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Exactly what I wanted out of a Roguezard!Andrew Boucher 88 —
Disclaimer: This is a review copy sent at no cost to me, but that will have no effect on the quality of my review.
I open up the PDF and I notice two things.
Spellcasting: Arcanist style preparation off the Sorc/wizard list with Intelligence as the primary casting stat. Usually I’d be a little miffed that the class gets no discounted spells, but Arcanist preparation is a pretty big boon to counterbalance that. The spells per day are equal to a Bard and the Trickster has a spellbook. Additional strong class features help to offset the lack of discounted spell levels.
Sneak attack: Delayed progression that ends in +7d6. We’re all familiar with how this works in our individual games and I think it’s going to work well in the hands of a Trickster. Unfortunately this sneak attack still has the line restricting you from getting it if the enemy benefits from any concealment, unlike the Unchained Rogue.
Trapfinding: Also something we’re all familiar with.
Acrobat forte: Almost saves you from ever needing a Mithril chain shirt, but does let you always count as having a running start, a higher chance of succeeding acrobatics checks, and more AC while armored. Some minor gripes here are that the bonus to acrobatics is a competence bonus and will not stack with the inevitable acrobatics item on your buy list and that the ability to ignore armor check penalty becomes obsolete as soon as you purchase a mithril chain shirt, something you will need when your dex reaches 20+. I would pick the other three fortes over this one.
Arcane Accomplice: My personal favorite. You get a familiar who gets an equal number of d4 sneak attack die and an expanded skill list. Eventually the familiar shares your teamwork feats and can interrupt their movement while delivering harmless touch spells. By itself this was already cool because familiars are incredibly hand to have around, then I realized all the fun combos with the familiar folio this Forte allows!
Beguile: A scaling bonus to spell penetration and DCs when an enemy is flat footed? Please and thank you. Feinting can grant me this bonus? Yes. It eventually lowers the action cost of feint and stacks with improved feint? Super yes. It’s self-evident how useful this forte can be for a Trickster who wants to combat cast.
Spell Pilfer: Ohh that dude is casting a spell! Yoink. So in response to seeing an enemy initiate the casting of an arcane spell you can ID the spell, then force them to make a save, if they fail they lose the slot/spell known for a period of time and you can use one of your slots to cast it! Later this can be used to nab higher level spells, but you can’t cast them. Yes this essentially interrupts an enemy’s casting and has a higher chance of success than forcing a concentration check. Yes this has a daily limit on usage.
Crafty: Bonuses to skills off a list. It’s very useful for pumping your favorite Trickster skill through the roof.
Evasion: Also something we’re all familiar with and love.
Sneakspell: Similar to Spellstrike from the Magus, but it is limited only sneak attacks and the spell is lost if you miss. This has amazing synergy with the Beguile forte and gives the Trickster an opportunity to pair a strong damaging spell or a strong debuff spell with a weapon sneak attacks damage. Spells like Bestow Curse become a lot more valuable on a Trickster with this feature.
Bonus feats: Bonus feats every 6 levels that come off a list of useful feats. I’m in.
Uncanny Dodge: Comes in at level 8, but it’s always a nice thing to have.
Ranged Legerdemain: This allows you to sleight of hand or disable device from 30 ft away in exchange for a higher DC. Even though I don’t often use sleight of hand this class feature makes me want to put ranks in it and perform shenanigans.
Improved uncanny Dodge: Level 14 and protection from flanks is nice!
Filch Spell: Spend a move action to force another spell caster to give you control of their ongoing spell on a failed save? Yeah eat your own Dazing Ball lightning! Limited uses per day for a good reason.
Surprise Spells: Ok I love this feature and I already know someone out there is going to argue with me on the level of balance of this spell. It lets you add your sneak attack damage to any damaging spell you cast that hits a flat footed target. Yes that’s awesome and I love it. Yes this means you can sneak attack a fireball in a surprise round and no that is not broken. It means once or twice a fight the Trickster can feel almost as awesome as a Sorcerer who unleashes an empowered, maximized, spell perfectioned Fireball.
Improved Sneakspell: Makes it so you don’t lose the spell when you miss. I think 17th level is a bit late in the game for this feature to show up and I wish it came in between 9th and 14th since I’ve never had a game reach 17th level and this is a nice addition to Sneakspell.
Master Trickster: A combination of things that make a Trickster absolutely deadly when they sneak attack or sneakspell.
Class Description : How well do the class features actually match the class description?
For a 2$ PDF that contains a pretty darn amazing class with very few legitimate issues I think it deserves a 5/5
Andrew Boucher 88 —
Alternate Paths: Martial Characters (PFRPG) PDFLittle Red Goblin Games
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This is a Path worth travelingAndrew Boucher 88 —
Alternate paths: Martial Characters review
This PDF contains alternate rules for the campaign world, 9 full classes, 5 Prestige classes, several pages of feats, some alternate rules for Paizo feats, and a lot of new weapons. This PDF also contains a lot of fun ideas that are generally well executed. Before getting into the nitty gritty I will say that I intend to use a lot of these classes as a GM to create interesting encounters for my party.
There is only two things that keep me from giving this book a 5/5 first is that 2 of the classes have such serious weaknesses that it's hard to look at their strengths, but that's already been covered in their individual entries. The other thing dropping the score is the lack of out of combat utility so many classes in this book have. If you don't have full casting you should never have less than 4+int skill points per level. One reason people pick Slayers and Cavaliers over fighters is because they want some way to interact with the world besides stabbing it. Additionally many classes don't have any class features that help them survive out of combat either. Something to make the Guardian good at helping others perform skills or better at looking out, something to let a Gladiators fame help him make friends, ect would have really been great features to put some power in the hands of the player outside combat. If I felt a class had good out of combat performance then I mentioned it in their entries.
Overall though I'm definitely happy with this book and would recomend to anyone looking to spice up their game.
Admirable guide for a cool anthro raceAndrew Boucher 88 —
Sergal Race Guide Review
Sergal Biology, Culture, and Characteristics
More than enough information is included to implement Sergals into any campaign world. They occupy a unique niche in Pathfinder compared to Catfolk and Kitsune which are the sneaky and mystical anthropomorphic races respectively. Sergals are honest, fierce, and militant in life and have a real racial culture instead of hiding within the culture of another. This can all lead to unique role play opportunities within a group.
Side Note: All information in this book was green lit by the original creators of the Sergal race and culture.
There are 9 pieces of art within this small PDF that don’t interfere with layout and provide a really good idea of how the race looks and various facial expressions. Also it has a baby Segal which is adorable. Art comes from the original home brewers of the race.
Without giving specifics I found that the racial stats and abilities match the characteristics of Sergals as described in the Racial Overview. Sergals are have two racial arrays for the two major subspecies, Northern and Southern, have enhanced speed, some appropriate skill bonuses, natural attacks, weapon familiarity, and a set of alternate racial traits. Some tables for starting ages and sizes round out this section of the pdf.
My only gripe in the entire document is that the alternate racial trait replacing Weapon Familiarity is restricted to the Southern subspecies, so any Northern Sergals with martial weapon proficiency from their class won’t have an alternate racial option.
Included are three pieces of equipment. Two of which are variants of the Shotgun Lance commonly seen in Sergal artwork. The rules for the Shotgun lances allow for a versatile and cool weapon choice for any switch hitter proficient with firearms. The third piece of equipment is the awesome Sergal Style Ceramic Armor which sacrifices some of the protection of full plate for greater mobility. It’s the first heavy armor I would actually consider for a character that isn’t full plate, so it succeeds at being a viable choice for some builds.
This document is short, fun, and can very easily allow a DM to implement a new anthropomorphic player character race that sets itself apart from the other anthro races in both mechanics and lore. This is an 11 page PDF and I think it does an admirable job at building up the Sergal race, so I think it earned a 5/5.
Perfect Leader Class for Players and NPCs alike!Andrew Boucher 88 —
Ultimate Battle Lord
Disclaimer: I am a friend of Michael Sayre, the author of this product. I originally read and fell in love with the Battle Lord before I knew his name, so any gushing I do about the class stems from legitimate enjoyment and not friendship.
The Battle Lord Class
I love this class for a lot of reasons. First and foremost is that it actually allows me to build a powerful fighting leader for any situation. I don’t have to spread my point buy thin touching all my bases, nor do I have to sacrifice the theme by going for a class that “sorta fits.” The Battle Lord is very adaptable and is very likely to come through for you if you’ve ever thought “I wish I could make a truly great leader of man who gets by with his wit and guts instead of with a spellbook and divine intervention.”
The Class has d10 hit die, a good Reflex and Will Save, 4+int skill points per level, and a pretty good list of class skills. I don’t believe the Battle Lord has a dump stat since each stat can lend you power in some way, but of your mental stats Intelligence will be key.
The class table has a lot of specific names on it, but essentially the Battle Lord has three class features.
Bravery: As Fighter, but it’s worth noting that Michael has written a pretty cool book that uses the Bravery class feature as a kick off point for some extremely cool feats.
Aura: This is your primary class feature. Essentially you have an aura radiating from your character that gets larger as the Battle Lord levels. The aura can be centered on yourself or thrown to an area you’re sending orders to, vocally or with hand signals. Auras are subdivided into Combat Drills and Noble Auras. Essential combat Drills give combat bonuses to those within and Noble Auras give out of combat bonuses. As you level you get access to a variety of Combat Drills and Noble Auras, eventually being able to have multiple active at once. You gain Combat Drills and Noble Auras on separate tracks. Some of the later level auras can do amazing things that many would find appropriate for a 15th+ level leader, like giving a speech so powerful and moving that people can’t help but respond in kind.
Specialty: Represent your special training. The base class includes Scout, Medic, Artilerist, and Soldier. You pick one at level one and as you level our Battle Lord gets pretty awesome features related to your specialty. You get stuff like adding your Int modifier to the stealth checks of allies within your aura or using heal checks to remove Diseases, Blindness, and other terrible afflictions or the ability to add your int modifier to CMB and CMD.
The Battle Lord is one of those classes that is simple to set up and play, but has a lot of depth for a proactive player.
This PDF contains 6 archetypes. Going over each one would be a bit much on my fingers, so I’ll summarize each. I believe they’re all pretty well balanced against a base Battle Lord though.
Cavalryman : Expecting a mounted Charger? No instead you get a horseman specializing in Sword and Pistol or 2xPistols. Honestly this is pretty refreshing and cool especially considering the historical context of this archetype.
Dual Specialist : This archetype essentially trades stacking Auras for having two specialties. This can make some pretty cool combinations that can really benefit the team and the Battle Lord themselves.
Eldritch Chevalier Replaces your Specialty and a few Auras with a slow progression of Wizard spells! You only get up to 5th level spells, so this isn’t a game breaker and actually ends up being about a match for a specialty.
Marine : A modified Scout specialty that makes you a very cool team player in the water. In a campaign where I expect a lot of water combat the Marine is indispensable. In a land based campaign it’s not worth it though.
War chief : Uses charisma instead of Int for specialty stuff. Combat Drills? Less tactical and more AM BARBARIAN (Rage Power sharing)! This archetype is perfect for someone who felt the Battle Lord was to civil and wants something more brutal.
Zealot: Uses Wisdom instead of Int. Gains channel energy and channel smite in exchange for some auras and aura range. Is more useful on a neutral deity since you can grab a negative energy channel for your channel smites. Will also probably be my archetype of choice since it’s very similar to the base class, but gives me a mechanical benefit for playing a deity worshipper (something I do in every campaign).
This section features a feat line similar to Eldritch Heritage to give players access to specialties. The requirements are appropriate for what it gives you.
A lot of teamwork feats of varying power. The standout to me being Frontline Shield Fighter, which utilizes a very good feat chain that a lot of players don’t know about and culminates in a super cool teamwork feat. I like a few more, but personally I find most of them to be a bit weak for my taste though.
If you want the perfect non-magical leader class then this is the book for you. In terms of content I think one well written class, 6 archetype, and a couple of pages of feats is more than worth the cost presented.
Shadows of the Dusk Queen (PFRPG)Kobold Press
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Pretty awesome little one shotAndrew Boucher 88 —
Disclaimer: This was a review copy, though that will not effect my rating.
I read through the adventure so I'd have an idea of what I'm going to do to my players and because it's generally never a good idea to run an adventure blind.
As I expected some of my group were not fans of the rail roading nature of the book. Some of them were pretty happy that it was a fun little romp that didn’t require too much initiative. As a DM having a linear story like this does have its perks though, so it was a nice break.
I give this little adventure a 5/5. This book is a nice romp through a spooky forest with a bunch of cool encounters to entertain your friends.
Wee Beasties: BedtimeDreamscarred Press
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My friend's three year old seems to dig itAndrew Boucher 88 —
It was adorable seeing the little guy read the book and he even managed to get a lot of words right!
The book is pretty well made and very vibrant, which is perfect for the target audience.
The art is cutesy and it was fun to see all the chibi monsters.
If you want to start the nerd indoctrination early look no further :)
Cool and effective skirmisher that's just a bit overtuned.Andrew Boucher 88 —
The Harbinger is the first class in the Path of War: Expanded Line
The Harbinger is a well-oiled machine dedicated to moving fast, striking weak points, and then getting to safety. It’s the first class in Path of War to fully take advantage of the new action economy granted by maneuvers and that’s super cool.
Disclaimer: A lot of Harbinger abilities have per encounter uses. Encounters are clearly defined in Path of War and this prevents spamming.
Explanation of Harbinger class and its features:
Harbinger has a d8 hit die, good fort and will saves, 4+int skills per level, and uses int as its initiation modifier.
Ill Tidings: More speed and we all know that more fast is greater than less fast
Accursed Will: Helps alleviate some MAD by letting intelligence partially assist attacks.
Dark Claim: Your bread n butter. This is how you recover maneuvers and most feats for the Harbinger involve this feature. It’s used to tell your enemies that their souls are forfeit.
Dark Focus: Provides a slew of cool things over the course of your Harbinger career. Most important take away is that you pick one of your disciplines and this feature makes you awesome with it. Also I noticed a possible error in that the +1 competence bonus granted to the chosen discipline doesn’t stack with the competence bonus usually gotten from wielding a discipline weapon.
Grim News: Per encounter movement as a swift action. Later gives you movement types. If you pick flying you can grab Fly-By-Attack and become even more effective at hitting and running.
Massacre: Per encounter lets you get another strike out when you kill something. Useful if you’re engaging multiple targets.
Elusive Shadow: Extra AC and Reflex when you move around, helps incentivize mobility.
Sorcerous Deception: At Will Magic Aura. Useful for a variety of reasons.
Ill Intentions: One of the class features I have a problem with. Gives enemies a penalty to saves and skill checks when you flank. In regular Pathfinder flanking is dangerous, but Path of War has ways to make flanking easy, safe, and very effective. Also when combined with fly by attack it’s easy to get in and out of a flank danger zone.
Black Omen: Move as an immediate action which is great for when you end up in a dangerous position due to lack of scouting or after doing something risky.
Bleak Prophesy: Claimed Enemies are shaken. Huzzah! More save penalties! Though this one isn’t too big a deal since it’s a typed penalty and most parties already abuse the shaken condition anyway.
Tenebrous Reach: Until now everything has pushed Harbinger towards being a skirmisher, but this class feature lets you become a ranged combatant and avoid most dangers. For a class that was all about risk vs reward and mobility I don’t think this feature is inappropriate and gives too much safety.
Rumors of War: 17th level. It’s fly-by-attack, except for any type of movement. If you didn’t already take Fly-by-attack then yay!
Voices in the Dark: 18th level. Strikes on AoOs? How nice! Strong enough to deserve showing up so late.
Whispers of Atrocity: 19th level. Ignore immunities! Huge boon for all them awesome save based maneuvers.
Depending on battlefield conditions expect the Harbinger to bring DCs anywhere from 2-6 higher than an equal level wizard who took spell focus and greater spell focus. I speak of effective DC though since said Harbinger is actually lowering the enemy save, so the Wizard will benefit too! Your effects are generally a bit weaker, but due to the nature of maneuvers the Harbinger won’t run out of debuffs to fling. Level Appropriate enemies will struggle to beat a well-played Harbingers DCs, even with their best save.
Feats: This book has plenty of feats to support the Harbinger and while none seem overpowered they mesh so well with the Harbinger’s abilities that I expect most players to grab all they can fit into their build.
Crimson Countess: Trade some mobility and debuffing effectiveness for a bigger damage focus.
Ravenlord: Trade some mobility and several situational effects for an intelligent bird animal companion that can initiate your maneuvers.
Conclusion: I really like this class. I want to give it a 5/5 just because it does so many things right and because it’s so close to being perfect. I can’t though because of some of the aforementioned features and excessively high DCs on repeatable debuffs.
If I allowed it in my game I would have to go in and do something to some of the class features I consider problematic.
This is definitely a strong start for Path of War Expanded and I hope all the other classes have problems as easily fixed as this one.
New Paths Compendium (PFRPG)Kobold Press
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Amazing book overallAndrew Boucher 88 —
Overall I really like this book. I actually ended up liking the PDF enough that my brother and I are going to pitch in to get a print copy for our gaming group. Read on to find out why!
Disclaimer: I received a review copy of this book, but I have every intent to buy a physical copy when I can due to how impressed I was. I did not let the fact that I did not pay influence my review and I spent more time writing this review than I would have spent earning 15$ at work.
Up till now these classes have been covered pretty extensively when they were released solo, so I will primarily discuss the ones that don’t have solo PDFs available and some of the new options. In other words I won’t be covering the Battle Sion, Elven Archer, Shaman, Spell Less Ranger, and White Necromancer. I will discuss their new Alternate classes though. Also it’s worth noting that a lot of these class
Halfing Sling Master, Dwarven Crossbowman, Mystic Archer: These are all alternate classes for the Elven Archer.
Savant: A heavy role-players naughty dream is how I would describe this class. The savant is a true love of storytelling to the point that they become their legends. The Knack and personae mechanic are so cool and would be a blast to role play too. Though the class requires a lot of prep work I found the mechanics themselves to be pretty easy to understand. I haven’t seen one in play, but the nature of the Savant’s class features make him ultra-versatile and capable of participating in just about anything. Additionally there is a small section with advice for playing the class that is very useful.
Skin Changer-Spell Less Ranger alt class: We all already know how dangerous a Pouncing Wild Shaped druid is right? Well let’s make it even deadlier, faster, and tougher. While not as versatile as a druid this variant Ranger is fully capable of reaching insane heights of damage with a Primary Natural Attack pounce/rake build. For a book that did so much right I think this is the one part it actually did wrong.
Theurge: d6 9th level caster who draws mostly from the Wizard and Cleric list, but can learn spells off the Magus, Witch, Inquisitor, and Druid list via scrolls. Uses both int and wis to cast spells and has low base spells per day for arcane/divine, but bonus slots for each list separately. This really rewards heavy mental stat investment by giving you oodles of spells, a better than average will save, and having decent DCs. They even get a feature to x times per day ‘fuse’ an Arcane and Divine spell that does both affects and reduces the enemy’s save bonus. The class is about on level with a decent Cleric or Wizard and won’t be replacing either anytime soon, but will give someone who loves the idea of a Theurge a viable option.
Items and Magic Items
A variety of ‘mundane’ equipment including weapons, ammo, and alchemical gear are included.
Sheets primarily for Ranger, Druid, Shaman, Spell Less Ranger, ect use. Easy to read and has a section for everything necessary.
Honestly this book is amazing and worthy of being on just about any table. Despite having some overly strong and some less useful options this book is still amazing and I don’t feel it deserves lower than a 5. Honestly you're more likely to find broken, in either direction, material in a Paizo book.
Liber Influxus Communis (PFRPG) PDFAmora Game
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All about that book!Andrew Boucher 88 —
Now that I have a physical copy in my hand I can give this book the review it deserves.
First I must say that the chosen page stock feels great and sturdy. The binding also feels decently sturdy. Definitely happy with the choices in material.
Like my last big review of a book I’m going to organize it using their own table of contents as a guide
Well executed archetypes
Well organized+good bookmarks
That everything is so cool it may induce option paralysis
Ok don’t get freaked out here, but there are 14 full classes in this section. What’s interesting is the sheer variety, not just in role and unique features, but in the skill level involved in playing these classes.
I’ve read and looked at all the classes and really haven’t found any of them to have outstanding balance concerns. I legitimately believe all these classes can have a room in a party and won’t feel like dead weight.
If I were to describe a ‘problem’ I found in the class section it would be that many of the classes are a supporting role, like half of them. Also there are no full casters. In the grand scheme of things that is not a problem since this book doesn’t exist in a vacuum and plenty of Paizo support goes to the creation of full-casters and non-supporting character roles.
To attempt to review each individual class would bloat this review, so instead I will list each class and give a short blurb on them. I found that each class succeeded with the definition of: Works as advertised and is good enough at their role to be competitive.
My class descriptions:
Battlelord: An officer of a chosen discipline who is a true leader of men. Full BAB combatant who is capable of buffing his comrades without using magic. If you want to make Leonidas, this is your class.
Conduit:This class literally eats/absorbs magic and uses it to power his butt whuppin. Can channel absorbed energy into a variety of roles, but without magic will not do much.
Medium: An opportunity to play two classes in one. Primary mechanic is that the Medium has a spirit companion with separate class levels, but shares the same base stats, that you can ask for assistance from or trade bodily control.
Metamorph: Have you ever wanted to use the evolution point system on a character without running an OP Synthesist? Yeah this class is for you. There are a lot of choices in theme and even in stat selection! You get to pick your mental stat for the class abilities for example.
Mnemonic: The mental martial artist? Kind of hard to describe in a short summary, but this guy is a martial artist that can punch away spells/feats/skill ranks, copy EX abilities that he witnesses, and eventual even gains telepathic powers.
Momenta: The helper. This support class basically helps with everything. Some support spells here, some conditional bonuses for the allies there, tossing them a temporary bonus feat, throwing someone a sneak attack die, and various other fun abilities. If you want to play a slightly magical Samwise THIS IS YOUR CLASS.
Mystic: Admittedly my favorite class. You get a large Ki pool, pick an element, pick talents related to your element, and pick Ki Techniques (most are SLAs). May sound similar to the Kineticist, but this class plays significantly more like a martial artist. You get to pick from the standard Earth, Fire, Wind, and Water plus the Force element which is secretly Jedi, complete with Mind Tricks.
Pauper: Has two resource pools based on hope and despair that are used to augment the combat around them. Each has specific and general means of being obtained, so even with a jerk DM you are effective. Various other supportive abilities too.
Survivor: Tough and self-sufficient. Almost every class feature is focused on self-preservation or the mantra of “what doesn’t kill you makes you stronger.” The survivor has full BAB and d12 HD and will be a brick.
Synergist: Builds off the positive vibes of success to create a tidal wave of pwnage through ally buffs. Another support class that is very effective at its job. D8 hit die and capable of assisting competently in combat.
Umbra: Born with a planar connection these guys draw upon the energy of that plane to do crazy stuff like overload an enemy’s muscles with positive energy, giving them a buff, but then having them take a serious debilitating stat condition. The powers provide some pretty different ways to combat your foes.
Warloghe: 1/6th caster with a lot of little abilities and fun flavor. Forms a symbiotic link with a minor evil spirit. Capable of inflicting various status effects and negative energy damage to all that oppose! Though notably squishy and requiring protection.
Warsmith: Completely not what I expected. This ain’t no tinker. This is a manly man blacksmith that creates and destroys all he sees on the battlefield! Fricken awesome!
Ok, now this section has a majority cool stuff. I saw very few useless feats, which is a very good thing! A lot of feats are those class specific ones that we’ve come to expect, the extra this and that or the improved thing. This is perfectly fine and actually pretty healthy for the book since it means all these classes have good support.
What else did I see? Feats giving generally unused combat styles more support. Stuff like imposing fear conditions just because you’re such a terror on your mount, three good combat styles, some more style feats for existing Paizo styles, and some teamwork feats.
Instead of giving us a bunch of general purpose feats to compete with build staples Amora Games went with feats that support previously underused styles in a way that can make them viable. This was a smart move because at this point doing anything else will either be a bad rehash of another feat or a straight upgrade.
Archetypes and Options
Ok, there are several archetypes for each class and to go through each would be madness. The archetypes do differentiate a lot. To name a few of my favorites we have Battlelord archetypes for military roles like Marine and Cavalryman, Mystic archetype that gets all the elements Avatar Style, Mnemonic archetype that eats thoughts and memories, and since the Demiurge is so mutable they instead opted to give you some premade Facsimiles.
I’d say the archetype section is a success because it gives you a multitude of new ways to enjoy each class without sacrificing balance.
Adapt, Overcome, Survive
Magical Contamination, Haunts, and Environmental Hazard.
The GMs guide and PRD explain what haunts are, so the Liber Influxus wastes no time giving us several pages of brand new haunts to spook out your players!
Environmental hazards give your players a different kind of challenge that’s less obvious and can make for fun stories.
Magical Contamination is to Pathfinder what radiation is to Gamma world. We all know radiation is fun, so magical radiation is magical fun! When spells start getting wonky the spellcasters in the group will get a chance to gamble. Cast and get a random benefit or cast and have your spell fail in a weird way, are you a gambling man?
Short Review for an amazing classAndrew Boucher 88 —
My personal favorite from the Liberus Influxis. So many different concepts and roles can be fulfilled it's crazy!
A pretty awesome book about Hybrids and HalfbreedsAndrew Boucher 88 —
My review is organized based on each chapter. The total PDF page count is 101 with 98 being content.
Some words from the authors and an introduction to the new subtypes introduced in the book.
Includes explanations of the format, a multi-page entry on each race, alternate racial traits, and various charts detailing “at a glance” information.
A few of the other races are also quite strong.-Any other negatives I found are nitpicks that shouldn’t be mentioned in the review
Chapter 3: Making More Crossbreeds
TEMPLATES. Umm err excuse me. I love templates. This section has several CR raising templates that can be used to create new and interesting encounters. Some favorites include “Bipedal” which can be used to turn a simple Polar Bear into the mighty VOLIBEAR! Other fun templates are included too.
Chapter 4: Using the Blood
This section includes feats, 4 Prestige Classes, spells, and magic items.
Path of War (PFRPG) PDFDreamscarred Press
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If you want to play a versatile, fun, and non-magical class this is for you!Andrew Boucher 88 —
Layout? Great. Easy to read and find information.
Classes? Fun and varied. Each class covers a concept very well though one could argue they occupy a preexisting design space. I think these classes are more imaginative and fun for advanced players than similar classes. If you want a simple and effective character, these classes are not for you. If you want a versatile character that really rewards a crafty player then these classes are for you. One warning is that you should expect these characters to be significantly more durable and do anywhere from slightly to significantly more damage due to absolutely brutal full attack routines.
Maneuvers? With different maneuver selection you can make the same character feel like a brand new character. So mutable and fun. Maneuvers give a character a lot of options on turns where an initiator cannot full attack. Some standard action strikes are more effective than a full attack and are presently awaiting errata.
Feats? A lot of cool feats, though some seem a bit weak. Such as a feat for a +2 COMPETENCE bonus (The bonus type used by skill magic items) to Discipline skills.
Prestige Classes? Some seem are a bit too good. Dragon Furies get the two handed power attack bonus on main+off hand when 2-weapon-fighting and remove penalties to attack. Other PrCs grant significant spell casting while granting access to high level maneuvers.
Archetypes? Combined with the maneuvers the mutability lets you create many cool and unique combos. The archetypes for the Psychic Warrior and Soul Knife go a bit too far in increasing the classes ability to delete obstacles from the game.
Traditions? Very cool! They let you customize your character even further, but I don't like how some organizations steal some signature disciplines from the classes. A Steelfist Commando Warlord with the Wayward Path Tradition steps on a lot of the Stalker's toes for example.
What are maneuvers?
Maneuvers are a system that allows a character to make special kinds of actions and attacks in combat. Swift action "boosts" that buff yourself for a heroic surge. Immediate action "counters" that let you react to your opponent. Standard action "strikes" that let you do unique attacks.
What is a Martial Tradition?
Similar to a Cavalier Order, any class in this book can make an oath with an organization and as long as they uphold the oath they exchange one Discipline for the one offered by the Tradition. The Traditions also offer fun tools for DMs to sue to bring flavor, plot hooks, and assistance to their players.
How is the power Level
Depends on the hands of a user. In the hands of a bad player these classes would likely find themselves underperforming or competing with a martial played by the same player. In the hands of an expert these classes will more than likely show a DPR on par with a Barbarian and will excel at having tools for almost any encounter that make them supremely versatile in the realm of martial characters. If you're using them in a campaign I highly suggest banning non-initiating and non-spellcasting competitors and starting above level 5. There is pending errata that may address the power level issue of the early game.
Is it worth the money
I think it is. 3 classes, 11 Disciplines, feats supporting these classes, 11 archetypes, 6 Prestige Classes, and 6 martial traditions. ~157 pages of MEAT that is clearly written and fun.
I rated 3/5 stars because I disagree with the power level of certain feats(Discipline expertise), Prestige classes (Mage Hunter and Blade Caster casting free swift action spells), some of the more powerful archetypes, and most of these classes lacking a real weakness. Also because I feel that while Traditions and Archetypes give a lot of freedom in character creation that it dulls the unique aspects on certain classes and has certain classes stepping on toes. Additionally the math for DCs on non-Steel Serpent maneuvers seems dangerously low.
Pathfinder Campaign Setting: Technology Guide (PFRPG)Paizo Inc.
Print Edition Unavailable
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It does exactly what it's supposed to doAndrew Boucher 88 —
It does everything it's supposed to do and has a lot of cool art.
Pathfinder Roleplaying Game: Advanced Class Guide (OGL)Paizo Inc.
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It's like the left hand and the right hand don't talk.Andrew Boucher 88 —
A lot a cool stuff, but some major weirdness. It feels like the people who wrote the classes, the people who wrote feats, and the people who wrote archetypes had minimal communications. Also feels like the people who wrote feats and archetypes weren't around in the respective feedback threads for the playtest. Too many oddities and unwritten things in this book makes me feel a little disappointed as I read.
Maybe SKR was right about the production schedule being too crunched and how trying to get this out by Gen-con constrained them a lot. I would have preferred this stayed another month in development and editing.
Ultimate Psionics (PFRPG)Dreamscarred Press
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Awesome Book!Andrew Boucher 88 —
Gotta say that having it in my hand makes it even more impressive than the PDF I fell in love with. Now that I can't rely on PDF word search I am really impressed by the formatting in the book.
Everything is easy to find. When I have a question it's very easy to find an appropriate answer by perusing the ToC. The title "Ultimate Psionics" really applies as just about all the character concepts I could want as a Pdionic can be made from all the Base Classes, Archetypes, and Prestige Classes detailed!
The only downside was that my mailman stuffed it too roughly into my mailbox and it bent in some of the back cover's corner. The damage is pretty minor and impossible to see on my bookshelf, so I'm not getting too down over it.
The only singular problem with this book is that the pages are a bit more fragile than I would like.
Edit: After about a year of using this book on the table I can say that it still deserves 5 stars, excellent book.