Uzbin Parault

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Darn Good Aasimar options, til ARG released

4/5

The PDF contains some good info and player options.

There are 8 variant bloodline to choose from, some of which will alter other racial traits, and they are have a physical and a mental boost in stats.

The Skilled racial replacements are Ok. Some I never pick, others I would be on the fence in taking. The Insightful skilled replacement is effectively a copy of Alertness, but without doubling the bonus at 10 ranks or qualifying for other feats.

The Spell-like ability replacements; most are good, the rest not so much, but that's my POV.

The alternate Favored Class options are Ok and do fit well, but some would disagree with my play style given a class.

The Alternate Class features are decent and really fit well with what an aasimar is, though this area could have been expanded upon more.

The feats generally either add or effect to spell-like abilities, and clerics or paladins, so limited use out of the feat section.

The traits are reasonable and fit well with the aasimir theme.

This PDF also contains some sample NPCs using this material.


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Great Book, but Paizo needs more homework done

3/5

A Great read through the book head to toe, or front to back.
But a number of Major Fails exist,

1) The Ifrit, Oread, Sylph, and Undine are not true to their names, or origins; Ifrit is an other name for Efreet, Oread are a type of mountain nymph, (WoTC got this right in Fiend Folio), sylphs are Air Elementals (again WoTC got it right), and Undine are a type of water nymph.

2) The Ifrit, Oread, Sylph, and Undine feel like paizo's version of the Genasi from the Forgotten Realms Campaign Setting, and forcefully made to fit into as it's replacement since they don't most likely have rights to Forgotten Realms.

3) Again the same 4 races, have equal CR to an Aasimar and Teifling, but are weaker,i.e. no racial skill bonuses, less total resistance values (Aasimar and Teifling have Three 5 element resistance, they have One 5 element resistance), the only thing they have that Aasimar don't have is Elemental affinity which take me to the next point,

4) Elemental affinity for me is looking at the whole is equaling half its CR value as a waste, and it not class universal and acting as the Favored Class mechanic of 3.X favoring a specific class of specific type with a bonus, So I am house ruling a swap of Elemental affinity for something more appropriate for the race it stands for and that is more class universal.

5) Why are the Aasimar, Ifrit, Oread, Sylph, Undine, and Teifling of type outsider(native) when they are Mostly Human, instead of humanoid(human, Outsider X blood) where X is the outsider's race, and where outsider X blood gives you the ability to use outsider stuff, but also enables effects against that of outsiders on you i.e. bane.

Dispite these major errors, the book is great collection of monsters from previous and coming Paizo works and folklore creatures, but a double checking of the origin of the creature's name, creature types and checking Playable races of equal CR against one another would have made the book much better.

**For reference I did compare the Aasimar and Teifling against the Ifrit, Oread, Sylph, and Undine. and checked the Ifrit, Oread, Sylph, and Undine in Wikipedia.


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Well done and Written

4/5

The story elements and events are very well written as is most of the kingdom creation system, Though I had to reread some lines of the kingdom builing as they were slightly confusing, would of helped if the supplied town district page (with the 9 graphical building blocks, refer to Kingmaker Player guide page 16) had "District Name:___" or "District #: __" on it, or used a graphical example of the system in use to avoid confusion. "A picture is worth a 1000 words." -Unknown. But this one flaw is not enough to break the polish that went into this Adventure Path, I say well done since this is the first Adventure Path I have read.