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Like Arcane Discoveries? Then check this out.

5/5

Ultimate Options: New Arcane Discoveries by Super Genius Games

This product is 10 pages long. It starts with a cover and intro. (1 pages)

New Arcane Discoveries (8 pages)
There is 30 new Arcane Discoveries in this book, they are listed below with a brief overview of what they do.
Arcane Refusal – Can ignore any secondary effects on a successful save vs magic.
Arcane Vengeance – May cast a spell as a AoO.
Armor Runes – Give up spell slots to wear armor.
Artistic Studies – Use Int mod instead of Chr mod for some skills.
Caustic Magic – save vs acid spells or target is considered flanked.
Deep Bond: Familiar – can cast some spells threw your familiar.
Deep Bond: Object – can cast more spells from your spell book.
Efficient Spellcasting – reduced casting time on spells that take a full round.
Expedited Spellcasting – reduce casting time on spells that take more than one round.
Fierce Caster – reduce your to hit with spells to increase their damage.
Flame Magic – when using fire magic, target saves or catches on fire.
Genie Servitor – gain a Genie as a servitor, has a chart for telling what kind you can have.
Ice Magic – when using ice magic, target makes save or move is slowed.
Improved Blast – increase damage on one blast spell.
Life Lessons – you gain two extra spells when leveling.
Lingering Arcana – when casting a force spell, as a swift action gain some bonus defense.
Lingering Divination – gain detect magic as a swift action after using a divination spell.
Lingering Flames – gain a fire elemental for a short bit when using fire based spells. (notes on how to do the same with other elements)
Lingering Mirage – gain blur as a swift action, after using illusion magic.
Lingering Necromancy – on your following turn after using Necromancy magic, any damage you do with magic heals you as well.
Master of Magic Lore – gain bonus to arcana lore and spellcraft.
Primal Magic – can make a spell into a temporary tattoo.
Probing Magic – as a swift action gain detect thoughts on a target of your mind magic.
Shock Magic – save or take a dex penalty against lightning magic.
Sovereign Arcana – gain limited ability to switch spell slots.
Spell Cunning – can switch spell components, such as verbal to somatic.
SpellBane – damage done counts a ongoing damage for concentration checks etc.
Theurge – can add a spell from off the wiz/sorc spell list to your spell book.
Thunder Magic – target makes save vs sonic magic or is also deafened.
Undying – if killed your body teleports to a location and you are raised.

This PDF also introduces two Wizard Archetypes.
Academician – lose spell school and bonded item, gain skill points and more discoveries.
Zauberer – kinda a cross between a Sorc and Wiz.

It ends with a OGL and credits. (1 pages)

Closing thoughts. The art work is black and white and color, it ranges from ok to pretty good. Editing and layout was very good, I didn't notice any errors. I liked the majority of the new discoveries and I like Academician a lot as a archetype. A couple of the discoveries I was meh about but a few of them like Genie Servitor is just outstanding and so perfect for Arabian Night style setting. I really have nothing negative to say other than I wasn't a fan of all the stuff, but that is more a matter of taste than anything wrong with them. My only other comment is when do we get a follow up PDF of more of them? So what's my rating? Well I really have nothing negative to say beyond personal taste issues so I am giving this a 5 star review.

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Want some legendary Asian weapons? Look no further.

4/5

Legendary Eastern and Exotic Weapons by Purple Duck Publishing

This product is 28 pages long. It starts with a cover, ToC, intro, and credits. (2 pages)

Legendary Eastern and Exotic Weapons (21 pages)
It jumps right into the first weapon. Each one levels with the character, they are from level 1-10, gaining in power at character levels 1-20. Each one has a history, requirements and full information on it's powers and abilities. Below is a list of each weapon and the types of powers it posses. Just to give a reader a general idea of what the weapons are like. It has weapon stats for any new weapons.

AKIO – magical star knife, true strike, throwing, returning, shadow powers.
BLOOD FLOWER – Magical Sickle, beast shape, summon natures ally, Ally(lets some of it's + magic to be given to another allies weapon) and Blood Flower Rite, lets others deliver touch spells for you.
BREATHSTEALER – magical Kusarigama, short teleport, defense bonus, knowledge and confusion.
BROTHERHOOD – Magical butterfly sword, that can be used as a single sword or two, spell resistance, healing, hunting, nature powers.
KOKATSUNA – Magical Rope Dart, trick shot, illusions, dazzle, enthrall.
KOWARENAI – magical Katana, protection/walls vs chaos, shield/protect others, bring the user back to life sometimes.
LIBERATOR – magical Nodachi, obscuring mist, prayer, provoke, demoralize, hit at a range.
NIGHTBANE – magical Khopesh, water based powers, true sight, smite.
RHAPSODY OF SHARDS – Scorpion whip, bleed attack, blade barrier, spell storing, pain/pleasure, color spray.
SHIZUKANA – Sai, charm, mercy, disarm, spell disarm.
STORMSLAYER – Naginata, storm powers (wind, cold, lightning), identify, dispel magic.
TAIYO TSUJKI – Meteor Hammer, dispel law/chaos, balance (ability scores), calm emotions, remove disease.
TANGLED FATE – net, hard to escape, self mending, dimensional anchor, animate to attack, energy drain. Minorly cursed.
TOTSUZEN NO ARASHI – Fighting Fan, illusion powers, throw, detect poison, watery escape, protean lackey. (could have really used the return ability) – includes a new spell and a stat block for the NPC lackey.
WORLD’S AUTUMN – Bo Staff, sleep, see beyond the veil, freedom of movement, ki focus.

It ends with a OGL, contact info, advice on how to make your own weapons, and ads. (5 pages)
Closing thoughts. The art work is black and white and good. Editing and format are good I didn't notice any errors. The weapons have interesting history, some unique powers and abilities. It has a nice Asian flavor to the weapons. While they are well done it is not perfect. I think the fighting fan needed the return ability and the save DC's on some powers might not scale very well. It would be easy to fix though. So what's my rating? I am giving this a 4 star, it is good with some rough edges.

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A solid addition to the series.

4/5

Faces of the Tarnished Souk: Nix Ra Bael, Dreamkiller by Rite Publishing

This product is 12 pages long. It starts with a cover and credits. (2 pages)

Nix Ra Bael, Dreamkiller (7 pages)
It starts off with a bit of history about him, followed by some lore checks and advice on how to use him. After a page of this we get to the three stat blocks, with advice on tactics. The stat blocks are.
CR21 - blind oracle siphon drow noble gunslinger* (arbalester) 17
CR15 - blind oracle drow noble gunslinger* (arbalester) 14
CR10 - drow noble gunslinger* (arbalester) 10

The extra's include the Arbalester archetype (crossbow version of the gunslinger), 3 new weapons, 4 new magic items, and 2 new templates. Blind Oracle and Siphon.

It ends with a OGL and ads. (3 pages)

Closing thoughts. The art work is black and white and pretty good as a whole. Editing and format are ok, I noticed a few minor mistakes. He is a pretty interesting character with a good history and better personality. I am not completely sold on the Blind Oracle template though, neat idea though. Other than that and the editing/format errors it is a very well done product. If you are a fan of the series you will enough this one. So what's my rating? I am giving this one a 4 star review.

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A nice mini's map pack.

5/5

Arboretum Map by Rite Publishing

This product is 51 pages long. It starts with a credits and how to use this product. (2 pages)

Maps (49 pages)
It starts with a single page color overview map of the location. Then it moves onto pages of the map blown up to be printed out to be used with miniatures. There is both a color and black and white version of the maps.

In addition to that there is the same set of maps in A4 format as well. As well as a file for maptool.

Closing thoughts. It is a well drawn map from one of their recent adventures The Breaking of Forstor. It is the location of one of the main encounters in that adventure. The pack offers everything you need and if you are looking for a location map for this or like using mini's and have that adventure then this is worth picking up. So what's my rating? Well it gives exactly what it promises in a well done format. So I am going to give it a 5 star review.

Trust me, I'm a Succubus.


Add HeroLab/PDF Bundle $5.99

Add PDF $4.99

Add HeroLab Files $1.99

Want some PC's or NPC idea's? Look here.

5/5

Gothic Heroes by Legendary Games

This product is 33 pages long. It starts with a credits, cover, introduction, and ToC. (5 pages)

Pregenerated Characters (25 pages)
Each character starts off with a full page artwork and a little IC quote from them to help tie them to the Gothic Horror AP. Following this they get a full page stat block, with a page or more on character background, personality, description, advancement tips, and RPing tips. Each PC also has a small note on how to scale them down to a 15 point buy build. There is also a few things like comments such as Varis.† which implies a Varisian from the Golarian campaign setting book.
AGRIMAR VASKEL - Male half-orc paladin of the Goddess of Valor
DOMINNIA VORSAIFE - Female aasimar summoner
EILINICA ZIOREC - Female human (Varis.†) cleric of the Goddess of Dreams
EREVISS CIERDEL - Male elf bard (detective*)
JEVALT ARDAIN - Male dhampir* inquisitor
MERENSO KULL - Male half-elf ranger (skirmisher*)
XIUJ HAK LEYNG OF THE SEVEN-GHOST-NEEDLES - Male middle-aged human (Tia.†) alchemist
YSABOT VASKEL - Female changeling* witch

It ends with a page of the art for each character on premade paper mini's. Though it does not included mini's for THEODRIC VORSAIFE, Eidolon or PERSIMMON, cat Familiar.

It ends with a OGL, author bios, and back cover. (3 page)

Closing thoughts. There is black and white and is very good to outstanding, with a nice parchment background, very pretty PDF. Editing and layout was very good I didn't notice any errors. The characters where well done, with very interesting histories with ties to the recent Carrion Crown AP. I am honestly not a huge fan of premade PC's or NPC's I tend to like my own. But these was done well enough that each of them inspired me in one way or another I plan to use all of them as NPC's in my upcoming game I am running. There is bookmarks to key things that might not be common knowledge, there is also notes on where to find some information not bookmarked. There is also a print friendly version of the document, though while it does do away with the parchment look it still have some background images so it is not as print friendly as it could be. My only other complaint about the whole product is the lack of a paper mini for the Eidolon and the familiar. So what's my rating? Well I was honestly impressed by the product. The two minor issues aside it is a very good product, so I am giving it a 5 star review.

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Solid collection of quick encounters

4/5

Random Woodland Encounters by Raging Swan Press

This product is 23 pages long. It starts with a credits, cover, and ToC. (5 pages)

Woodland Encounters (15 pages)
There is 19 encounters in this section. Each one talks about the location they are out, full stat blocks, tactics of the creatures, advice to scale the encounter and sometimes information for roleplaying or dealing the encounter other than combat.
1/4 Kobold Raider (kobold warrior 1)
1/3 Laina, Satu and Viljo Masterson (human expert 1)
1/3 Blood Moon Raider (goblin warrior 1)
1/3 Blood Moon Scout (goblin expert 1)
1/2 Bandit (human male warrior 2)
1/2 Blood Moon Battledancer (goblin warrior 1/expert 1)
1/2 Blood Moon Elite Scout (goblin expert 2)
1/2 Pugwampi minion (fey)
1/2 Sampo Masterson (male human expert 2)
1 Blood Moon Adept (goblin adept 3)
1 Gnoll (gnoll)
1 Wolf (animal)
2 Garilax (male ghoul barbarian 1)
2 Kanavin Ruaenspar (female half‐elf fighter 3)
4 Elmeri Laukkanen (male human fighter 5)
4 Jarla, Ogre Huntress (female ogre ranger 1)
4 Young Troll (troll)
5 Troll (troll)
6 Valentin Pennanen(male human ghost wizard [conjurer 5])

It ends with a OGL, ads and back cover. (3 page)

Closing thoughts. There is black and white and is fair. Editing and layout where pretty good. The encounters run from pretty simple to fairly interesting with some nice plot hooks. It is a handy book to have at hand when your PC's are off trekking throw the woods and you suddenly find you need a handy encounter to liven things up cause the PC's went off in a unexpected direction. This is a solid pickup. So what's my rating? For the price I am going to give it a 4 star if you like having handy encounters on hand. Simple yet effective product.

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4.5 review, neat idea.

5/5

30 Badges of Faith by Rite Publishing

This product is 18 pages long. It starts with a cover and credits. (2 page)

30 Badges of Faith (18 pages)
This section starts off talking about what badges are. Then it gets into the 30 new magical badges. Each badge is tied to one or more of the domains, each one comes in one of two varieties Actualization and Investiture. Below is a list of the badges in the book.
Aligned Badge - appropriate alignment domain or subdomain
Badge of Caprice - Luck domain, or to the Curse or Fate subdomains
Badge of Destruction - Destruction domain, or to the Catastrophe or Rage subdomains
Badge of Claw, Fang, Feather, and Fur - Animal domain, or to the Feather or Fur subdomains
Badge of Gibbering and Wailing - Madness domain, or to the Insanity or Nightmare subdomains
Badge of Glory - Glory domain, or to the Heroism or Honor subdomains
Badge of Hearth and Home - Community domain, or to the Family or Home subdomains
Badge of Industriousness - Artifact domain, or to the Construct or Toil subdomains
Badge of Insight - Knowledge domain, or to the Memory or Thought subdomains
Badge of Midnight - Darkness domain, or to the Loss or Night subdomains
Badge of Relief - Healing domain, or to the Restoration or Resurrection subdomains
Badge of Swirling Winds - Air domain, or to the Cloud or Winds subdomains
Badge of the Blessed Dawn - Sun domain, or to the Day or Light subdomains
Badge of the Bull - Strength domain, or to the Ferocity or Resolve subdomains
Badge of the Conflagration - Fire domain, or to the Ash or Smoke subdomains
Badge of the Crossed Blades - War domain, or to the Blood or Tactics subdomains
Badge of the Enchantress - Charm domain, or to the Love or Lust subdomains
Badge of the Green - Plant domain, or to the Decay or Growth subdomains
Badge of the Shackle Breaker - Liberation domain, or to the Freedom or Revolution subdomains
Badge of the Skull - Death domain, or to the Murder or Undead subdomains
Badge of the Wave - Water domain, or to the Ice or Oceans subdomains
Imbued Badge - Magic domain, or to the Arcane or Divine subdomains
Inscribed Badge - Rune domain, or to the Language or Wards subdomains
Liar’s Badge - Trickery domain, or to the Deception or Thievery subdomains
Passport Badge - Travel domain, or to the Exploration or Trade subdomains
Restful Badge - Repose domain, or to the Ancestors or Souls subdomains
Royal Badge - Nobility domain, or to the Leadership or Martyr subdomains
Stalwart’s Badge - Protection domain, or to the Defense or Purity subdomains
Stone Badge - Earth domain, or to the Caves or Metal subdomains
Tempest’s Badge - Weather domain, or the Seasons or Storms subdomains

It ends with a OGL and ads. (3 page)

Closing thoughts. The art work is a mix of Black and White and color, it ranges from meh to ok. Layout and editing are good I noticed only a few minor errors. Very neat idea and the badges had some nice flavor to them in what they did. I am not at all fond of the name though. I think symbols might have been a better name personally. It is a well done product but I couldn't help but feel like something was missing or maybe the idea just screams the need for further expanding. Not sure I really can't put my finger on it, but it just somehow felt like it needed something a little more. I know it would have taken a lot but I think the subdomains could have really used their own badges as well. As some of them focus on much more narrow aspects. So what's my rating? Well it is good but I felt something was missing but I don't know for sure what. I am going to settle for a 4.5 review.

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I'd buy that for a dollar.

5/5

Bullet Point: 13 Witch Hexes by Super Genius Games

This product is 3 pages long. It starts with a cover and introduction. (1 page)

13 Witch Hexes (1 page)
There is 13 new base witch hexes in this product.
Augmented Hexes – Increases the range of other hexes.
Biting Shadows – ranged touch attack damage hex.
Come Hither Look – make a target come to you.
Crocodile Tears – Witch looks very sad, works similar to sanctuary.
Dead Sexy – may use mind effecting abilities on mindless undead.
Dire Hex – on a critical hit from a attack may use a hex as a swift action on same target. (so so for a witch but for a hexer magus very nice)
Eldritch Advocate – When in physical contact with familiar witch functions at a higher caster level.
Eldritch Proxy – May cast a spell threw her familiar as if the familiar cast it.
Fetching – grants a bonus to a alley that is attacking someone targeting the witch.
Seal Wife – bonus to swim that goes up in level, ending with gaining water breathing.
Scorn Scent – gains scent ability against those that have attacked or harmed the witch.
Skin Changer – works like a limited wild shape.
Wound Drinker – heals the target but takes the witch takes the damage.

It ends with a OGL and credits. (1 page)

Closing thoughts. The art work is black and good what little there is. Editing and format was good I didn't notice any errors. I liked all the hexes to one degree or another. In fact my only real complaint is there is only 13 of them and they are all minor hexes with no major or greater ones. I would like to see more of... well pretty much all the hexes. I really have nothing negative to say about the product. To nit pick not all of the hexes are as useful as others but that is true of the core hexes as well. So what's my rating? Having nothing negative to say I will give it a 5 star review.

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Worth the asking price if the subject interest you.

3/5

Behind the Monsters: Dark Folk by Tricky Owlbear Publishing

This product is 8 pages long. It starts with a cover and credits. (½ page)

Dark Folk (6 ½ page)
This starts off with a long history and a lore DC check side bar for the Dark Folk. This includes a full stat block for a new Dark Folk, the Dark Keeper(which talks up most of two pages). As well as a single new magic staff.

It ends with a OGL. (1 page)

Closing thoughts. The art work is black and white and fair. Editing and layout where pretty good. The history was interesting and gives something more for the GM to work with to make the Dark Folk into a more interesting encounter. The new Dark Keeper adds a little variety to them as well. While the product was fairly well done and gives exactly what it promises to give I wasn't exactly blown away by it either. It is a solid product worth the price if the subject interest you. So I am going to settle on a 3 star review, solid but lacking a bit in the wow cool factor.

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3.5 star review. Love the idea but it falls a little short of it's goals.

4/5

Book of Magic: Signature Spells 1 by Jon Brazer Enterprises

This product is 12 pages long. It starts with a cover, OGL, and credits. (2 pages)

Spell Lists (3 page)
This is a list of all the caster classes of which spells they get at which levels. Spells by class. The range in levels of cantrip to 7th.
Alchemist – 5
Anti-Paladin – 4
Bard – 13
Cleric – 12
Druid – 10
Inquisitor – 5
Magus – 15
Paladin – 4
Ranger – 8
Sorc/Wizard – 26
Summoner – 9
Witch - 15

Signature Spells (5 pages)
There is 31 new spells. While most of the spells where pretty good I didn't think all of them fit the idea of signature spells. Here is a few I thought was well done in that regard and some I thought was not well done with the concept.
Fits
Banshee Keen – a sonic/deafen cone attack.
Halican's Emergency Hull Restorer – gives temp hp to ships or objects. (there is several spells fitting a theme with Halican's name)
Leighanna's Bewitching Appearance – makes you look pretty and likeable. Gives bonus to social roles. (there is several spells fitting a theme with Leighanna's name)
Riyal's Mental Guard – Gives a bonus to save vs mind effecting abilities. (there is several spells fitting a theme with Riyal's name)
Rostov's Snake Strike – Gain one attack at highest attack immediately, only usable in certain ways. (there is several spells fitting a theme with Rostov's name)
Shallan's Wall of Shadows – A wall of shadow that grants concealment to those on the other side of it. (there is several spells fitting a theme with Shallan's name)

Doesn't Fit
Abyssal Body – gives a DR/5 vs good. There is versions of this spell each with it's own name for law, chaos, evil etc.
Dragon Scales – adds natural armor and energy resistance depending on dragon color.
Mage Armor 2 – better version of Mage Armor. There is 2 new versions 2 and 3.

It ends with a back cover and ads. (2 pages)

Closing thoughts. There is only two art pieces, both are black and white. One is fair and one is good. Editing and layout was good I didn't notice errors. Now I listed spells by those that fit and didn't fit the idea of the concept. Those that didn't fit doesn't make them bad spell, just they don't really fit the concept idea. The reverse is true not as well. Not all the spells that fit the concept where good spells. The snake strike example was actually I felt a bit to powerful for it's level. The named spells that fit a theme fit what I was expecting in the product. Most of the spells in the book where well done but some where rather bland and boring, like improved mage armor. I want to see more of Halican's or Leighanna's spells. I think the next book needs to have about 6-10 groups of 3-5 spells each like those. I also would have loved to have seen more history and flavor text about the spells, maybe a short paragraph or two side bar talking about the caster that made them. That would be very cool. I find this one a bit hard to rate. On one hand most of the spells are pretty well done and if you are just looking for some new spells I would give this a 4 star review. But if you are looking for cool signature spells then a chunk of them just falls way short of that and I would only give it a 3 star review. So I am going to settle on a 3.5 star review for this product.

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4.5 star review, great idea, great objects but needed a little more polish.

5/5

30 Haunts of Objects by Rite Publishing

This product is 15 pages long. It starts with a cover and credits. (2 pages)

Introduction (1 ½ page)
It starts with a IC introduction and then gets into the different types of haunts etc.

Haunted Objects (8 ½ pages)
In this section we get 30 haunted objects, they range from a jewelry, paintings, mirrors, to larger objects like beds etc. The range from CR 1 to 11. There is 27 single haunted objects and one with several haunts tied to it. A few of the ones that caught my eye.
The Cruel Crop – causes animals to be afraid of the crop.
The Doomed Diary – made by a young artist that joined a death cult, those that read it start to gain the memories of the diary.
The Hellish Hot Handle – a door knob gotten from a old house that burned down. It can make those smell smoke and those gripping feel panic for those trapped inside and the knob heats up like heat metal spell.
The Necromantic Necklace – very cool story to it, it can cause the dead to rise as undead.
The Tarots Terror – a haunted tarot card deck. There is 4 different effects based on the cards drawn during a reading.

It ends with a OGL and ads. (3 pages)

Closing thoughts. There is a mix of color and black and white art in this product. They style is older style of art that Rite Publishing is becoming known for. They range from fair to pretty good. Editing and layout was pretty good but I did notice a few minor errors such as a * in the middle of a word for no apparent reason, but all and all nothing that made the product hard to understand and use. I honestly could have listed a lot more examples I liked virtually all the haunted objects to one degree or another. Though a few of the objects I felt could have used a bit more history and or explanation to them. I also felt a few of them could have gone a bit further. That and I wish there had been a lot more of them, especially of the smaller more personal objects one could place in a dungeon, haunted house etc and expect the PC's to maybe pick up and keep. So what's my rating? I thought it was very good but could have used a bit more polish so I am going to settle for a 4.5 star review.

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3.5 star review. neat idea but could use a little work

4/5

Random Acts of Violence by 4 Wind Fantasy Gaming

This product is 6 pages long. It starts with a cover and credits. (2 pages)

Introduction (½ page)
It talks about what this book is about and how to use it. Which is fairly simple there is 100 random violent events that you can roll and apply to make things more interesting.

Random Acts of Violence (5 ½ pages)
There is a table of 100 events each about 2-3 sentences long. A few examples paraphrased.
A mug flies across the room and hits a PC in the head.
While traveling down the road the PC's find 3 headless bodies and further down the road find three severed heads on spikes.
The PC's run across two women holding down a 3rd while a 4th woman beats her with a broom.
The PC's run across a pair of nobles about to duel.
While in a store some thugs break in with weapons and demand everyone’s money.

Closing thoughts. There is no artwork at all in the book. Editing and layout is well done. Most of the acts are interesting and well written. Many spark side quest idea's, least I think you should be ready for it. Since I imagine many PC's will investigate many of these such events. I found this product hard to rate. On one hand most of the random acts are well done and can liven up moments in town or traveling on a road which is cool. On the other hand it is not broke up by location and some of them would fit better in urban settings or rural settings. I think the product would have been better with a chart for each or even two products one for each environment. As it is, you may roll up something that just really doesn't fit the location well at all which makes the product less useful than it could be. To me this is a neat idea that needs a bit more work to make it into a great idea. So I am going to settle on a 3.5 star review due to the cheap price and the cool idea's.

Trust me, I'm a Succubus.


4.5 review, want some variety of cats, dogs and horse? Look no further.

5/5

Phantasia Zoological Vol 1: Cats, Dogs, and Horses by 4 Wind Fantasy Gaming

This product is 72 pages long. It starts with a cover, credits, and ToC. (4 pages)

Introduction (1 page)
It talks about why you might want a variety of cats, dogs and horses for your game. How to make more yourself or at least a bit of a tip. Also that if you buy 4 Wind Fantasy Gaming Tome of Monsters they have a few more varieties of each three in that book as well. All of the animals have different feats, skills, as well as stats and in some cases special abilities or even in a few cases super natural abilities.

Chapter 1 – Cats (16 pages)
There is 27 breeds of cats in the book. Most or mundane types know in our real world. 3 are undead types and a few are magical ones. Such as the Black Cat which can jinx people, or the Winged Cat, or even Puss-n-Boots, yes based on that Puss-n-Boots. I would have liked a little more on him as he is unique, I think he needed a full page instead of half a page like some of the cats got. They range from CR 1/8 to 7 with most of them being CR ¼ to ½.
Bakeneko
Black Cat
Bobcat
Bobtail Cat
Cait Sidhe
Coon Cat
Cougar
Eastern Cat
Grass Cat
Longhair Near-Eastern Cat
Lynx
Maneki Neko
Marsupial Lion
Northern Forest Cat
Pharaoh Mau
Ranger Cat
Scimitar Cat
Six-toed Cat
Snow Leopard
Southern Wildcat
Sphynx Cat
Tailless Cat (Manx)
Ghoulish Cat
Skeletal Cat
Zombie Cat
Van Cat
Winged Cat

Chapter 2 – Dogs (20 pages)
There is 40 breeds of dogs in this section. Most of them are mundane dogs but there is a few undead and magical dog breeds as well in there. They range from CR ¼ to 1 with most being a CR ½.
Apollo
Badgerhound
Bear-Dog
Blonde Mastiff
Bull Mastiff
Bulldog
Bullenbeiszer
Cairn Terrier
Cavalier
Celestial Dog
Cock Spaniel
Collie
Corgi
Elkhound
Elven Dog
Dwarven Hound
Foxhound
Golden Retriever
Halfling Ratter
Halfling Riding Dog
Infernal Dog
Kuvasz
Low Hound
Mahlemut
Moorhound
Orcish Wolf-Dog
Pinscher
Pug
Rabbit Hound
Ranger’s Hound
Schaferhund
Setter
Shade Hound
Sloughi
Songshi Quan
Steppes Husky
Ghoulish Dog
Skeletal Dog
Zombie Dog
Winged Dog

Chapter 3 – Horses (16 pages)
There is 30 breeds of horses in this section. Most of them are mundane every day horses with a few undead and magical ones. They range from CR ¼ to 7, with most of them being a CR 1.
Appaloosa
Bedouin Horse
Bog Pony
Brabant
Clydesdale
Donkey
Dwarven Pony
Elven Horse
Halfling Pony
Highland Pony
Khyang Wild Ass
Lipizzan
Miniature Horse
Moorland Pony
Mule
Mustang
Percheron
Quarter Horse
Ranger Horse
Taki Wild Horse
Tarpan
Thoroughbred
Tokara Pony
Ghost Horse
Skeletal (Burning) Horse
Zombie Horse
Viking Pony
Warhorse, Heavy
Warhorse, Light
War Pony

Chapter 4 – Gear (6 pages)
Anything you might want for your animal friends. From toys, collars, leash, food, saddles, armor and even carts and such to be pulled. There is 17 different kinds of wagons, sleds, and carts alone in this section. There is also 21 magic items as well, though several of them are just better versions of the same item. There is 9 different types of magic items.

Appendix 1 Prices (2 pages)
Here is a list of all the animals and their prices.

Appendix 2 Familiars and Animal Companions (4 pages)
Here it list all the animals that would make good familiars or animal companions for druids and rangers. This is really the only part of the book I was disappointed with. They don't have a list for which ones would make good improved familiars, unless they think none would.

It ends with a OGL and back cover. (3 pages)

Closing thoughts. The artwork is black and white and goes from fair to pretty good. There is art for each animal in the book which I found to be a big plus. Editing and layout are good. Now I am a bit biased I really like products like this that add the little details. Even with out the magical and undead versions I found this to be a useful book. If you would like to have a some differences in animals. Like some dogs that hunt better than others, or might be tougher and more suited to combat. Each breed has things they are good at. If that interest you then I highly recommend picking this up. So what's my rating? I am giving it a 4.5 good but not perfect. I would have liked to have seen a bit more on a couple of entries like Puss-n-Boots and a list of those that would make good improved familiar choices, but all and all a solid book.

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Worth checking out for the price.

3/5

Robe of Summoning by Raging Swan Press

This product is 18 pages long. It starts with a cover, credits, OGL, and ToC. (5 pages)

Robes (10 pages)
It jumps right into the new summoning robes, which are variations of the robe of bones. At the end we get a page about reading stat blocks. All the robes have full stat blocks for the monsters they summon. The new robes are as follows.
Robe of Bones – slightly different from the PFRPG, but very similar.
Robe of Animals – you can call forth some natural animals. In the broad sense some snakes and frogs are included.
Robe of Caves – kinda obvious things you would find in a dungeon cave. Bugs of a few types, choker etc.
Robe of Vermin – you get bugs, frogs and swarms. I would have liked this one to have been a bit more vermin focused with perhaps things like dire rate in place of some stuff.
Robe of the Waves – ocean going creatures, this is the most unique of the new robes with all new creatures.

It ends with a ads and back cover. (2 pages)

Closing thoughts. The artwork is black and white and ok, but there is a single image of a robe used over and over. I honestly would have rather them got art for each robe or just left the images out other than one maybe at the beginning. Editing and formatting where pretty good, nothing major that I noticed. As for the robes the new slight change to the robe of bones was nice, though not sure why they did it. I felt the Robe of Waves was hands down the best, the other ones where not bad but to much overlap between them for my taste and they didn't stand apart nearly as much as they should have. The Caves one was second best, the other two could have used some replacements for the overlaps they had with the cave one.

So what's my rating? Well if you like the Robe of Bone and always wished there was something similar for non undead user to use then this gives it to you. But I was a little disappointed on the artwork and one some of the robes not having enough variety. It is worth checking out for the price though especially if you are a fan. I am giving this one a 3 star review. Get some new art for the robes and tweak the Animal and Vermin robes and I would change it to a 4.

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Worth checking out for fans of the Robe.

4/5

Robe of Useful Items by Raging Swan Press

This product is 17 pages long. It starts with a cover, credits, OGL, and ToC. (5 pages)

Robes (10 pages)
First we get three variant robes. Cursed, Greater, and Lesser versions, which can be applied to the original or any of the new robes. Next we get two new tables for potions/oils and scrolls. Following this we get to the new robes as follows.
Robe of Battle – items such as horse, weapons, siege engines, tents, fire, potions etc. Really to me it seemed a better name would have been a Robe of War as it seems the items fit more with fighting a war than just a battle.
Robe of Delving – dungeon exploring items, rope, rations, mule, door ram, sack, torch, etc.
Robe of Exploration – items for wilderness survival like tents, spyglass, mule, rations, bedroll, etc
Robe of Faith – holy items, mace, alter, mace etc. Things a cleric would find handy.
Robe of the Sea – One for ship travel, dolphin, raft, sail, spyglass, etc.
Robe of Thievery – items that one would find helpful to steal stuff. To wide a range of items to list.
Robe of Useful Items – reprint of the item from PFRPG core rule book.

It ends with a page on how to read the stat blocks etc. It also has full stat blocks for any creature pulled out of the robes.

It ends with a ads and back cover. (2 pages)

Closing thoughts. The artwork is black and white and ranges from fair to pretty good. I didn't notice any obvious editing errors. Layout was pretty good. There is a bit of overlap between the robes, as far as what they can pull out of them. The themes made sense. I would have liked to have seen a bit more variety in the items that could be pulled out of them though. All and all they are pretty good with new takes on the base robe to add a bit more variety. So what's my rating? The robes where pretty good but they didn't wow me either. For the cheap price I am going to give this a 4 star. If you like the Robe of Useful items this is worth picking up for some new takes on it.

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3.5 star review, well written but 2 need a little work

4/5

Mega Dungeon All Star by Gaming Paper

This product is 62 pages long. It starts with a cover, credits, OGL, and ToC. (4 pages)

Temple of the Half-Born 7-8th level by Monte Cook (14 pages)
This is a old temple found under a secret entrance in a old crypt. So it could be placed in any location including within a city if one wanted too. It has a full page map. There is 16 encounters in this dungeon some are environmental, some traps and most monsters, plus a puzzle.

Arena of Souls 3-4th level by Brian Cortijo (12 pages)
The PC's are captured and looked up with in the arena. They are forced to fight in the arena for sport. Eventually they can make their escape their cell and then have to fight there way clear of the dungeon to freedom or just kill everything in it. There is 19 encounters including all the arena fights, traps, and encounters to fight their way to freedom.

Lost Coins and Flying Bones 5-6th level by Ed Greenwood (14 pages)
The PC's either hear of rumors of old labyrinths under the city that use to belong to a old merchant guild and decided to explore or they get hired to do so. There is 9 encounters with a large number of traps, some encounters have both monsters and traps. Rogues should have a real chance to shine in this adventure.

Keep Away from the Borderlands 1-2nd level by Steven Schend (15 pages)
Here the PC's are hired to go to a old keep and investigate it. There is 14 encounters with in the keep. The keep is built into the side of a mountain. The map could have been a bit more clear, it is hard to tell on the map at times what is closed off walls with out reading the location description and part of the map of the upper floor is slightly offset where the halls don't line up perfectly along quarterly cuts. There is some nice generic fluff details at the beginning you can either assign to places in the adventure or just roll randomly a totally of two groups of 8.

It ends with a ads and back cover. (3 pages)

Closing thoughts. The artwork is black and white and ranges from fair to ok. I didn't notice any obvious editing errors. Layout was pretty good. All four of the adventures are pretty well written. The first one is a nice set up with a nice mix of encounters. The second one is interesting but suffers from the problems of it requires the PC's to be captured and stripped of gear first before the adventure begins and not all groups like those kinds of adventures. The third one is pretty trap heavy with a nice little back story. The forth one is well done with some nice event encounters, but the map needed work on that one. Looks like the map was done by the same person for all 4 but the last one just isn't as well done as the first three. Perhaps because it is the only one that is not completely a underground dungeon.

I find this one very hard to rate, the 1st and 3rd adventures are pretty good, the 2nd one is well done but not sure how likely I am to use it. Perhaps if my PC's ever get captured I will have them end up there, but that would likely mean scaling it for what ever level they are. The 4th one I just had issues with the map that I would be half tempted to just use another map and move the encounters over so it is more clear. So they are all well written but two would take some work for me to use personally. I am going to give it a 3.5 star, I was tempted to go 4 and if the map was made more clear or redone for the 4th adventure I would raise my rating to a 4.

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Need some new succubi? Look no further.

4/5

Mythic Menagerie: Demonic Harlots by Super Genius Games

This product is 16 pages long. It starts with a cover and forward. (2 pages)

Demonic Harlots (9 pages)
First we get a introduction to the succubi including the incubi. With a bit on selling your soul and a a couple of paragraphs about the queen of the succubi Epithumia and those trying to claim the title. Next we get into the new types of succubi of which there is 6. A brief description of each follows.
Agitator – CR10 These succubi feed on strong emotions, they can confuse their foes and cause them to feel a wide range of strong emotions.
Cursed of Epithumia – CR14 losing their beauty but gaining combat abilities, this horrid creatures are the warriors of the succubi.
Dark Mistress – CR9 They are a fusion between a shadow demon and a succubus. Having many of the same powers as a regular succubus they also have powers over shadow. The first of them rebelled against Epithumia and has tried to claim the title herself.
Puppeteer – CR8 These succubi are like this default sisters only even more geared for seduction, trickery and domination of others.
Thyiades – CR6 these are fey infused succubi.
Tormentors – CR11 unlike most succubi who offer pleasure they offer pain so dear as to be it's own sort of pleasure. They are expert torturers among demon kind.

Expanded Rules (4 pages)
There is 5 feats, while mostly geared toward succubi, some of them would work well for tiefling claiming succubi heritage and a couple fit for others as well. There is also 5 new succubus inspired magic items, that is common among them. The prices range from 6,000 to 72,000. Finally there is 5 new spells. They can be just allowed or limited as rewards taught to those that manage to gain the favor of a succubus.

It ends with a OGL and credits. (1 pages)

Closing thoughts. The artwork is black and white other than the cover image. They range from pretty good to good. I should note there is some mild nudity in some of the images in the book. Editing and layout was good, I didn't notice any errors. The new succubi where fairly interesting with well done histories. I think the Thyiades would have been more interesting as a fey cross bread but otherwise they was well done. This product is a Mythic Menagerie so first and foremost it is a monster book, to expand upon the succubus demon. The new versions of which some look much like normal succubi or can pass for them with their powers. Should keep PC's on their toes even more around them. So what's my rating? Well I am a fan of the subject matter. Still I think it is a well done product. With the higher price, which I imagine is due to the better than normal artwork. I am going to give this one a 4 star review. I liked it but felt it could have had just a bit more to push it over the top.

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A nice collection of ioun stones

5/5

30 Ioun Stones by Rite Publishing

This product is 11 pages long. It starts with a cover and credits. (2 pages)

Ioun Stones (6 pages)
Here is the 30 new ioun stones, there is 29 regular ones and one unique one, which has a lore section and interesting history. They range from 5000 GP to 220500 GP other than the legendary one which is priceless. There is a wide range of powers they grant. From bonuses to things like hex DC's, class ability, feat, powers usable x/day, to things like tremorsense.

It ends with a OGL and ads. (3 pages)

Closing thoughts. The artwork is appears to be color photo's of real gems. Editing and layout are good I didn't notice any errors. Now before I go further I feel I need to point out, I honestly strongly dislike Ioun stones. I think they are at best boring to down right silly personally. These stones are a lot more interesting than the default ones which is a huge plus. But they still use the same mechanic of orbiting around your head, but that's to be understandable. With that said these are well done and almost, almost make me like them. Enough anyways I might figure out my own way to use some of them. I do wish not all of them looked like gems more or less though to give a little more variety. So what's my rating? Well if you are a fan of ioun stones then I think you will really like this book, so I am going to give it a 4.5 star review.

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Another very cool book in the Legendary series.

4/5

Legendary IV: Legendary Shields by Purple Duck Games

This product is 35 pages long. It starts with a cover, ToC, and credits. (2 pages)

Legendary Shields (30 pages)
These are magical shields that level with the PC, as in as the PC gets higher level they can access more and more of the shields power. Meaning you can give them away at low levels and the PC's will likely keep them for their career. They all have 10 levels worth of powers which are spread out over 20 levels. Each shield has a full item stat block, full description of all it's powers, creature stats if it summons something and a full well done histories. The shields in the book are as follows.
Black Raven
Blood Moon
Cockatrice Heart
Crusader’s Shield
Flame’s Death
Ganis’briel
Gauntlet
Golden Griffon
Grinning Skull
Nanroc
Scorpion Sting
Sovereign’s Shield
Trickster’s Shield
Wolf’s Howl

The shields are all very well done, they are often inventive and they make use of the new Rite Publishing book 101 armor and shield properties to help make these stand out even more. All the rules needed are copied into this book but if you like the properties you should check out their inspiration source.

It ends with a OGL, thanks, and contact info. (3 pages)

Closing thoughts. The artwork is black and white, there is a image for each shield as well as some additional images. The art work is good. Editing and layout was pretty good, there was a few minor editing errors here and there. I am a big fan of scaling magic items that make magic items more special, things PC's don't change and upgrade every couple of levels. But become items that help define them. Purple Duck Games has given us that with weapons and items already, now they give us shields. My only real compliant about this product is the lack of variety in the power. They are all 1-10 power level shields that range from 1-20 character levels. I would have liked to have seen a few 1-5 power level shields as well to add some variety. They would have scaled only 10 levels and could have been further tweaked to cover levels 1-10, 5-15 and 10-20 etc. A minor complaint but one I hope in future legendary products they do start to address some. So what's my rating? I am giving this one a 4 star review. It is good but could have used another editing pass, fix the editing and I would raise it to a 4.5 star review.

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Want some neat idea's for staves? Take a look at this.

4/5

The Ebon Vault: Secrets of the Staff by Necromancers of the Northwest

This product is 34 pages long. It starts with a cover, forward, and credits. (3 pages)

Staves (26 pages)
It starts off with a introduction and a copy of the staff rules from PFRPG core rule book. Next it gives a table of all the staves in the book with their costs. There is 69 new staves in this book, following the table it has a full entry for each staff, including descriptions. There is basically 3 groups of staves in this book as follows.

Gem Staves – A new type of staff that uses magical gems to work. The staff has spells built it but needs the gems to power them, But it functions more or less like a staff when there is a gem in the staff. There is 16 different gem staves.

School Staves – There is a journeyman and master version for each school of magic. The journeyman staves have 4 spells from their school, they are easier to recharge if using spells from that school and can be used to counter spells from that school. The master versions can hold 9 spells and they can be changed, charges used depends on the level of the spell. The on thing I don't care for the master staff is it limits you to one spell of each level. Forcing you to use 1-9 level spells one of each level. Making the staff much less useful for anyone but high level characters. I would have preferred something like limit by level, such as 1 9th, 2 8th, 3 7th etc. I think that would have been better but still very cool idea.

Theme Staves – This are staves with a common theme, such as Lighting Rod a staff with lighting spells, or elemental themed staff etc. Most of theme where cool concepts for themes and for the most part they was all well done.

Spell Gems (3 pages)
We get 10 types of gems that hold charges and a few add other effects as well.

It ends with a OGL and back cover. (2 pages)

Closing thoughts. The art work is color with a handful of images of staves but not noting which one the picture was suppose to be of, would have been nice to have a basic image for each staff. Editing and layout was so so, there was a couple of errors. The gem staves was a cool idea, I would have liked to have seen some more variety in the gems used in them though. The school staves I really liked other than my one comment on the master staves. The themed staves where mostly very cool, I would have liked to have seen a bit more fluff on them and maybe to make them feel a bit more unique on a few of the more powerful ones. But all and all pretty good. On the downside there is no ToC though there is bookmarks and while the parchment background looks cool it is not very print friendly. So what's my rating? I am giving this one a 3.5 star. I think it could have used a little more polish and really could use a print friendly version. Get a print friendly and fix editing errors and it is worthy of a 4 star.

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Worth checking out for fans of witches.

3/5

A Necromancer's Grimoire: Secrets of the Witch by Necromancers of the Northwest

This product is 41 pages long. It starts with a cover and credits. (2 pages)

Introduction (3 pages)
It starts with a IC introduction followed by a forward by the author talking about the book.

Green Hag (9 pages)
A new racial class. D10, 4 skills, a new weird +18 max BaB, 2 good saves, high natural armor that goes up as they level, they get simple weapons but no armor. It has a bunch of abilities, stat bonuses, etc. Honestly it is just a to powerful class, that ignores the BaB of normal classes. So I will chalk this one up to nice idea, but needs work.

Feats (6 pages)
There is 19 new witch feats in this book. There is several feats that only help if your witch has a coven. A few of the ones that caught my eye.
Blessing of the Three – gives a different caster bonuses based on maiden, mother, crone.
Familiar Faces – You can change to look like your familiar.
Witches Companion – you add a second slightly weaker familiar.

Hexes (2 ½ pages)
There is 4 new hexes, 3 new major hexes, and 2 new grand hexes.
Expand Spellcraft – gain two new spells of level 3 or lower.
Foretell – works somewhat like contact other plane.
Incite – makes the target drop 2 levels on attitude chart against who ever the witch likes in range.
Strike Ill – long casting hex that makes the target become sick with a disease.
Broomstick – works like overland flight
Poison Object – can make any object they touch poisonous.
Zombie Servant – makes a smart zombie servant that obeys the witch
Curse of Forms – polymorphs the target into another forum. If they fail a second save they lose all special abilities and become charmed by the witch. The witch can then use them as a second familiar.
Form of Three – summons the other versions of the witch, maiden, mother and crone. The two the witch is not and allows the witch to act as if she has a coven.

Familiar Abilities (1 ½ pages)
This has 12 new alternate abilities a familiar can learn as the witch goes up level in place of their normal ones.

Spells (14 pages)
There is a section on casting spells as rituals and 29 new spells. Most of the new ritual spells take 10 mins to 1 hour to cast a few take less and a few take more even up to days. A few of the ones that caught my eye.
Curse of Toil – target becomes fatigued or worse.
Curse of Friendship – target is friendly and generous to all they meet.
Night Terror – nightmares keep a target from getting a good nights rest.
Cauldron Calling – Summons a outer planes creature.
Cauldron Birth – Restores a corpse to life in a new young body.
Curse of Puppets – targets obeys all commands of the witch even suicidal ones.
Black Blight – causes all life in a area to wither and die.

It ends with a OGL, ad, and back cover. (3 pages)

Closing thoughts. The art work is color and is mostly pretty good. Editing and layout was so so, there was a couple of errors and a couple of pages that where slanted looking like it was a scanned page look. I like witches I will just say that right off, I like new things for them. The hag sadly I think needs a lot of work. The rest of it though is pretty good. Most of the hexes, spells, feats and familiar abilities where pretty good. So what's my rating? Well with the editing and layout errors, along with the hag. I am going to give this a 3 star review. If you are just interested in the hexes, spells, feats, and familiar stuff then I would rate it a 3.5.

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Worth a look for the price.

3/5

A Necromancer's Grimoire: Marchen der Daemonwulf by Necromancers of the Northwest

This product is 28 pages long. It starts with a cover, ToC, forward, and credits. (4 pages)

Introduction (22 pages)
This introduces the racial class Lycaonite. It is a melee combatant based werewolf class. D12, high BaB, 2 skills, simple weapons, light armor and they get natural weapons. They are effected by the moon, the closer to full the bigger bonuses to to-hit, dmg, skills, saves, etc. but on the flip side new moons and close to that gives minus. Plus some bonus feats and special abilities with their natural weapons.

It gives information about them, a lore table, daily life etc. There is 55 new feat's most of them require you to be cursed of the werewolf. Most of them are pretty neat and make sense. It ends with 4 new magic items.

It ends with a OGL and back cover. (2 pages)

Closing thoughts. The art work is color and is mostly pretty good. Editing and layout was ok. I noticed a couple of errors and in one spot I thought the layout should have been done differently. While it is a pretty book it would be brutal on a printer as there is no print friendly version. The feats alone are almost worth getting the book if nothing else to use for NPC werewolves. The class while a neat idea I am not sold on. It is a great deal of major book keeping, that I am just not sure I think the payoff of playing it is worth the pain in the ass of the book keeping required. Not to mention at some times of the month depending on the moon the class will be pretty strong while at other times it will honestly be pretty weak. So all and all I am going with, nice idea, but needs work to make it work. So what's my rating? I am going with a 3 star review. If you don't mind the book keeping it isn't to bad and the feats alone are worth a look for the price.

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A nice little sidetrek adventure

5/5

Road of the Dead by Raging Swan Publishing

This product is 51 pages long. It starts with a cover, ToC, and credits. (5 pages)

Using the Adventure (5 pages)
It starts off with explaining stat blocks, talks about encounters, traps, treasures, and a overview of the Lonely Coast area, with map. It ends with a adventure overview and summery.

Road of the Dead (18 pages)
The Road of the Dead is a old religious location. It starts with a map, random encounters, features about the road and plot hooks. There is 6 encounters and two optional encounters. There is some lore checks to learn about the Road of the Dead, a bit of a Indian Jones style romp with monsters in a old religious place is the over all feel of things.

Appendix 1: New Stuff (4 pages)
There is 3 new monsters, 1 new disease, 2 new magic items and a new weapon.

Appendix 2: Player's Handouts(10 pages)
All told there is 17 varies player handouts in this section, some are two to a page.

Appendix 3: Pregen PC's (7 pages)
There is 6 pregen characters in this section, with full stat blocks but no histories.

It ends with a OGL and back cover. (2 pages)

Closing thoughts. The art work is black and white and ranges from ok to very good. Editing and layout was good, I didn't notice any errors or problems. This adventure is a more standard explore the lost “insert name here” type dungeon, but there is some knowledge and lore aspects to it. Otherwise it is a fairly well done short dungeon crawl. While it is made to fit into the local area of the Lonely Coast area by Raging Swan it would be pretty easy to drop in just about anywhere for PC's as a side trek. It is made for a 3rd level party, it does have some information about continuing the adventure as well as scaling it for other levels. So what's my rating? It is a nice simple very well done fun little dungeon crawl. It just begs to have had more lore and puzzles and such added to it. I am going to rate this one a 4.5, good but with just a bit more it could have been great.

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Nice collection of magical properties

5/5

101 Magical Armor and Shield Properties by Rite Publishing

This product is 18 pages long. It starts with a cover and credits. (2 pages)

Armor and Shield Properties (13 pages)
It starts with a random table for the properties in the book, there is one for minor, medium, and Major items. The rest of the book is taken up by the properties, each one is roughly one full paragraph, a few are shorter at only a few lines and a few are more than one paragraph long. A few of the ones I liked.

Allied Security – if next to a ally you can reduce your AC and give it to your ally, as a immediate action.
Cavalier's Coat of Arms – can force a enemy to attack the wearer.
Dread – gains several fear based abilities.
Healing Catalyst – all healing cast on the wearing is increased.
Knight's Move – swift action dimension door, like a knight moves in chess.
Protected Flank – one enemy per turn can be targeted and they don't get flanking bonuses against the wearer.
Unshrinking Steps – for a number of minutes each day the wearer can hover 2 inches over the ground and walk like normal, never coming into contact with the surface under their feet.

It ends with a OGL and ads. (3 pages)

Closing thoughts. The art work is color good as a whole. Editing and format are very good, I didn't notice any errors. There was a lot of very cool idea's in the 101 properties given, there was some meh idea's as well. But that is to be expected not everyone is going to like everything. I do think a few of them could have used another line or two of fluff talking about how the idea works, but that is a minor issue. So what's my rating? Well what is good is very good, I do think a few needed a bit more text and there was a couple of meh ones as well. So I am going to give it a 4.5 star review.

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A very "cool" adventure

5/5

The Breaking of Forstor Nagar by Rite Publishing

This product is 48 pages long. It starts with a cover, credits, and ToC. (2 pages)

Adventure Introduction (2 ½ pages)
This is a adventure for 8th level PC's. This section starts off with a background, summery and general information about the adventure.

Part 1: A Bridge Over... (6 ½ pages)
The first scene is when the PC's first arrive it is a action packed encounter with a serious time pressure. There is also notes on how to handle some spells being used that can dramatically change the encounter as well as if the PC's decided to do something unexpected like look for another way into the city.

Part 2: Into the City (4 ½ pages)
A small encounter that gives a feel for what's happening in the besieged city. This encounter is likely to be a RP encounter but can turn into a combat one.

Part 3: A Fleeting Paradise (4 pages)
This a encounter as the PC's make their way threw the city to their destination. There is a interesting encounter, but one some PC's might find annoying. It introduces a NPC's that is very hard to keep alive, which might frustrate the PC's with the reason why.

Part 4: Knock Knock (6 pages)
Arriving at their location the PC's will have a encounter, how they get there and exactly how things might turn out are slightly effected by previous encounters.

Part 5: The Diplomatic Compound (3 ½ pages)
This encounter is purely a RP one. Once in with the defenders left in the city, they have to convince the man they came to see to leave and likely have to agree to escort the rest out as well. There is notes to handle things like if the PC's use charm and diplomacy checks etc.

Part 6: Flight into Ruin (3 ½ pages)
This encounter is about the PC's fighting their way out of the compound with the NPC's in the direction they need to go in the city to escape. Since the NPC's inform them of a better way to escape the city if they can get to it.

Part 7: Safe Passage (3 pages)
As the PC's travel threw the city they run across more survivors but not everything is as it seems. This encounter can go a few ways, from pure RP to a fight and the PC's might end up with a lot more NPC's to protect and lead out of the city.

Part 8: The Oracle of Forstor Nagar (5 pages)
The PC's arrive at the temple with the secret way to escape the city. After dealing with one encounter and meeting a oracle which is sure to surprise the PC's. They can then engage in some RPing in this section before more combat encounters take place.

Part 9: Escape from the Grinding Ice (3 ½ pages)
The PC's head under the temple and have to make their way to the escape point in the city. While fending off pursuit and likely protecting NPC's.

Appendix (3 pages)
This has a conclusion for the adventure a what happens next wrap up. 5 new magic items, 1 new template, and 4 pregen characters.

It ends with a OGL and back cover. (2 pages)

Closing thoughts. The art work is color and good. Editing and layout was good, I didn't notice any obvious errors. This product also uses maptools, extensively bookmarked as well. The adventure set up and concept are top notch and very cool. There is a real feeling of urgency and for any good aligned PC group there will be added pressure of trying to save as many people as possible. The encounters are well done, the encounter maps show you everything you need an there is a few twists and turns in the adventure to keep you on your toes. I really liked the adventure.

But I didn't think it was perfect I do have two nitpicks about it. One is one of the encounters it is very hard to save a NPC and some players I think will be annoyed with how it happens as they can do almost nothing to stop it. The other nitpick is I wish there had been a overview map of the city. I wouldn't have had to have been a detailed one just a vague one to give the GM a sense of the size of the city and help give a better sense of describing the flight threw the city. Second one is a bigger issue, while the adventure is great. It could have been one of the all time great 3pp adventures for Pathfinder, it still might be. But having the map would have helped. So what's my rating? Well despite the two issues I mentioned it is still a outstanding adventure so I am going it a 5 star review.

Trust me, I'm a Succubus.


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