paizo.com Recent Reviews of Wayfinder #10 (PFRPG)paizo.com Recent Reviews of Wayfinder #10 (PFRPG)2016-06-10T00:04:59Z2016-06-10T00:04:59ZWayfinder #10 (PFRPG) PDF: The Paizo Fans Hit Another One Out of the Park (5 stars)Jeff Leehttps://paizo.com/products/btpy97u8?Wayfinder-102014-02-08T16:59:16Z<p><b>Wayfinder #10 (PFRPG) PDF</b></p><p>One of the best things about the even-numbered issues of Wayfinder is that, as a pdf-only offering, they can provide more content. This issue has over 90 pages of quality content based on Qadira and Katapesh and should not be missed. (Why would you? It's free!)</p>
<p>Here are several of the many highlights of the issue:</p>
<p><b>The Censer Alchemist Archetype, by John Leising:</b> A new archetype for the alchemist based on turning the alchemist's extracts into inhalants. An expanded formulae list adds plenty of offensive punch to this archetype, and when the chips are down you can even use your censer as a weapon.</p>
<p><b>Kirnoth's Bounty, by Frank Gori:</b> A powerful artifact made more powerful by the addition of five scarabs that can be added to it, themselves useful magic items. This would be a great centerpiece for a desert exploration/tomb-robbing adventure.</p>
<p><b>Daeza's Abode, by Anthony Adam:</b> What starts as as rescuing an old man from his attackers turns into a more complex mission involving mephits, a thieving wizard, and a genie's life in the balance. An excellent side trek adventure easily dropped into an ongoing campaign.</p>
<p><b>Katapesh: Birthplace of Gnolls, by Thomas LeBlanc:</b> Gnolls presented as a playable race, complete with background generation tables, as well as new racial and regional traits.</p>
<p><b>Al-Bashir: The Golden Cage, by Shaun Hocking:</b> An excellent write-up of the harpy-infested Qadiran ruin, full of details and background information that could be fleshed out into a full campaign for an interested GM with a party of players ready to clear the evil of the ruins so the Satrap can raise the city to its former glory.</p>
<p><b>Ships of the Inner Deserts, by Dain Nielsen:</b> Hovering sand ships! Elemental engines! Need I say more? Grab one, capture your enemies, and take them to the deep desert. Then throw them in the Pit of the Sarlacc. (Sarlacc not included in this article, but seriously who needs it. Dune ships!)</p>
<p><b>A Visit to the Market, by Eric Hindley:</b> 8 different stalls for your players to visit in the markets of Katapesh. A great way to roleplay some shopping before or after an adventure and expose the PCs to the local flavor of the city, and perhaps provide a seed or two for an adventure in the city itself.</p>
<p>I'm just barely scratching the surface here. In addition to these there are additional side treks, adventure seeds and plot hooks, the Hakima prestige class, genie bloodline traits, new environmental hazards, regional songs, the Spiderhawk magus archetype, the Safiir base class, a detailed guide to the Lightning Stones in Katapesh, new magic items, new animal companions, new rogue talents, new witch hexes, new monsters, rules for a game of chance complete with game board and pieces, weal and woe articles featuring detailed NPCs to aid or hinder PCs, and a complete Beginner Box adventure. Add to that wonderful fiction by Neil Spicer, Aaron Motta, Todd Stewart & Tanith Tyrr, John C. Rock, Jason Keeley, beautiful color and black-and-white artwork, and amazing maps, and you've got a hell of a magazine here. What are you waiting for? Download!</p><p><b>Wayfinder #10 (PFRPG) PDF</b></p><p>One of the best things about the even-numbered issues of Wayfinder is that, as a pdf-only offering, they can provide more content. This issue has over 90 pages of quality content based on Qadira and Katapesh and should not be missed. (Why would you? It's free!)</p>
<p>Here are several of the many highlights of the issue:</p>
<p><b>The Censer Alchemist Archetype, by John Leising:</b> A new archetype for the alchemist based on turning the alchemist's extracts into inhalants. An expanded formulae list adds plenty of offensive punch to this archetype, and when the chips are down you can even use your censer as a weapon.</p>
<p><b>Kirnoth's Bounty, by Frank Gori:</b> A powerful artifact made more powerful by the addition of five scarabs that can be added to it, themselves useful magic items. This would be a great centerpiece for a desert exploration/tomb-robbing adventure.</p>
<p><b>Daeza's Abode, by Anthony Adam:</b> What starts as as rescuing an old man from his attackers turns into a more complex mission involving mephits, a thieving wizard, and a genie's life in the balance. An excellent side trek adventure easily dropped into an ongoing campaign.</p>
<p><b>Katapesh: Birthplace of Gnolls, by Thomas LeBlanc:</b> Gnolls presented as a playable race, complete with background generation tables, as well as new racial and regional traits.</p>
<p><b>Al-Bashir: The Golden Cage, by Shaun Hocking:</b> An excellent write-up of the harpy-infested Qadiran ruin, full of details and background information that could be fleshed out into a full campaign for an interested GM with a party of players ready to clear the evil of the ruins so the Satrap can raise the city to its former glory.</p>
<p><b>Ships of the Inner Deserts, by Dain Nielsen:</b> Hovering sand ships! Elemental engines! Need I say more? Grab one, capture your enemies, and take them to the deep desert. Then throw them in the Pit of the Sarlacc. (Sarlacc not included in this article, but seriously who needs it. Dune ships!)</p>
<p><b>A Visit to the Market, by Eric Hindley:</b> 8 different stalls for your players to visit in the markets of Katapesh. A great way to roleplay some shopping before or after an adventure and expose the PCs to the local flavor of the city, and perhaps provide a seed or two for an adventure in the city itself.</p>
<p>I'm just barely scratching the surface here. In addition to these there are additional side treks, adventure seeds and plot hooks, the Hakima prestige class, genie bloodline traits, new environmental hazards, regional songs, the Spiderhawk magus archetype, the Safiir base class, a detailed guide to the Lightning Stones in Katapesh, new magic items, new animal companions, new rogue talents, new witch hexes, new monsters, rules for a game of chance complete with game board and pieces, weal and woe articles featuring detailed NPCs to aid or hinder PCs, and a complete Beginner Box adventure. Add to that wonderful fiction by Neil Spicer, Aaron Motta, Todd Stewart & Tanith Tyrr, John C. Rock, Jason Keeley, beautiful color and black-and-white artwork, and amazing maps, and you've got a hell of a magazine here. What are you waiting for? Download!</p>Jeff Lee2014-02-08T16:59:16ZWayfinder #10 (PFRPG) PDF: Cool, Varied, and Very Useful Content (5 stars)Neil Spicerhttps://paizo.com/products/btpy97u8?Wayfinder-102014-02-02T23:51:52Z<p><b>Wayfinder #10 (PFRPG) PDF</b></p><p><b>Full disclosure:</b> I'm a contributor to this issue of Wayfinder, but I'm going to limit my review to all the other articles.</p>
<p>Those which caught my eye in this issue of Wayfinder include the stuff which helps round out what Katapesh and Qadira might be like, thereby empowering the GM with more material they can use to enhance those parts of the campaign setting. So, everything from Shaun Hocking's gazetteer article on the Golden Cage and Scott Abercrombie's Qadiran stronghold of Samar-Kash to Eric Hindley's shops and stalls in the Katapesh markets and Christina and Mike's write-up for the oasis town of Twelve Tents lends new material you can use right away. Location-based stuff like that is immediately useful if you need something on the fly when your players "zig" when you expected them to "zag."</p>
<p>Other pieces that provide really usable content included the Heroes' Hoard magic items from Frank Gori and Yanick Moreau. There's some innovative ideas there, and all very thematically appropriate to these regions of Golarion. You can never have enough magic items to reach for as a GM, whether you're rewarding your players for a random encounter or giving the NPCs something to challenge them just a little more.</p>
<p>I also liked the new character options introduced by Margherita Tramontano (with the hakima prestige class), Sarah Counts (with the spiderhawk archetype for magi) and John Leising (with the censer archetype for desert-themed alchemists). Even the new animal companions of Katapesh article by Ian Turner can put some new flair into the rangers and druids of the desert. And then he followed that up with some all new desert-themed rogue talents you can easily envision a bunch of sand bandits having. And again, with some very flavorful all-new witch hexes. Really great job on some of these.</p>
<p>The same holds true for the Weal or Woe NPCs and the bestiary monsters. Lots of creativity on display here, too. I really liked the salt golem, sun hag, and especially the concept of the devouring oasis.</p>
<p>Lastly, the variety of this issue is really what makes it shine. Not only do you get all that material mentioned above, but then there's a couple of side trek adventures, some plot seeds, a Beginner's Box scenario, a handful of new Jabba the Hutt-style sand ships by Dain Nielsen, and a new board game you could easily see desert merchants playing in Qadira and all across Garund. And, finally, there's several pieces of fiction to help get folks more immersed in the setting. I especially liked how Todd Stewart's story about Farideh and Inusalia led him into a Weal or Woe article and then a side trek adventure by Larry Wilhelm using those characters. Nice job, guys.</p>
<p>But that's just my two cents,
<br />
—Neil</p><p><b>Wayfinder #10 (PFRPG) PDF</b></p><p><b>Full disclosure:</b> I'm a contributor to this issue of Wayfinder, but I'm going to limit my review to all the other articles.</p>
<p>Those which caught my eye in this issue of Wayfinder include the stuff which helps round out what Katapesh and Qadira might be like, thereby empowering the GM with more material they can use to enhance those parts of the campaign setting. So, everything from Shaun Hocking's gazetteer article on the Golden Cage and Scott Abercrombie's Qadiran stronghold of Samar-Kash to Eric Hindley's shops and stalls in the Katapesh markets and Christina and Mike's write-up for the oasis town of Twelve Tents lends new material you can use right away. Location-based stuff like that is immediately useful if you need something on the fly when your players "zig" when you expected them to "zag."</p>
<p>Other pieces that provide really usable content included the Heroes' Hoard magic items from Frank Gori and Yanick Moreau. There's some innovative ideas there, and all very thematically appropriate to these regions of Golarion. You can never have enough magic items to reach for as a GM, whether you're rewarding your players for a random encounter or giving the NPCs something to challenge them just a little more.</p>
<p>I also liked the new character options introduced by Margherita Tramontano (with the hakima prestige class), Sarah Counts (with the spiderhawk archetype for magi) and John Leising (with the censer archetype for desert-themed alchemists). Even the new animal companions of Katapesh article by Ian Turner can put some new flair into the rangers and druids of the desert. And then he followed that up with some all new desert-themed rogue talents you can easily envision a bunch of sand bandits having. And again, with some very flavorful all-new witch hexes. Really great job on some of these.</p>
<p>The same holds true for the Weal or Woe NPCs and the bestiary monsters. Lots of creativity on display here, too. I really liked the salt golem, sun hag, and especially the concept of the devouring oasis.</p>
<p>Lastly, the variety of this issue is really what makes it shine. Not only do you get all that material mentioned above, but then there's a couple of side trek adventures, some plot seeds, a Beginner's Box scenario, a handful of new Jabba the Hutt-style sand ships by Dain Nielsen, and a new board game you could easily see desert merchants playing in Qadira and all across Garund. And, finally, there's several pieces of fiction to help get folks more immersed in the setting. I especially liked how Todd Stewart's story about Farideh and Inusalia led him into a Weal or Woe article and then a side trek adventure by Larry Wilhelm using those characters. Nice job, guys.</p>
<p>But that's just my two cents,
<br />
—Neil</p>Neil Spicer2014-02-02T23:51:52Z