
Forest Guardian Press |

Thanks Liz!
With Kobold Press' Deep Magic in the wings, what better way to counter those pesky casters than with a Direlock!?!?! Able to counterspell with her dire weapon or subsume spell energy in her dire mantle to be used as a self-buff or to cast her own spells, and capable of stealing spell energy with her ravening strike the Direlock comes to the party with a fell ambition!!!
See for yourself -or if you are intrigued check out this review or the Direlock's four star rating over at d20PFSRD.
I've got a few more archetypes planned for the Direlock too - the imaginatively named Beastlock/Wildlock (natural weapon dire-claws trope) the equally imaginatively named Darquelock (more rogue/shadowstealeresque), the Grimoiriste (arcane bond with grimoire, greater spellcasting) and Enchiridite (wields a blade-grimoire), as well as some racial archetypes bubbling in my brain. Which ones do you want to see first?

Oceanshieldwolf |

threw my review up as well.
Thanks for the review +5!!! Your summation is appreciated, and I'm really stoked to hear your players are itching to play a Direlock...
I can see that I will have to address cartmanbeck's queries here - I responded to some of them in this post, but perhaps a revised reply is in order...
I love that you found the cthulhu-esqueries in the Direlock - I must admit to being slightly under-Lovecrafted, apart from a few classics I have missed the Mythos almost completely.... Still, the eldritch tendrils really do conjure Cthulhu don't they...well, at least conjure the feeling.. ;p
And yes, well apart from making a fine PC, a Direlock can really melt your party's day as a BBEG...

+5 Toaster |

+5 Toaster wrote:threw my review up as well.Thanks for the review +5!!! Your summation is appreciated, and I'm really stoked to hear your players are itching to play a Direlock...
I can see that I will have to address cartmanbeck's queries here - I responded to some of them in this post, but perhaps a revised reply is in order...
I love that you found the cthulhu-esqueries in the Direlock - I must admit to being slightly under-Lovecrafted, apart from a few classics I have missed the Mythos almost completely.... Still, the eldritch tendrils really do conjure Cthulhu don't they...well, at least conjure the feeling.. ;p
And yes, well apart from making a fine PC, a Direlock can really melt your party's day as a BBEG...
I worked the "Cthuboleth" one shot last night. I wish I could share my players thanks, but the profanity filter would be overloaded. I don't see why they freaked out, everyone made it *barely* out of there in one piece. The look on the paladins face when I told him his fear immunity was negated will be cherished forever.

Forest Guardian Press |

Music to my ears Toaster. Bleeding, horrific and dire music, but Dire music nonetheless.
To repeat the quote from the playtester GM about the eelskin fetish armor wearing adamantine naginata wielding direlock and her two festrogs on leashes: "She should have had a bite attack all of her own, because she was chewing up the scenery!"
By all means PM me a synopsis of the combat!!!

Endzeitgeist |

Part II of my review:
At 8th level, the dire mantle is further upgraded, netting +2 to saves versus spells and effects analyzed, but not absorbed. Furthermore, somewhat akin to a rod of absorption, spell levels absorbed may be used to power the direlock's spellcasting without expending the prepared slot. The wording here is a bit hard to understand at first - as an added caveat, a direlock needs to have spell-energy equal to the spell-level they wish to absorb for purposes of casting their own spell stored. That means to absorb a 3rd level spell and use it to power a third level spell of their own casting, they'd require 3 spell levels already stored in their mantle. At least that's how I understood it. A slightly more concise wording would help this ability. Finally, direlocks may now also store a portion of a spell, exceeding their total capacity, e.g. absorbing a 3rd level spell when only having room for 1 more spell levels - this comes at a cost, though: Exceeding spell levels are lost and deal damage - though that damage still is significantly lower than what the respective spell would deal.
At 10th level, the inimica-list is expanded by 4 major inimicas: And yes, one allows for the absorption of area-spells cast in the dire zone - at a large dire pool cost, but still: Awesome! Another one penalizes enemy initiative, deal enhancement bonus damage to all foes within the dire zone when hitting foes as well as an expansion of the fearsome slough, which allows sloughed off conditions to move on to another target after a foe successfully saved against it. If all save, the condition lingers in limbo for one round and the save-game resumes the next round until either its duration expires or a foe fails his/her/its save.
At 13th level, direlocks may pay dire pool points to use cha-mod instead of wis-mod for a save (again, as an immediate action -action economy), at 14th level, spells of up to 5th level can be absorbed and as a capstone, both spell levels potentially absorbed via ravening strike and tendrils are upgraded and additionally, direlocks may now absorb spells of up to 7th level.
We also get favored class options for drow, dwarves, elves, gnomes, goblins, half-elves, half-orcs, halflings, humans and tieflings. The Half-elf bonus makes not much sense - add 1/2 foot to dire zone is absolutely useless until level ten since 5 foot increments are the basic minimum - so essentially, it's 1/10 5-foot range for the dire zone. Also: Since the dire zone is essential for ALL significant abilities of the direlock, the expansion is much stronger than all other favored class options.
Next up are new archetypes, first of which would be the Banelock, who gets diminished spellcasing, but proficiency with an exotic weapon and shield (I thought a dire weapon could be an exotic weapon? The base-class has no restriction there...). Instead of dire pool/weapon, they get a bane pool, which may be used to add enhancement bonuses weapon qualities to their weapon. They may get up to 2 additional dire weapons and get the armor proficiencies 2 levels earlier. While it can be gleaned from the context easily, a special shout out that a bane pool works as a dire pool for all direlock abilities would have been nice - though since it's so obvious and all but spelled out in one explanation, I won't hold that against the pdf.
Number 2 of the archetypes would be the Dreadmasque: In place of a wizard's book and spells, they get an eldritch warmask - hard to remove from their face and netting them bonuses versus mind-affecting effects and serving as the focus for their dire zone. Said warmasque stores spells akin to a witch, instead of storing them within the familiar, utilizing the mask. As swift actions, Dreadmasques may enter masques, essentially arcane katas that make spellcasting for the masque more difficult. This ability is usable 1/day +1/day at 4th level and every three levels after that and starts the game with one known masque and gets another one at 2nd level, 4th and every 3 after that. As a minor pet-peeve of mine, they last until the end of combat, but thankfully, they also have a non-combat duration - 1 minute/daily use. I'd be interested in how these two durations interact, though - let's say one masque is activated and almost has run its course - 6 seconds prior to ending, combat breaks out - is the duration expanded to the duration of the newly initiated combat? And why not simply give the masques a fixed, solid time-duration? The combat-caveat seems like an unnecessary, complicating factor.
A total of 11 masques await for the taking and general confer a variety of scaling bonuses to different checks and also net access to specific witch hexes while enacting the respective masque. Analogue to regular inimica, we also get 4 greater masques that become available at 10th level. Medium armor proficiency is delayed to 10th level and dreadmasques pay for their masques (which are slightly stronger than inimicas) by losing among other thing, spellcasting in heavy armor. At 19th level, 4 masques based on major hexes also beckon.
The third and final archetype would be the Fear Eater, who may eat fear of foes to heal him/herself and/or remove fear-themed conditions (and later use absorbed fear to negate his/her own non-fear-based negative conditions). They may also assign targets within the dire zone and hit them with fear-effects and cure allies of fear-based conditions. They also get an exclusive inimica that enhances their prowess when attacking fearful foes and a new incunabula for extended durations of the fear-effects they impart.
Next up are 17 new feats, which cover the obligatory extra inimica, incunabula, pool points, tendrils, mantle capacity etc. and also provide a feat for more resilient eldritch tentacles. Speaking of tentacles - one feat allows you to share inimicas (and dire zone effects in the improved version) with a tentacled ally and another lets you transfer conditions from allies to foes via them. Nice! The most interesting ones would be those that allow for modification of the dire zone - by excluding a foe from it, you may extend the zone to include one foe within 5 foot of it and do this with 2 foes via a second feat. You may also exclude squares adjacent to you from the dire zone to expand its reach by 5-foot and increase this to 10 foot via another feat. Unfortunately, all of these feats fail to specify what kind of action the morphing of dire zones via these feats is, if any, and in a class so dependent on action economy, that's kind of a big deal.
The pdf also provides a new spell, the exclusive second-level Accumulating Error, which is a minor debuff that gets worse if the foe gets hit/fails to hit you and has it duration set depending on the amount of times s/he/it fails - per se cool, though personally, I don't like the wording "fails to defend" - why not "is hit/fails a save"? Would be more precise.
As a rather cool help, we get one-page of inimica cut-outs and a direlock management-sheet - awesome! Seriously, I wished all complex classes had one - two thumbs up for that!
Conclusion:
Editing and formatting are very good, though here and there small glitches like e.g. a feat-"Benefit:" that is not bold have crept in. Layout adheres to a drop-dead gorgeous, atmospheric and very cool two-column b/w-standard with an easy to read font and is a beauty to behold - which can't be said about the original pieces of full color artwork. While I understand that at this price-point, there's no such thing as a big art budget, the artworks are very cartoony and actually imho detract from the grim, gritty, dark feeling of the direlock - especially faces look rather frightening - but perhaps that's the goal? However, the armors of the characters look presentable - so that one works for me. Still, don't expect to be blown away art-wise. The pdf comes in two versions, with the latter being more printer-friendly - but, and this is especially annoying for such a complex class, both have no bookmarks. This is a comfort-detriment and imho any pdf longer than 6 pages should have them by now.
This has got to be one of the longest class-reviews I've ever done (and I don't plan on doing any of these length in the future) mainly because of two factors: The complexity of the class and because I wanted to give you a fair impression of the class. I expected yet another gish and what I got was a caster's worst nightmare/controller-type class that succeeds very well at the complex things it tries to do - the basic mechanics (with the notable exception of the mantle) work well - but, once again, the devil's in the details:
At first glance, this class is absolutely and complete awesomeness if you're looking for a "creepy" antihero-style warrior or a representation of a character who uses supernatural abilities to foil spellcasters, but closer analysis unfortunately unearths quite a few issues, most of which aren't by any means game-breakers, but still should be fixed. The Direlock is, concept-wise, perhaps one of my favorite 3pp-classes out there right now and almost has the execution to match the awesome concepts. With a little more polish, this could even jump into my Top Ten-list for 2013 - its ideas are that good. Since it shows some first-time product-style errors, though, I can't go as high as I'd like to. In fact, were it not for the majority of the class features working in spite of rather complex mechanics, I'd probably rate this down further. As written, as much as it pains me to, I can't rate this higher than 3 stars. - here's to hoping for a revision that this awesome class definitely deserves. I'm looking forward to seeing more from Morgan Boehringer and Forest Guardian Press!
Endzeitgeist out.
Reviewed first on Endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop.

Forest Guardian Press |

Absolutely first class and solid review Endzeitgeist! Thanks for the enthusiasm, I'm pleased you were impressed by the concept. I'm just glad you weren't of the opinion that he class didn't have too many powers that didn't responsibly synergise or were jarringly outrageous. Or that it wasn't gonzo enough. :)
***I will respond to each and every one of your critiques, mechanical concerns or glitches as and when I have time. And update the PDF accordingly. I'm positive the edits needed are mostly minor. ***
I am now more sorry for you and those you just made read your reviews. Like the class isn't bad enough (over 12 pages for just the base!?) the review will confuse you, send you to sleep or leave you shaken that's how bad the direlock is AND she'll just eat it all up to heal or get stronger. Well, heal kinda, but not really get stronger. unless tou cast spells a her. ;) Is Base Class always capitalized?
* By the way, the dire pool recharge on a critical or foe fumble is totally lifted from TPK's Malefactor - many thanks to the OGL. And these classes are closely aligned - the parallel design mania I had when working in the direlock hit fever pitch when first Malefactor jumped up and then SGG's "damned" Hellion rocked the show (I think that's how it went).
Ack. Bail water! Those two classes absolutely rock conceptually and mechanically - not just the mechanical concepts but the mechanical delivery or application of the ability. The Hellion's more martial witchlock concept is a favourite of mine (My Gauntlet Witch archetype (famously for me, somewhat panned on Know Direction as being derivative of Witchblade) from KQ#23 a case in point) and the Malefactor's save penalty aura just oozes dread. I love it. Next to that a dire zone and some flash tentacles just seems kinda outre. And I never even thought of Cthulhu. Mustn't be enough of a Lovecraftaku. Still, the direlock might intrigue the old wight - I'd hope to think he'd be at least bemused by the serendipity and fulfilled seeing his images reflected by the naive. Did I really just put parentheses in parentheses?
My challenge was to make sure the direlock:
a: stayed true to its roots and
b: that it didn't move into design areas of these, just released Base Classes.
I think the class abilities (and the archetypes) reflect those objectives. Hopefully. :)
Yes, yes. The art IS mine. My humble apologies for my lack of art. Sniff. And so public a forum. Alas, the writer has put himself up for ridicule... Quick folks! Pick it up. Actually, no wait. Wait until I update the file. The errors! The errors! (Thanks again end.) Hey do i get extra marks if I take all my artwork out? I hereby endeavour to embark on a quest to get the Direlock the WAR cover it deserves. Heck, he can do the whole PDF. Or Ben Wootten. Hugo Solis. After Open Design's Book of Drakes, definitely. Now I'm going to have to move that Falconer/Draconer/Draker Drake-Familiar concept out of PrC Drake Tamer/Gauntlet Witch, naah, leave it. The direlock has plenty going on without a drake. Hmm.
@ Bookmarking - my fault, though there should be extensive links within the color/pic PDF - my file making skills let me down and hyperlinking to the d20PFSRD is almost criminal to have absent. For this class especially. I sincerely apologise.
I consciously did not consider any linking in the bw/print. My apologies, if the art is that bad that you'd rather read the b/w! ;). Still thanks for the shoutout for layout in the PDF End. It
will get better too.

Oceanshieldwolf |

Okay - ONLY 21 critiques to respond to. :)
Thankfully most of these are minor edits. I hope to update the PDF in the next few days...definitely by the end of the week.
From the top:
* Regarding the Dire Pool:
At 7th level, 2 points may be expended to penalize all saves of foes within the dire zone by -2 for cha-mod rounds. I assume the ability is an instantaneous effect and does not apply to foes that enter the zone after its initial activation, but I'm not 100% sure
I'll try to clear this up. Should be for the duration - it effects foes that enter the dire zone after activation.
* Regarding disarming the Dire weapon:
Dire weapons net a constant +2 competence bonus to CMD versus sunder and disarm, which improves further by +2 for every 4 levels, making the weapon hard to get rid of, but not impossible -as it ought to be, seeing how the direlock's abilities hinge on it.
Well. Ok. I'll make it impossible to disarm. I was trying to leave at least some vulnerability, but I guess it is integral to the Direlock. I'll specify that as long as she has at least one point in her Dire Pool she cannot be disarmed.
* Regarding inimica generally:
On the more basic side of the scale, there's an inimica that provides 1 hp bleed damage to foes hit by the direlock's dire weapon for as long as they remain in the dire zone - but here is a minor wording issue that needs to be addressed - the ability does not specify whether the effect ends when reentering the dire zone after leaving it - a question, by the way, not addressed in any of the ongoing effects herein, though I do assume the effect resumes
Good point. The bleeding would be ongoing - I'll check through the others to see if there need to be a blanket statement on ongoing effects otherwise I'll specify for each.
* Regarding the Dire Magic inimica:
More peculiar and absolutely awesome concept-wise would be the Dire Magic inimica - whenever an enemy caster casts an area of effect spell or spell-like ability within the dire zone at the direlock and his/her allies, its effects are also extended to the casting foe's allies. But what about the caster? Why not the caster?
If the caster is in the dire zone they can also be affected.
* Regarding the Woundrede inimica:
...halves the effect of magical healing and penalizes applications of the heal-skill. Now where this otherwise awesome ability stumbles a bit with regards to in-game logic is when it comes to channeling negative energy (it specifically addresses that it affects channel energy - ANY way of healing really) and undead. Let's say an undead spellcaster channels energy to deal damage - the inimica does not kick in. If he does the same to heal his/her undead allies, the inimica kicks in. That does not make sense to me. Perhaps a limitation by energy type would be more prudent here.
Hmm. Good point, though I'm not actually sure I'm worried about the in-game logic. I'll think about it but I may just leave it - it makes sense to me that it would work this way - its about stopping healing at the site regardless of the source - that's the "dire" part.
* Regarding Dire Sense:
Dire Senses, i.e. deflect arrow (a bit weird, since they are not very dex-centric)...
I've received this critique elsewhere too, and I guess I just don't always agree. Regardless of the feat's flavor text, Deflect Arrow isn't necessarily always a physical agility/reflex thing - for the direlock it's more a supernaturally informed ability of the dire zone she isn't even that aware of - it just happens - she cuts the arrows out of the air like blinking. :)
and
...invisible opponents have to contend with wis-mod bonus to the AC - again, a slightly weird choice to split the attribute-dependant AC-bonuses
Hmm. Likely a copypasta error, though perhaps I was thinking about intuition as modelled by wisdom. There was some conscious, balance-inspired MAD in earlier versions, but this could now simply be ported to Intelligence.
* Regarding the Fearsome Slough:
It should be noted that this +10 is untyped and thus does stack with ALL bonuses the direlock may have. I seriously would have preferred a typed bonus here.
I was kinda trying to make it an "auto-succeed by another name", but I'll make this a circumstance or morale bonus.
and
What about "progressing" conditions? Let's say a direlock is shaken and then becomes frightened. Now the direlock sloughs off frightened to a foe - is the direlock now shaken again or is the condition completely gone?
The condition is completely gone. I'll clarify that.
* Regarding the Dire Mantle:
I think the recharge should go or get a daily limit.
Your argument is compelling. I will reconsider this and go with one of your options. Likely a daily limit.
* Regarding the Dire Affray (IIRC) incunabula:
... the option to make the dire weapon count as one size larger for one round. Unfortunately, the wording runs afoul of a minor issue here: RAI, the increased size probably should only apply to damage, but RAW, the ability specifies the weapon is "one size category larger for all of her attacks until the end of her next turn." - which potentially means penalties to attack due to the increased size.
Ah. Yep. I'll add something along the lines of "for the purposes of damage" to clear it up.
* Regarding the Dire Spell incunabula:
1/day, as a swift action, the direlock may cast an offensive spell that affects creatures within the dire zone. Said spell affects an additional target. Only spells gained from this class can thus be enhanced.Now the thing is - can said target be beyond the dire zone or not? If e.g. a fireball damages a foe within the dire zone, could the additional target be beyond the dire zone? If yes, does the maximum range of the spell still apply? I wager the additional target would have to be within the dire zone, but I'm not sure.
Yes, the intention is within the dire zone. The range stays the same but the effect only applies within the dire zone. Probably not a good idea for fireballs. ;)
* Regarding the Dread Assault incunabula:
...prohibit using multiple dire pool points this way, the ability can be munchkin'd rather easily - though clearly (I hope) that was not the intention of the ability.
Ooops! Definitely not the intention. I'll put in a caveat against multiple dire pool point expenditure.
* Regarding Ravening Strike:
Apart from the incongruity with the incunabula a cool ability.
Ahh. Yes - there is a slight overlap/disconnect - I'll remove the offending double-up from either the void strike or the Ravening strike.
* Regarding upgrade to Dire Mantle at 8th level:
A slightly more concise wording would help this ability.
I'll endeavour to reword this ability!
* Regarding Half-elf favored bonus:
The Half-elf bonus makes not much sense - add 1/2 foot to dire zone is absolutely useless until level ten since 5 foot increments are the basic minimum - so essentially, it's 1/10 5-foot range for the dire zone. Also: Since the dire zone is essential for ALL significant abilities of the direlock, the expansion is much stronger than all other favored class options.
Well it is supposed to be kinda useless until it takes effect at 10th level because of the power of the expansion. Perhaps asking a lot of half-elves. I'll give them something else...
* Regarding the Banelock archetype:
the Banelock, who gets diminished spellcasing, but proficiency with an exotic weapon
Yes, this is a carry over from previous edits. As the base class gets exotic anyway I'll remove it.
and
a special shout out that a bane pool works as a dire pool for all direlock abilities would have been nice
Good catch! Will do.
* Regarding the Dreadmasque archetype's Masques:
let's say one masque is activated and almost has run its course - 6 seconds prior to ending, combat breaks out - is the duration expanded to the duration of the newly initiated combat? And why not simply give the masques a fixed, solid time-duration? The combat-caveat seems like an unnecessary, complicating factor.
On the first portion of the question - I would say no, you would need to start/expend a new combat masque.
Other than that I agree on the unnecessary complicatoria. Perhaps I'll make it one minute/level... might be gameable if your combats are following on after each other quickly, otherwise it should be okay.* Regarding Dire Zone feats:
Unfortunately, all of these feats fail to specify what kind of action the morphing of dire zones via these feats is, if any, and in a class so dependent on action economy, that's kind of a big deal.
Good point. These are inherent changes to the dire zone available to the direlock at all times - though a change in the dire zone should possibly be a move action - they will necessarily interact with ongoing conditions if the new dire zone shape removes or creates an effect. Might be gameable with the more tactical inimica - but then you do need to get the feat to use it...
* Regarding the spell Accumulating Error:
I don't like the wording "fails to defend" - why not "is hit/fails a save"? Would be more precise.
Totally! Consider it done!

Forest Guardian Press |

Ok, so I'm almost a week late...
Based on reviews from both Thilo “endzeitgeist” Graf and Tyler Beck, the following components have been modified, added or removed. The last item is that a NEW ARCHETYPE has been added for free!!!
I'm not sure if the Paizo update has gone through yet but you can pick up the updated Direlock at DrivethruRPG now!!!
Just waiting now to see how the amended review goes for endzeitgeist or if I can convince Tyler Beck to take another look... :)
Here's the change log:
* Added extensive Bookmarks to both color AND print PDFs.
* Clarified Dire Pool 7th level ability.
* Changed the Dire Weapon’s bonus vs. disarming to +10, +20 at level 10 .
*Clarified inimica abilities where needed.
*Clarified Blood Zone inimica contingencies.
*Added caster to available effect of Dire Magic inimical.
*Clarified Woundrede inimica re: negative channeling.
*Changed Dire Sense bonus against invisible foes from Wisdom to Intelligence.
*Clarified Fearsome Slough with regard to progressing conditions and made bonus typed (morale).
*Changed Dire Mantle so it can be recharged once per day rather than once per combat, 2/day at 8th lvl and 3/day at 14th.
*Specified duration for skill bonus ability of Dire Mantle.
*Clarified Dire Affray incunabula to indicate damage dice, not size.
*Clarified Dire Spell incunabula re: where effect takes affect.
*Added 9th level as prerequisite to Dire Familiar incunabula.
*Errata on Dread Assault to limit it to one expenditure of one dire pool point.
*Removed double up of Void Strike incunabula and Ravening Strike ability.
*Added hardness and hp, cost and weight info to Grimoire.
*Changed Half Elf favored class bonus to Perception within Dire Zone.
*Removed reference to exotic weapon in Banelock weapon and armor proficiencies.
*Clarified that Bane Pool otherwise acts as Dire Pool.
*Changed Dreadmasque’s Masque duration to 1 min/level.
*Added action type to dire zone shape-alteration feats.
*Clarified wording on Accumulating Error spell.
*Changed Fear Eater’s dire pool to Terror Pool, and indicated that it otherwise acts as Dire Pool.
*Added Fear Eater’s inimica to inimica resources sheet.
*Added all changes to inimica to inimica resources sheet.
*Added changes to Base Class to the Character sheet
****ADDED NEW PREDATOR ARCHETYPE!!! Your fell companion shares your dire zone!****

Endzeitgeist |

Part II of my review of the revised edition:
A total of 11 masques await for the taking and general confer a variety of scaling bonuses to different checks and also net access to specific witch hexes while enacting the respective masque. Analogue to regular inimica, we also get 4 greater masques that become available at 10th level. Medium armor proficiency is delayed to 10th level and dreadmasques pay for their masques (which are slightly stronger than inimicas) by losing among other thing, spellcasting in heavy armor. At 19th level, 4 masques based on major hexes also beckon.
The third and formerly final archetype would be the Fear Eater, who may eat fear of foes to heal him/herself and/or remove fear-themed conditions (and later use absorbed fear to negate his/her own non-fear-based negative conditions). They may also assign targets within the dire zone and hit them with fear-effects and cure allies of fear-based conditions. They also get an exclusive inimica that enhances their prowess when attacking fearful foes and a new incunabula for extended durations of the fear-effects they impart.
As a bonus piece of content, the revised edition now features the Predator as a fourth archetype (which is erroneously called banelock in the proficiency-section) that does not incur the regailia's penalty on handle animal checks since it represents a more primal hunter. As such, the predator gains an animal companion (as per the druid) at effective levels -3 that may share in the benefits of the dire zone while inside, partake in the using of fearsome slough etc. - all this at the price of an incunabula, spellcasting and heavy armor proficiency.
Next up are 17 new feats, which cover the obligatory extra inimica, incunabula, pool points, tendrils, mantle capacity etc. and also provide a feat for more resilient eldritch tentacles. Speaking of tentacles - one feat allows you to share inimicas (and dire zone effects in the improved version) with a tentacled ally and another lets you transfer conditions from allies to foes via them. Nice! The most interesting ones would be those that allow for modification of the dire zone - by excluding a foe from it, you may extend the zone to include one foe within 5 foot of it and do this with 2 foes via a second feat. You may also exclude squares adjacent to you from the dire zone to expand its reach by 5-foot and increase this to 10 foot via another feat. Dire zone modification is now a move action.
The pdf also provides a new spell, the exclusive second-level Accumulating Error, which is a minor debuff that gets worse if the foe gets hit/fails to hit you and has it duration set depending on the amount of times s/he/it is hit/fails to save.
As a rather cool help, we get one-page of inimica cut-outs and a direlock management-sheet - awesome! Seriously, I wished all complex classes had one - two thumbs up for that, especially since the reference sheet has been further improved!
Conclusion:
Editing and formatting are very good. Layout adheres to a drop-dead gorgeous, atmospheric and very cool two-column b/w-standard with an easy to read font and is a beauty to behold - which can't be said about the original pieces of full color artwork. While I understand that at this price-point, there's no such thing as a big art budget (or any such budget, really), the artworks are very cartoony and actually imho detract from the grim, gritty, dark feeling of the direlock - especially faces look rather frightening - but perhaps that's the goal? However, the armors of the characters look presentable - so that one works for me. Still, don't expect to be blown away art-wise. The pdf comes in two versions, with the latter being more printer-friendly - both of which now come fully bookmarked. As an added benefit, the pdfs seem to now be working much smoother on my notepad.
Just when I thought I had finished the longest class-review I've ever done, lead-designer Morgan Boehringer cranks out a revision of the pdf that not only offers new content, but proceeds to systematically address all my gripes. So yeah, I cranked out that review and the pdf and started reading - and yep - there go all my painfully researched flaws, all those delicious nitpicks and issues I found. All gone. *sniff*Kidding aside: I LOVE it when publishers and designers clear up glitches and polish their pdfs and the direlock definitely deserves the revised edition that vastly improves the class, gets rid of minor issues and greatly streamlines it into a vastly superior class. Not a class for beginners, mind you - this is complex, but oh so rewarding: Finally, a fighting-class that can truly make those casters quake in their boots, studded with various unique mechanics. Two thumbs up and 5 stars + seal of approval for the revised version!
Updated my review here, on my site, Nerdtrek, GMS magazine, OBS and d20pfsrd.com's shop.
Endzeitgeist out.

Oceanshieldwolf |

Nice! Glad to hear the revised version has fixed all of the issues and manages to become such a highly rated class.
My thoughts exactly! Great revised review end! Now i need to revise the various product descriptions to indicate the addition ofthe Predator archetype!!!
Also, a special shout out to my collaborator on the Direlock - Jim Wettstein - these great reviews are a testament to his hard work, experience and our collaboration!

Forest Guardian Press |

Check this post detailing the 40% sale on the Direlock at d20PFSRDStore and DrivethruRPG.
I hope to have a similar sale on at Paizo soon...

Forest Guardian Press |

The Direlock has been revised and given a makevoer with all new full-color art including an awesome cover by Jacob Blackmon!!!
You can read more about it, and see some of the new art HERE!

The Ragi |
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Get your eldritch tendrils on the direlock's character sheet now! Available for free at this very link: https://www.dropbox.com/s/8rm9x9axr1nt6bs/direlock_sheet.zip?dl=0