balance the race. Coalescents have some heavy-duty abilities.

A couple of tips to help:

Remember a lot of magic items can be used when it is in humanoid form. Just watch out for "buffs" that target a single creature as they are useless in any form.

Magic rings operate in both humanoid and swarm form - do what you can to trade for magic rings.

That's my two cents.


Hey, thanks for coming to answer my questions!

If I may ask a few more...

1) Would you still limit them to 2 rings?

2) How often do you see them going into humanoid form? Reading the race, it really seems like swarm form will be the form in use 99% of the time, even in combat.

3) What role in the party do you see one of these characters, if they only take Coalesent levels?

4) What classes do you see multi-classing well with this racial class?

Thanks again for taking the time. I'm going for a swarm of the microfauna of a jungle, and trying to figure out party role and placement.


ThatWeirdGeckoGuy wrote:

Hey, thanks for coming to answer my questions!

If I may ask a few more...

1) Would you still limit them to 2 rings?

Yes, there is unfortunately nothing in the description that gets around that limit. If you could afford the expensive hand of glory you could increase it to three. Otherwise just keep trading up for better rings.

In retrospect, I'd like to have seen a feat that lets a PC take an extra ring, a feat which can be taken more than once.

ThatWeirdGeckoGuy wrote:
2) How often do you see them going into humanoid form? Reading the race, it really seems like swarm form will be the form in use 99% of the time, even in combat.

I would have thought the opposite. It's likely problematic to be travelling around town as a swarm. Whereas in combat, I would probably want to take advantage of the swarm's characteristics as soon as possible.

ThatWeirdGeckoGuy wrote:
3) What role in the party do you see one of these characters, if they only take Coalesent levels?

A lot of that depends on which abilities for the swarm is selected - you can go a lot of different ways. In general, coalescents are reliable (auto)damage dealers and de-buffers (distraction). They excel at hitting multiple opponents at a time and are an extreme minion-bane. They also help shape the battlefield, as most opponent try to avoid sharing the same space as the swarm, which gives a bit of battlefield control and great protection to spellcasters behind them. Their damage against single targets is far from the highest though, especially when compared to front-line fighter-types and until the DR and AC get rolling, the defence is not always front-line worthy either.

4) What classes do you see multi-classing well with this racial class?

Non-fighter types, mostly. Cleric is helpful as the more channel energies the better. Any spellcaster is fun, just pay attention to which spells can benefit you and which can't. At low levels, I'd be tempted to just keep grabbing coalescent levels, at least to level 4 or 5.

ThatWeirdGeckoGuy wrote:
Thanks again for taking the time. I'm going for a swarm of the microfauna of a jungle, and trying to figure out party role and placement.

Sounds groovy - I hope its a fun game!

I'd actually love to see some sample coalescent builds. I'll have to post a few of mine some time.


In reference to 2, most of our adventures are in the wild parts of the world, so that is probably skewing my view. Other than social interaction, the only disadvantage to swarm is the slow speed.

We already agreed to a custom feat that allows swarming over another being to ride them, covering them in the swarm, figuring that the large (10x10) swarm is only 1" high. So, I'm sure a custom extra ring feat is well within range.

Assuming Coalesent form, this is my build:

Racial Level 5

Str 3
Dex 20
Con 17
Int 13
Wis 11
Cha 10

HP 40
AC 20

FEATS
Extra Swarm Ability
Phosphorescent
Unnatural Armor

SWARM
3d6 Staggered

SWARM ABILITIES
Climbing Swarm
Razored Swarm
Swift Swarm


Oh, and we discussed allowing Swarm Abilities to be taken as feats, based on Character, not Class, level. So, taking Huge Swarm as a 5th level Coalesent 5th level Druid would be legit. Thoughts on that?

Do you see any issues with NOT having the swarm be all the same thing? I was already planning on 6th level and on being a divine caster. I know Druid isn't the most optimal, but the character is being played like a 'soul of the forest' entity. My view is 1" gorillas, beetles, mice, lizards, spiders, snakes, etc.. I was thinking 1 specific animal would be the embodiment of the swarms personality, making it a Humming Dragon ( http://www.d20pfsrd.com/extras/community-creations/epic-meepo-presents/mons ters/humming-dragon ), that is only different fluff wise.


Quote:
In retrospect, I'd like to have seen a feat that lets a PC take an extra ring, a feat which can be taken more than once.

And now I'm imagining that picture of Green Lantern wearing like three rings on each finger and grinning like a maniac.


Would one be Red?

OR, would he dip druid to get a cat and give it the Red Ring?


I think they were all green, but that might have just been the tint of the image.

I'll try to dig it up when I get home if no one beats me to it.


http://images4.wikia.nocookie.net/__cb20120117221259/greenlantern/images/0/ 08/Dex-Starr-1.jpg


Oh I'm aware of the RL cat. =)


Orthos wrote:

I think they were all green, but that might have just been the tint of the image.

I'll try to dig it up when I get home if no one beats me to it.

Pretty sure that picture dates from before there was anything but green and yellow.


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*flashback to Hal Jordan turning insane and into Parallax - multiple rings per finger...* Now what if he was made of tiny hand-like beings....Hm, there's an aberration in there....


Here it is. Only two per finger, actually, not three like my previous guess.


Endzeitgeist wrote:
*flashback to Hal Jordan turning insane and into Parallax - multiple rings per finger...* Now what if he was made of tiny hand-like beings....Hm, there's an aberration in there....

A few years before that, when Superman was roped into gladiatorial combat on Warworld, he fought an elephant guy who was made of hundreds of tiny elephant guys...

Publisher, Zombie Sky Press

Qstor wrote:

Scott, I'd love to see more equipment like "ships" or are you guys holding off on that?

Mike

There'll be a bit more equipment in the Extras PDF. Beyond that, I'm not sure yet. I believe we'll be getting much of that from Clockwork Gnome shortly.


Scott Gable wrote:
Gentleman in Black wrote:
I've noticed that the Moon Child gets a grand total of six houses by level 20, but there are only five houses to choose from. Should I just homebrew some more houses, or will there be more to follow?

There's an ICFTS Extras PDF on the way that has two more moon child houses, among other things. We just couldn't fit everything into our allotted space. It should be ready soon, and once it is, I'll release one of the houses for free on the website, so those with just the Campaign Guide can still play a full 20 levels without needing the extra PDF. :)

I'm hoping the Bracers of Starfocus will be in there too?

Bought the PDF today and am really loving it. Our group plays Gestalt (and high ability scores) and I cannot wait to try out a Starseed Monk (I thought about a Starseed Paladin, but that would just be too cheesy for what you get from pumping Charisma - Attack, Damamge, Saves....


I'm just curious because I didn't see it listed... are all of the new races introduced of the humanoid type? I know the Coalesent are aberrations.

Contributor

Ariakon wrote:
I'm just curious because I didn't see it listed... are all of the new races introduced of the humanoid type? I know the Coalesent are aberrations.

Yes, all the other races are humanoids (just like the core races). Though some of them push the boundaries of what we might consider 'humanoid', it's better mechanically that they have the humanoid type.


Scott Gable wrote:
Gentleman in Black wrote:
Icve noticed that the Moon Child gets a grand total of six houses by level 20, but there are only five houses to choose from. Should I just homebrew some more houses, or will there be more to follow?

There's an ICFTS Extras PDF on the way that has two more moon child houses, among other things. We just couldn't fit everything into our allotted space. It should be ready soon, and once it is, I'll release one of the houses for free on the website, so those with just the Campaign Guide can still play a full 20 levels without needing the extra PDF. :)

Any chance we can see a full 20 level racial class for the Coalesent similar to Rite Publishing's "In the Company" series in the Extras PDF? Maybe some character traits and racial feats too? I would TOTALLY buy that pdf! LOL! ;-)


I'm using the Symbiote Feats in this PDF for my current character...a Squole Anti-paladin dedicated to Jubilex. I have to say the feats are AWESOME!

+1 if the Extras PDF has more Symbiote Feats! I would love to see a Major Symbiote Feat that further plays off Alien Resistance...Alien Mind or Hive Mind, something that gives you immunity to mind influencing effects for having such strange physiology and two minds in one body. I might have to work on home-brewing said feat with my DM! LOL! ^_^

Publisher, Zombie Sky Press

Not to worry, Lord Mhoram, the bracers and the other items that were mentioned but not statted will be in the Extras PDF. And Ariakon, there are also a few more symbiote feats. Glad you're enjoying them! There are not currently plans for an extended coalescent racial class, but we'll certainly consider it.

I hope to have the Extras done next week.


Scott Gable wrote:

Not to worry, Lord Mhoram, the bracers and the other items that were mentioned but not statted will be in the Extras PDF. And Ariakon, there are also a few more symbiote feats. Glad you're enjoying them! There are not currently plans for an extended coalescent racial class, but we'll certainly consider it.

I hope to have the Extras done next week.

More Symbiote Feats AWESOME!!!! I came very close to playing an Amoebian Character. However, I ultimately went with a Squole Anti-Paladin dedicated to Jubilex. My first feat was Elemental Blood! Being an ooze creature, I explained to the my party I look sort of like a lava-lamp, with the blue colored ooze of my symbiote drifting up and through my naturally green body.


Scott Gable wrote:

Not to worry, Lord Mhoram, the bracers and the other items that were mentioned but not statted will be in the Extras PDF. And Ariakon, there are also a few more symbiote feats. Glad you're enjoying them! There are not currently plans for an extended coalescent racial class, but we'll certainly consider it.

I hope to have the Extras done next week.

Sweet!

Thank you.


Pathfinder Adventure Path Subscriber

Want more Extras, as I really like It Came From The Stars!

I think there are a ton of really cool ideas to use fro any type of game. Its a good 4 star from me.


Since the extra-pdf seems to cover at least some things that are mentioned in the main-book, I look forward to seeing it - none the least so I can finalize my review. ;)

RPG Superstar 2011 Top 8

I was helping Scott (Zombie Sky Press) finalize some stuff in the Extras PDF so I sent him an e-mail just to make sure he wasn't waiting on me for anything. For those of you who don't know, Scott just finished a Kickstarter for his other endeavor, Broken Eye Books, so I know that this is taking up quite a bit of his time (which is why I was called in). But rest assured, I've seen the Extras PDF and it will be awesome! And I want to see that review from Endzeitgeist!

Also, I'm happy to hear that people have been enjoying the symbiote feats so far.

Publisher, Zombie Sky Press

Just sent out the It Came from the Stars Extras and Hero Lab files to backers. They should be available to the public once any low-lying errata are squashed. :)

And there's still some copies of the limited edition hardback It Came from the Stars Campaign Guide left if anyone's interested.


Part II of my review

Thus end the Player's section of the book - hence, with the gamemaster-section following now, the SPOILERS reign. potential players should definitely skip to the conclusion.

All right, still here?

We kick off this chapter with the one resource that, at least in my opinion, trumps any other component in roleplaying games and fiction-writing per se: Ideas. To be more precise: Prospective DMs are introduced to a veritable treasure-trove of ideas for planets that could have come from science-fiction literature (with silicate-based lifeforms, for example!) up to those simply WEIRD: What about a planet with sentient clouds following you around, for example? Narrow habitable zones due to multiple suns/slow rotation (Hello, Twinsun! Anyone played that one?) go hand in hand with morgueworlds and from aficionados of hard scifi to those just embracing the concept-wise weird, we get more ideas in a scarce few pages than one usually encounters in whole campaign settings. Yes, that enriching. For me, this small section proved to be more inspiring than just about every other book I've read this year so far. What about e.g. monochromatic planets that feature a caste or predators that prey on colors? There are WHOLE CAMPAIGNS worth of ideas contained within these pages - even before we are introduced to hazards like crystal storms, semi-sentient and deadly solar flare birds and yes...time warps. Let's do the time warp again -and go!

Now as some of you may know, the disaster-book "When the Sky Falls" is probably my favorite 3.X-book - and thankfully, we get full-blown disasters here as well, all of which could spark whole campaigns or books: From varied Auroras to Lunar Changes, Space Debris, Radiation (yes, including gamma radiation sickness) to solar changes and solar flares (which may greatly influence how magic works via a large table), the disasters here are GLORIOUS. My only gripe is that they all demand to be used, nay, expanded into massive books of their own- This section, once again, had me glued to each and every page.

Of course, we also get a bestiary of new creatures, each of which comes with a glorious full color artwork - from the organized, warlike stellar fey, the Astreid to Space Remoras and 6 variants of elder ooze (which can absorb creatures and grow, becoming much more deadly - best take on the space-blob I've seen so far since it comes with a significant amount of absorbed special abilities depending on its prey...) to the Magnetars, which probably are one of the true signature enemies of this book: Magnetars are militaristic, intelligent elementals that get their own subcategory and armor training as well as the option to add plasma damage to their attacks and manipulate gravity. Magnetars are extremely dense fragments of stars that clad themselves in armored shells of various forms, allowing for maximum customizability in their aesthetic depiction. The Magnetars offered range from CR 1 to 9 and come with two statblocks each, one for the armored and one for the unarmored version - and all are awesome and on par with classic, iconic monsters like beholders or illithids. Yes, I consider them that cool. But even the other monsters rock - take the memory-consuming mnemovores, clad in illusions, which make for deadly kidnappers that keep their prey alive while draining their very personalities away. Or the mockings - intelligent interstellar mushrooms that can create duplicates of the creature sin contact with their spores, generating deadly mockeries of what they consumed, all obsessed with spreading their brand of life - until they encompass all. And then there are the Star Beasts - interstellar dragons (like the one you can see on the cover) bred on dead stars and accompanying supernovas and the like, each of them has unique properties and personalities, though all are frightening indeed - from the CR 12 Betelgeuse to the CR 20 Wormwood, all have different unique qualities and ideas for 7 others are given. I love their concept, though personally, I'll upgrade them - as written, their crunch doesn't live up in deadliness to their awe-inspiring background. Still - one glorious bestiary!

And then we're off to new adventures, first of which would be Colin McComb's "Hearts and Minds". Yes. the Colin McComb. And you'll see FAST upon reading this adventure why he is gushed about. Now the basic premise has been seen in CoC, for example: A particularly fertile area (lavishly mapped with and without keys in gorgeous full color in Paizo-level quality) has recently seen archeological activity and cattle disappearances. And that is about all the PCs need to know to kick off - they are depicted in STAGGERING detail, not regarding statblocks, but regarding personalities, developments and characters. As a true investigative sandbox, structure-wise, the whole area goes through escalating stages of weirdness that can be implemented by the DM as s/he sees fit: The archeologists have become thrall to a world-devouring crystalline entity seeking to expand its consciousness into the world by drinking the lifeblood of sentient beings via an immobile crystalline array. With each sacrifice, the strange influence and mind-control the entity exerts grows through the vale, with more and more falling under the being's control. The local sect of weirdoes make for a thankful red herring and in the end, player characters may even succeed in this module without killing a single being - as they should. Slaying enslaved innocents is not a heroic thing to do. This module is, in one word Extraordinary. Detailed, legendary, awesome and not only fun in PFRPG, but also awesome in just about every other rule-set, this intelligent investigation is simply glorious both to read and run - and sets the bar extremely high, proving that intelligent horror works just as well in Pathfinder as in other rules-systems.

Well, let's just say that master of the macabre Richard Pett takes up the gauntlet and delivers with his very own blend of horror: Journeying to an island, the PCs are confronted with a mocking enclave seeking to utilize the PCs to spread beyond the confines of their island and exterminate an insane mutant of their kind. The mocking have completely subjugated and replaced - with the exception of a loner hermit and a faithful dog. Defeating the dread mutant only kicks off the inevitable, l0ooming and subtle build-up towards a wickerman (the classic one)-like struggle for survival on an island that is strange and disquieting in more than a couple of ways - disturbing, creepy and thoroughly estranging, this module is more action-packed than the first, but also oh so glorious - even among Richard Pett's oeuvre, this one stands out as one of his best. Yes. That good.

John Pingo's offering, the third herein, thus has some insane standards to follow - can it live up to them? Well, let's just say that it's a different breed - contacted by one Zephyr Star-caller, an oracle, the PCs are introduced to an order of secretive beings, the Empyrean Bulwark. The founder of these beings has stumbled across a crashed prison-ship that held terrible entities and created the order as a safe-guard versus the otherwise unopposed threats from beyond the stars, trying to safe-guard the wounded algae-like intelligence that suffuses the ship. As soon as the PCs settle in the monastery, things start getting ugly - fast. Alerts are sounded and the PCs will have to contend with sabotaged teleporting platforms and alien prisoners (both of the malign and deadly and of the desperate, but talkative), hopefully not botching: Not stopping escaped fugitives from releasing magnetar might e.g. result in the initiation of the ship's self-destruct sequence. Navigating Zero-G-areas, featuring void suits and finally culminating in the PCs trying to keep a dread creature from the Dark tapestry contained, this module is essentially a weird, fast-paced dungeon-crawl that is a free-for all and introduces A LOT of content from this book, all for the DM to cherry-pick for staying in the setting and including content from the extra-pdf. Different and more conventional than the first two modules, but full of style nevertheless.

Even on the SRD-page, we get some adventure hooks and aforementioned beautiful maps for all 3 modules are included in both a version with letters and a key-less one to be handed out to players.

Conclusion:

Editing and formatting are good, though not perfect. While significant glitches are absent from this book, small ones like a "#" for a CR, missing blank spaces etc. can be found here and there - not many, mind you, but they stick out due to the overall quality of this book. Layout adheres to a two-column portrait standard in the print-version and to a 3-column landscape-standard in the pdf-version, both of which come in GORGEOUS full-color, or at least my hardcover (no 21 of 100, btw.) does. The pdf comes excessively bookmarked and the hardcover comes with thick, high-quality paper and good binding. Layout adheres to a glorious full-color standard and the book is FULL of original pieces of full color artwork - more so than in almost any comparable book I've seen and while I admit to at first needing to get accustomed to the unique graphic vision here, it grew from "jarring" to "wouldn't want it any other way" over my lecture of the book. More impressively than the distinct and courageous graphic vision, "It came from the Stars" massively over-delivered regarding page-count and actually...well. Delivers.

The player's section manages to astound me with unique races that actually offer intriguing balancing-mechanisms for their distinct and lien abilities that set them apart beyond fluff and mirror their alien powers in their crunch. The two new classes follow this lead: Whereas the Moon Child is relatively conservative, the Starseed is ambitious in the extreme and while it does have its own minor issues and rough edges, it is an iconic concept that in my playtest proved to be rather exciting, yet not overpowered to play - thanks to the distinct Achilles heel integrated into the design. The symbiote-feats are glorious and the archetypes offered provide great roleplaying experiences.

Indeed, that's what this book is all about - wonder, excitement, roleplaying. This is about flirting with the Other, with the Uncanny, the Alien. It came from the Stars" could have taken ideas from other more out there supplements and e.g. expand meteorite impact-rules, as updated by Rite Publishing or take ideas from Louis Porter Jr. Design's NeoExodus-setting (LPJr joined this book by the way...) - instead, the creative team around Zombie Sky/Broken Eye mastermind Scott Gable went one step further - when I was done with the Player's section, my mind was abask with possibilities, to quote Garth Marenghi (kudos if you get the reference), reeling with ideas to integrate this content into my campaign.

And then the DM-section hit - the ideas herein are mind-boggling, versatile and quite simply superb. The bestiary offers various signature abilities and features not a single filler beastie. The hazards and planet-ideas contain literally years of campaign-ideas and the 3 modules...are stellar, one and all, excellent offerings, each in their own distinct way. I feel like I've been launched into outer space. And yes, there are minor glitches here and there -but you know what? I don't care. I have almost NEVER, in my whole career, not only as a reviewer, but as a roleplayer, read a book that blew me away like this one did. Roleplaying is a game of ideas supplemented by math and a codified language to me and this book is so rich in ideas it boggles the mind. This book (get it in hardcover if you can!) may be a small step forward for the designers, but for the cosmos of a reader's ideas, it's a huge step forward. If I could, I'd immediately rate this 6 stars, but since I can't, I'll instead settle on a final verdict of 5 stars + seal of approval - this will feature on my top ten-list of 2013!

First reviewed on Endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on Lou Agresta's RPGaggression, OBS and d20pfsrd.com's shop!

Endzeitgeist out.


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Glorious review end. I bought this before reading your review, after reading the review posted before yours...;p

The art is absolutely amazing, I really like this book.

The only problem for me though is the landscape format. I'm just not a fan. Is the printed version landscape or portrait?


Thanks, OSW, been in the making for oh so long!

The printed version of my full-color hardcover is portrait, not landscape. That's how I admittedly first read the book, though I, of course, also read the pdf.

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