|Rick Kunz Webstore Coordinator|
|Jeremy Smith Dreamscarred Press|
|Prince of Knives|
|Adam B. 135|
Part II of my review:
Supplemental material-wise, we get favored class options for the core races as well as aasimar, changeling, dhampir, hexbreather, merg, kitsune and shabti. These interact in some cases with racial abilities, allow for limited hex access, etc. No complaints here. The class gets 8 different feats: The aforementioned Ability Focus is included for your convenience; if you have two or more malefactions, you can take another one – up to 3 times. Talented Jinxer increases the maximum number of active malefactions at any given time by 2. Street Lessons nets you +1 knock. Wrack and Ruin adds Wisdom modifier bleed damage to cursed creatures hit via the wrack ability. Spreading Misery lets the malefex move a malefaction from a foe reduced to 0 hp to another target within 100 ft.; time spent, if applicable, does not reset upon being transferred and the new target gets a save. Grudgebearer lets you choose a creature type (or type/subtype) available from favored enemies; the type takes a -2 penalty to saves versus malefactions. (This may obviously be chosen multiple times, applying its benefits to different types.) Honed Maliciousness lets you bypass curse immunity – and yes, prerequisites are sensible.
Rogue, slayer and vigilante may choose a malefex knock as a rogue/slayer/vigilante talent. Rogues and slayers may not choose evasion, rogue talent or combat feat (avoiding redundancy) and use Intelligence as governing attribute instead of Wisdom. The vigilante does consequently not have these limitations and uses Charisma as governing attribute. Rogue and slayer may choose curse adept as a talent, gaining a single least malefaction, usable 1/3 class level + Int-mod times, with 4th level as a prerequisite. Once more, intelligence is the governing attribute here. As advanced talents for slayer and rogue, the classes can gain a least or lesser malefaction, with the same restrictions as the previous talent. The vigilante gains a variant: Least or lesser may be chosen (with lesser malefactions requiring 10th level) and Charisma is the governing attribute. Since vigilante talents are worth slightly more, the malefactions thus gained may be used ½ class level + Cha-mod times per day. All such options allow the classes to treat their class levels as malefex levels to determine malefaction effects.
Finally, there also is an archetype included in the deal, the rustpicker. These fellows replace the malefaction gained at 1st level with the ability to have all weaponry treated as cold iron, using the better values for hardness and hit points. Instead of the knocks gained at 1st, 6th, 9th and 15th level, the rustpicker gains Brilliant Planner as a bonus feat and does not need to replenish the brilliant plan fund after procuring 20+ pounds of objects, only the invested gold is taken into account when it needs replenishing. Objects and services below 1 sp in cost are treated as 1 sp, preventing cheesing there. 3rd level enhances Brilliant Planner, allowing for the replenishment of 100 gp per character level and this takes only 4 hours. 6th level lets the character designate a container as her rucksack. While this item is worn, a brilliant plan no longer increases weight. Additionally, the brilliant plan fund may be replenished by placing an item inside and meditating – upon completion, the item vanishes, its value added to the fund, up to the usual maximum. Nice: Cursed items and artifacts may explicitly not be removed from play thus. Starting at 9th level, the rustpicker may enact the brilliant plan to withdraw an item (not a service) as if drawing it from her person, which usually means a move action, though the rules specify potentially quicker draw options. 12th level makes the rucksack behave as a handy haversack sans monetary value. 1/day, mage’s magnificent mansion as an SP is also gained. AT 15th level, brilliant plan funds may be replenished anywhere and objects or services may be procured regardless of place, provided they are available on the plane of existence. Starting at 7th, victims of malefactions take + class level damage when receiving damage from a source other than the malefaction. At 14th level, this also imposes a massive -6 penalty to Dexterity. This replaces schadenfreude and its upgrade. Instead of break enchantment, the archetype nets 2/day banishment as an SP at 13th level.
Now, the pdf does sport a page that I really wished more classes would feature – a page that deals with how to integrate malefexes into an ongoing campaign, ideas of what malefactions actually are, etc. – the pdf mentions psychic potential, bad memories, half-remembered curses, myths, songs taught by weird grannies and plain ole’ grudges may explain that. The notion of a neighborhood guardian or covert malefex, protecting (or terrorizing) a community similarly are touched upon; the leitmotifs of a person hardened by a tough life, of killer-instincts, etc. are very much evident in nomenclature etc., but this page further emphasizes the feeling that the class is designed to evoke – and what you could do with it in your campaign.
Editing and formatting are very good – while I noticed a few minor formatting guffaws, none of them compromised the rules-language integrity. Rules-language is as precise as we’ve come to expect from Dreamscarred Press and while the minor kitten-exploits imho are not necessary, even they remain within the paradigm of what most groups will complain about. Layout adheres to Dreamscarred Press’ nice two-column full-color standard and the full color-artworks are nice. We get a second, more printer-friendly version and the pdf comes fully bookmarked for your convenience.
Jade Ripley, with additional content by Forrest Heck and N. Jolly, delivers basically the class that was attempted in varying degrees of success before: The 5th-man debuffer. Where hexblade imho failed and similar options went a more spell-centric route, the malefex stands singularly, as a one-of-a-kind class. There are two reasons for this. One, the class, unsurprisingly, considering the authors, sports a unique engine that provides a distinct playstyle – the malefex plays differently from comparable classes, which is a very big plus as far as I’m concerned. Secondly, and to me, that is just as important, it has a strong, distinct sense of identity, one that is not prescriptive via a overdetailed description of flavor, but one that suffuses the class in ability-names, in how its pieces gel together. With minimal word-count, the class manages to use names and effects to generate a distinct identity.
That is a huge plus. Just as important for me is that the class follows a design-aesthetic that reminds me of the Occult Classes – and indeed, I’d classify the Malefex as such in its design-aesthetics. You see, the class not only sports combat-relevant options and tricks to escalate numbers and combat output; yes, there are some potent tricks here, but the class focuses on being a versatile class that can contribute in meaningful ways to the game beyond its combat capabilities. Secondly, the abilities of the malefex, surprisingly, in spite of their very much crunch-centric presentation, manage to have story-seeds and ideas woven into them. You can read the class and have an adventure- or encounter-idea based on a malefaction etc. In short, this is a class that is a meaningful contributor to the roleplaying experience beyond combat performance.
That does not mean that the malefex can’t hold her own in battle, mind you: The class manages to provide a potent, valid skirmisher/rogue-y stand-in with a nice supernatural angle. While the class is pretty potent, it never strays into territory that I’d consider to be OP or broken for the levels at which an ability is unlocked; the malefex should provide no issues in even lower-powered or 15-point-buy games. In very conservative games, a couple of the ignore DR/reduce immunity/etc. tricks may require finetuning, but as a whole, I consider the malefex to be a universally appealing class.
The interesting crazy-prepared archetype and the solid supplemental material, as well as the overall package ultimately conspire to make this my favorite design by Jade Ripley so far. The malefex is truly intriguing, oozes flavor and its detailed guidelines for flavor etc. add icing on an awesome cake. This class is interesting, inspiring and well-made, and it is only the 2 minor kitten-exploits that cost this pdf the nomination as a candidate of my Top Ten of 2017. Don’t let that deter you, though: The malefex is a cool, flavorful and worthwhile addition to the game, a great representation of the debuffer/skirmisher-role. My final verdict will clock in at 5 stars + seal of approval.
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.
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I have to say that I thought this was just another take on the Malefactor class until I read Enzeitgeist's review. I can see how they are different much better now. Indeed I think I could see both being used in the same party. I am a bit surprised that there weren't favored class options for the Tiefling though. I thought for sure that race would fit well with the hand knock life.
|Prince of Knives|
Thanks again for the kind words my friend. It was a joy to finally get malefex where I've wanted it to be since before Pathfinder was Pathfinder.
I am a bit surprised that there weren't favored class options for the Tiefling though. I thought for sure that race would fit well with the hand knock life.
There actually is, my friend! Tieflings grab +1/3 Wrack damage (Page 14).