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***** Pathfinder Society GM. Starfinder Society GM. 96 posts (124 including aliases). 1 review. No lists. 1 wishlist. 29 Organized Play characters. 2 aliases.



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Not Great

2/5

I had a really long post, but the internet ate it.
Anwyays, briefer this time:
This book has a bunch of generic monster hunting stuff which would be useful for most characters, which is alright.
It has trophy rules and an Occultist archetype that uses them. These rules are very general, and are closely related to the Wondrous Item crafting rules.
It has some feats for outdoorsy types (the almost tactician for hunters seems alright).
It has an inquisitor archetype (actually decent if you're in the right campaign) and a druid archetype (average) for fighting aberrations.
It has a druid archetype and a bard archetype for fighting fey, both could probably be decent in a mostly fey campaign.
It has an unarmed combat style based around intercepting and grabbing foes, a feat that allows for combat relevant wild empathy, and two useless rouge talents.
It has a weird archetype for alchemists that downgrades bombs slightly (dot instead of aoe splash, acid damage only), that instead of getting brew potion can harvest goop from a dead ooze to make a better bomb. While this is a cool idea, the CR limitation of the bottled ooze extract ameks this ability super unreliable for players. The name is obnoxiously misleading.
It has a bad paladin archetype for fighting outsiders, and three legitimately good feats vaguely related to fighting outsiders.
It has some Order of the Pike content for cavaliers, specifically
an archetype and an Order. The Order is alright, but the archetype is terrible. A small bonus to AC vs large creatures is not worth trading in your mount.
It has some feats for specific favored enemies that are actually decent, trying to incentive rangers to have a favored enemy other than humanoid (human).
It has some magical and non magical gear that is pretty useful, even if none of it is going to change how you play the game or replace the standard kit.
It has some spells that seem pretty useful at lower levels, and one single spell that should help any GM having trouble with psychic characters.

All in all, most of the archetypes aren't terrible, but they should have either been more specific with stronger/more interesting abilities(the druid archetypes could learn to turn into their enemies or negate some of their more common powers, for example) or more general.
The Disciple of the Pike archetype is garbage, and the paladin one is only a bit better.
The trophy rules are alright. The only way to give people(like me) who want rules for monster recycling ala Capcom's Mosnter Hunter would be do devote a full Companion to making the rules

Three stars, minus one because of how much I hate the order of the pike cavalier archetype and the oozemaster archetype. This book unfortunately doesn't have enough unique content in it for em to really justify recommend buying it, as if you really want to do a Monster Hunter style game were you kill and harvest all sorts of different beasties the trophy rules won't cover it, and if you want to fight a specific type of enemy there's better books for that.