Lord Glorio Arkona

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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber. 47 posts. 60 reviews. No lists. No wishlists.



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Good stuff

4/5

This book has a lot of options, as most Player Companion books do. Reading through it, I liked most of the options from a flavor and mechanical standpoint. While nothing stood out as 'NEW OP MUST HAVE', I thought a lot of it was fairly good and not totally useless.

As an example, there is an advanced rogue talent that gives DR 2/Adamantium and can be taken multiple times. While not the best rogue talent of all time, it certainly has its uses, especially for enemy NPC rogues.

Overall, this book is a solid entry.


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Lovely book

5/5


5/5


Very Solid

4/5

The majority of this book details a lot of the oceans and seas throughout Golarion, along with sunken treasures and the occasional NPC. It has a ton of flavor text and pretty good art.

It also goes into the nitty gritty details on movement and combat underwater, even changing a rule in the core rulebook about "cover from the water's surface".

If you plan on doing anything underwater, pick this book up. If not, you probably can do without it.

Overall, good book. 4 stars.


Amazing book

5/5

New weapons, new armor, new gear, new non-magical ways to mod weapons and armor. All of this covered with good flavor text and solid artwork.

Very nice, 5 stars.


5/5


Solid overall

4/5

This book has some good flavor, a few interesting options, and some nice art.

If you are looking for some Fey flavor and/or mechanics, pick this up. It does not quite reach the 5 star mark IMO, but its a pretty solid entry.


Pathfinder is amazing

5/5


A bit disappointed

3/5

So much of this book is just reprinted from older books. There is some original stuff in there, but is it enough to justify the price?

Another issue, they nerfed some of the things they re-printed, specifically the Lore Warden Fighter Archetype. Terrible idea, as the disparity between martials and casters is already so wide, why make it worse? As the saying goes, martials cant have nice things.


Mostly good stuff. Some worthless options.

4/5


Good. Lots of high CR critters

4/5

This Bestiary has a lot of really cool monsters and solid art. Its a good book. Go buy it.

Two problems hold it back from 5 stars.

1) The creatures within are almost all CR 10 or higher. Most games don't make it far enough to fight super high CR monsters. Even if your game does get high level, it is sometimes more easy to apply templates to mid CR creatures.

2) It feels rushed in a few places. Several monsters that are ported in from adventure paths, such as the Erodaemon Daemon, have had their flavor text hacked down to the bone to squeeze things onto a single page.


Really good

5/5


Pretty good

4/5


Simply Amazing

5/5

This book gives you almost all of the old chained monk archetypes for the unchained monk. Even the Zen archer!

All throughout the book are designer notes, explaining how and why the author did the things he did. Such a good book. A+


Could be better, could be worse

3/5

This book has decent flavor text and most of the art is nice.

The problem is the mechanics. They are really terrible for the most part. The book provides a lot of options, but almost all are not very good.

I would rather have 5 or 10 meaningful options than 30 or 40 mostly useless ones.


Solid part One

4/5

This adventure path gets back to the basics, and has a healthy dose of wilderness encounters. Lots of hobgoblins to fight, but there are other critters too. I like the art for the hobgoblins and bugbear, very nice.


Strange but satisfactory ending

4/5


Great book

5/5

As a GM, love it. Good fights to throw at your players abound, and there are even a few new feats / items that may come in handy for players too.


Pretty good

4/5

Goes over Molthune and Nirmathas in decent detail, talks about the conflict a lot, and has some good flavor overall.


I enjoyed it overall

4/5

Good times were had. Could be better, but I have played a whole lot worse.


Excellent

5/5

Indeed


5/5


Overall Good book

4/5

This book has a lot of options for Occult Classes, but it still seems like everyone but the meduim gets the best options.

Flavor text is well done and the organization is solid. Art is good in spots too.


Amazing for Fighters

5/5

This book started it all for Fighters in 2106. Finally, the class gets options that lift it from bottom of the barrel.

Combine whats in this book with the combat stamina system from pathfinder unchained, get the armor master handbook and magic tactics toolbox, google "Iron Caster", and enjoy playing fighters that are amazing.


Fairly average

3/5

This book is not really 'bad', just middle of the road IMO.

It excels at flavor text, but falls flat on mechanics. A lot of the Traits / Items were already published in previous books, so there is very little NEW stuff to play with in this book from a mechanics standpoint, and what little new stuff there is, most of it is sub-optimal.

The one exception to this is the new horses, these open up more options for Cavaliers, which is always nice to see.


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