Succubus

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Worth picking up, especially for those that like animal races.

4/5

In The Company of Henge by Rite Publishing

This product is 26 pages long. It starts with a cover, ToC, and credits. (3 pages)

Hengeyokai (15 pages)
It starts off with a creation myth, a history, culture and then the clans of the hengeyokai. Each clan is based on a different animal. The clans are, each one has it's own set of skill bonuses and racial stat bonuses. The rest of their bonuses are the same for all the clans.
Dog Clan
Badger Clan
Cat Clan
Rat Clan
Monkey Clan
Raccon-Dog Clan
Hare Clan

After this it this it gets into their relationship with other races, religion, alignment, languages and name advice. Next we get height and weight for the clans, plus 5 racial traits, following that is information about the classes and new favored class options for the Barbarian, Bard, Druid, Monk, Mushakemono, Ranger, Rogue, Witch, and Wizard. New Archetypes for this, we get a new archetype for Barbarian (which uses their animal natural attacks), Druid (a shrine guardian), and Ranger (bonded to a forest).

A racial paragon class the Mushakemono is present next. D8, 6 skills, medium BaB, one good save(there is a error on saves where will save suddenly jumps up but I think that is a editing error), the classes special abilities is a bit of a ranger rogue combo. With a few special tricks of their own and some abilities that use their shapechanging ability. It ends with 9 new feats for the new race.

It ends with a OGL, back cover, and ads. (8 pages)

Closing thoughts. The art work is a mix black and white and color, it ranges from fair to ok. Editing and format are very good, I only noticed a single error, even if it was a pretty major one. I did like the new race, especially the clans and how while they was all similar in many ways they was also different beyond just how they look. So in many ways you 7 new races instead of one in this book. The traits and favored class options where pretty cool. The archetypes I thought was a mixed bag. The barbarian one I thought was very cool, the range one was ok and the druid one kinda meh. The paragon class is pretty well done and fits the race well. I do have one critic, I know this was made before Ultimate Combat book came out, but I really hope they go back and add in the Samurai and Ninja to the favored class and maybe throw in a archetype or two. I really think that would help put this product over the top. That and fix the one major editing glitch. So what's my rating? Well beyond the one editing glitch it is well done. Not great, a lot of potential and very good but not great. So for now I am going to settle on a 4 star and hope they come back to add some of the new stuff and fix the one error.

Trust me, I'm a Succubus.


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Like traps? buy this.

5/5

30 Traps for Tombs by Rite Publishing

This product is 19 pages long. It starts with a cover,and credits. (2 pages)

Tricky Traps (14 pages)
We start off with a IC introduction and a page of information about the product, as well as a location of tombs where the traps are. Though of course you can use them anywhere. There is 30 traps in this book but they are all very elaborate with several parts to them. You could in most case pull out each part and make it, it's own trap. In which case you get 28 magical traps, 25 mechanical traps and one combo trap.

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

Closing thoughts. The art work is black and white, it ranges from fair to pretty good. Editing and format are very good, I only noticed a single error. The traps are imaginative and interesting. Plus as I mentioned while there is 30 traps pretty much all of them have several parts to them which if you want to pull them apart gives you less interesting traps but nearly double the number of traps. The one flaw I would say this book has is no puzzle traps. The other one and this isn't a flaw really is, it made me want more of them. I would now love to see a couple of more books. Perhaps 30 more traps including some puzzle traps and a 101 book of simpler traps. So what's my rating? Well the traps are very good and interesting. While I do lament the missing puzzle traps not enough to deduct a half star for it. So I am giving this one a 5 star review.

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nice edition to the series

5/5

Faces of the Tarnished Souk: Belladonna, the Face of Love Unrequited by Rite Publishing

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

Belladonna, the Face of Love Unrequited (13 pages)
It starts off with a bit of history about her, followed by some lore checks and advice on how to use her. After a page of this we get to the three stat blocks, with advice on tactics. The stat blocks are.
CR17 - nightmare nymph child half-elf taskshaper 15
CR13 - nightmare nymph child half-elf taskshaper 11
CR8 - nymph child half-elf taskshaper 7

The extra's include 7 feats, 2 magic items and 11 magical drinks. Plus 2 new templates, nightmare and nymph child. Both of which I really liked a lot.

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 very good. She has a pretty interesting history with nice advice on how to use her. She is more or less the classic femme fatale as far as concepts go. The use of the taskshaper class fits this NPC very well and should come as a nice or nasty surprise to your PC's. Her relationship with some of the other NPC's in the series was very nice. The only thing a bit of a nitpick I have is the final piece of art leaves a big blank space at the end of the page. Giving it the impression the art work was clipped off half way threw the image. I don't know if it was or if that was really all there is, but it looked like it got cut in half. Beyond the one nitpick I have I really have nothing negative to say, I really like the two templates. So what's my rating? I am going to give this one a 4.5, very good. But a bit simpler than most of the NPC's in the series.

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Another solid edition to the series.

4/5

Faces of the Tarnished Souk: Magnus Thrax, Sculptor of War by Rite Publishing

This product is 13 pages long. It starts with a cover,and credits. (2 pages)

Magnus Thrax, Sculptor of War (8 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, which are.
CR20 - dreadnaught earth-infused ogre fighter (trick fighter) 12. There is also 15 traits, magic items equipment etc. I am unsure how many are new and how many came from other sources.
CR14 - dreadnaught earth-infused ogre fighter (trick fighter) 7
CR7 - earth-infused ogre fighter (trick fighter) 3

After that we come to the extra's in the book. The first one is the trick fighter archetype and the two new templates. Dreadnaught and earth-infused.

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

Closing thoughts. The art work is black and white and ok. Editing and format are very good, I didn't notice any errors. His history is pretty interesting if a bit short. The advice on how to use him and his ties to some of the other NPC's where pretty well done. I would have loved to have seen more than a side bar about the gladiator school he runs, perhaps a full page on it. I think that was a missed opportunity by Rite Publishing there. All and all he is a well done high level NPC like the rest in the serious. I didn't think he was as interesting as most of them though. He is gruff and solemn, I just felt like there was something missing from his personality to make him complete. So what's my rating? I am going to give this one a 3.5 star. Well worth the price, but I would have liked to have seen a little more. Plus with his name I was kinda expecting him to have some way to turn his enemies to stone or something to do with sculpting.

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Like dhampir's? Then pick this up.

5/5

Dhampir: Scions of the Night by Raging Swan Games

This product is 34 pages long. It starts with a cover, intro, credits, ToC, and OGL. (5 page2)

Dhampir (13 pages)
This section talks about dhampir's where they come from how they come about etc. All the rules you need to play one. In addition there is two sets of stat mods, the default and a optional set. There is also a host of optional powers one can take for a dhampir or even just roll randomly. There is a grand total of 33 optional racial abilities to choose from that replace existing abilities, which if used would make sure no two dhampir where ever alike. They are spread out over 4 racial abilities that can be replaced.

Next is two charts of random origins depending on which parent was the vampire. Followed by 8 new character traits, some information about the classes, with alternate class options for Cleric (two new domains), Oracle (2 new powers for Bones mystery), Rogue (two new talents), Sorcerer (2 new bloodline powers for undead bloodline), and Witch (2 new hexes). There is also 10 alternate favored class options for some of the classes as well. There is also 8 new feats for dhampir's. The section ends with a random chart of physical features, something that gives away what the PC is. Scattered threw out is little side boxes explaining some things.

Sample Dhampir's (14 pages)
This section has 11 sample dhampir's of a few different classes. With history, personality, goals etc. With 7 stat blocks, a few of the NPC's use the same stat block with only their personality and such being different. All and all the NPC's where pretty well done and interesting. I am not sure why they was added but some of them would make interesting NPC's for a GM and I suppose players might be inspired to play one of them.

It ends with a back cover and ad. (2 page)

Closing thoughts. The art work is black and white and ok. Editing and format is pretty good. I can honestly say I liked the product. Not only talking about where they come from and how they come about with some random charts for it. But more importantly I LOVED all the optional racial powers and abilities. It really made the race feel like someone with a lose tie to vampire displaying a wide range if limited number of the vampires powers. It is also nice they included one made for smaller devices like iphones and such. So what's my rating? I am going to give it a 4.5 star review. I really liked it, but it isn't perfect. A few of the optional powers I think some where a little better than others. Not enough to break the race but enough I think some was obvious better choices. I will say I hope this sells well so we can get more books like this. One for assamir, tiefling, fey, etc all focused on different options depending on who or what type of angel, demon, or fey they are descended from would be very cool.

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If you liked themed staves buy it.

5/5

Krazy Kragnar's Magic Staff Emporium by Super Genius Games

This product is 12 pages long. It starts with a cover and Intro. (1 page)

Magic Staves (3 pages)
This section talks about magical staves including adding two new types. Lesser and Greater magic staves, including the feats needed for PC's to craft them. They also introduce the idea of a Tige Vierge which is a magic staff that has not yet had spells yet bounded to it, so it could be done at a latter date.

Staves (7 pages)
There is 10 new staves in this section. Each entry has stats for a lesser, standard and greater version of it.
Staff of Binding – focuses on holds and planer powers.
Crystal Staff – mind effecting staff with things like glitter dust, color spray and similar spells.
Staff of the Four Winds – wind and air spells.
Staff of Scrying – varies detection type spells.
Staff of Spiders – jump, spider climb, summon spiders, poison, web, vermin shape etc.
Stone Staff – earth and stone based spells.
Staff of Thorns – plant control and influence.
Staff of the White Necromancer – detect undead, command, hide, hold, speak to dead etc.
Staff of Winter – ice, cold and winter based spells.
Umbral Staff – a shadow based staff.

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

Closing thoughts. The art work is black and white and very good. Editing and format where good, I didn't notice any errors. I can honestly say I absolutely loved the staves, they where all outstanding and the themes where very well captured. My only complaint about the whole product is I want a lot more staves. I think think of a number of ones. Stave of Fire, Water, (to finish out the four elements) Four Elements, (them combined) Nature, Black Necromancer, Witch... etc you get the idea. So here is a vote for at least one if not more follow up books of themed staves. So what's my rating? Well I have nothing bad to say and only praise, which means I have no choice but to give it a 5 star review.

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Large house on estate grounds

4/5

Evocative City Sites: Eiffelmacher Estates by Rite Publishing

This product is 39 pages long. It starts with a cover and credits. (2 pages)

Eiffelmacher Estates (4 ½ pages)
It has four pages of maps, the grounds, barn, green house, both levels of the house. It has information on those with in the house and like all of these products it starts off with a interesting IC introduction.

NPC's (2 ½ pages)
There is 2 NPC's one is for a general member of the gang and for the other full stats for the leader of the gang.

The House (2 pages)
The house has a write up as well, it is haunted after all. In this section it talks a bit about the house and introduces 7 new haunts.

The rest of the book is taken up with pages of maps that can be printed out for Mini's. (25 pages)

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

Closing thoughts. The art work is mix in black and white, color and quality. Editing and format where so so. The house and maps where pretty well done as was the NPC stat blocks. The haunts are a mixed bag, I felt a couple of them was pretty meh and a couple of them was very cool. I do have to admit I am a little disappointed due to have expectations about this product that I knew I shouldn't have. When I read estate I was thinking a huge 40 room estate with 2 or 3 floors. I should have realized that not what this is, it is more of a manor house or large house on a estate grounds. So with that said what's my rating? Well there is more than normal number of editing glitches and the haunts I think could have been better as whole, but it is a neat location. So I am going to settle on a 3.5 star review.

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Very cool location

4/5

Evocative City Sites: The Crossroads by Rite Publishing

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

Crossroads (4 pages)
It has a pair of maps a player and DM map really. Plus it starts off like most with a IC introduction to the location. After that it gets into some details about the location, including a new feat. Effects the location has on others as well as some information on two NPC's that live next to the crossroads. Finally it ends with some adventure hooks.

NPC's (6 pages)
There is 2 NPC's fully stated out with history and information about them in this section. There is also 10 bargains PC's can strike with one of the NPC's fully details on what is asked of them and what happens if the PC's do it. In return she will do a small favor for them or they can choose of one of 12 colored candles that have special powers. The section ends with a Divine Guardian template.

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

Closing thoughts. The art work is black and white and ok. Editing and format are ok, I did notice a couple of minor errors. The crossroads is very cool and is meant to capture the myth and legend of crossroads in folklore. The NPC's are interesting as well, the story hooks and most especially the tasks the PC's can be sent on for favors was very good. I only wish there had been more tasks. The candles where pretty cool, though this is one spot where I was disappointed. There is no crafting information for the candles and I think that is a shame as they are to cool not to included that information for. The feat and template where pretty cool. So what's my rating? Well due to no crafting rules for the candles which I feel they should have had and the higher than normal editing errors in most Rite Publishing products I am giving this one a 4 star review. Though I think this might be my second favorite of the series so far. I just would have liked to have seen some more on bargains and maybe something more to deal with the old folklore of being able to make bargains with demons at a crossroad.

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Worth the asking price.

4/5

Whats for Sale Anyways? by Raging Swan Publishing

This product is 26 pages long. It starts with a cover, credits, forward, and ToC. (5 pages)

Whats for Sale Charts (2 pages)
This section has a random table for Thorp, Hamlet, Village, small Town, Large Town, Small City, Large City and Metropolis. Each chart has a random set of items that can be for sale. There is
Thorp – 41
Hamlet - 35
Village - 21
Small Town - 16
Large Town - 13
Small City - 10
Large City - 10
Metropolis - 11

Sets (19 pages)
This section has 157 different sets of magic item lists for sale. They are a nice mix of things and each fit the GP limit for the location the set is made for.

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

Closing thoughts. The art work is black and white and fair. Editing and layout was good I didn't notice any errors. I checked a few sets to see if things added up but I just didn't have the time to do it 157 times. But it looks like they accomplished it or got close enough to the GP limit to be reasonable if not. I found this PDF really hard to rate, I mean for one all the number crunching. Also that there is not really any fluff text or mechanics it is just random sets and charts of magic items for sale. It accomplishes what it set out to accomplish really well. If you want or ever wish you had a handy book to roll up random items for sale when the PC's come to town and surprise you then this is well worth the asking price. On the other hand I think it could have been more, I think the treasure sets could have had a nice personal touch, describing some of the items, maybe giving a couple of them a history etc. So what's my rating? I am going to go with a 4, it is a good product and gives you what it promises but I can't help but notice that with a bit more effort it could have been a outstanding product.

Trust me, I'm a Succubus.


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A new take on a megadungeon

5/5

Citadel of Pain by Gaming Paper

This product is 119 pages long. It starts with a cover, credits, and ToC. (6 pages)

Citadel of Pain (5 pages)
This has the intro, adventure summery, and several special rules. Such as something demipotions and there effects, which serves as a type of currency in the citadel Plus interaction points rules and a love hate chart. Which shows how those in the citadel feel about each other.

Starting the Adventure (5 pages)
The PC's get hired by a NPC to go on a expedition to drill down to the citadel with a machine. In the first part the PC's get to do some role playing and it is assumed they will choose to go along. While they do make it down to the Citadel, things go wrong and now they are stuck there as well.

Act 1 (13 pages)
Trapped now with in the citadel, this sections focuses mostly on letting the PC's explore and interact with the residents within.

Act 2 (35 pages)
In this section it is somewhat like act 1 but the PC's get more involved in the goings on with in the citadel and discover information about a device that can free them and everyone else from the citadel. Eventually the discover where the device is suppose to be.

Act 3 (11 pages)
In this section the PC's set off to acquire the device that will free them from the citadel but not everyone wants them to find it. At the end is advice and information on how to conclude the adventure and tie up any lose ends of the adventure.

Appendix 1: Assassins (1 page)
There is 3 full stat blocks for 3 assassins.

Appendix 2: Magic Items by Gold Price (2 pages)
It has a list of all the magic items by gold value lowest to highest. They range from 1,800 to 211,000 and one priceless.

Player Handouts (12 pages)
There is 11 pages of player handouts and one page of special thanks.

Maps (36 pages)
Then end of the book is a bunch of maps for mini's.

It ends with a Back cover. (1 pages)

Closing thoughts. The art work is black and white and ranges from fair to pretty good. Editing and format are pretty good, I didn't notice any editing errors. It is heavily bookmarked as well. This is a very sandboxy adventure and while yes it is a Megadungeon it really doesn't feel like a megadungeon, because of the sandbox style and the fact the PC's don't have to fight everything they run into. In fact there is a lot of RP chances with in the adventure. It feels more like a underground city that is sectioned off by gangs, the gangs just happen to be monsters. I tried to not be very spoiler with my review a lot of the adventure is about stories and plots going on. Beyond the obvious one of wanting to escape by the PC's, there is tons of little side stories and plots going on by the monsters that the PC's will likely end up at the very least involved with some of them. So what's my rating? For being inventive and well written, not to mention getting a megadungeon to by story heavy and RP heavy I am going to give it a 5 star review.

Trust me, I'm a Succubus.


worth the price for the bloodline alone

4/5

Otyughnomicon: Northern Waste Otyugh by Purple Duck Games

This product is 8 pages long. It starts with a credits and intro. (1 page)

Northern Waste Otyugh (6 pages)
It starts with a new template called the Northern Waste Otyugh. Which is a snowy and frozen land version of the Otyugh. Next there is two stats for one, one for GoW setting by Purple Duck Games and one for Pathfinder. Following that it briefly talks about a tribe of them with two full stats on two unique stat blocks, including a polar bear animal companion. After that we get 6 new spells, followed by a Otyugh Sorcerer Bloodline and 6 new bloodline spells.

It ends with a page of tokens. (1 page)

*Note the OGL is in a separate PDF file.

Closing thoughts. The art work is black and white and solid, the only artwork is on the front page and tokens. Editing and layout where pretty good. The new Otyugh was pretty cool, it is really a template but they give you a stat block with the template applied. The tribe is ok. The sorcerer bloodline is cool and utterly disgusting at the same time. The 12 new spells I thought was a mixed bag. Some I thought where cool, some I thought was either two weak or strong for the level and a couple I was pretty meh about. About half deal with filth and disease, most of the rest about cold and ice, while a couple are more generic. So what's my rating? I am going to come down on a 4 for the price. It is worth the price and the template and bloodline alone are worth the price. The rest to me was just a bonus. Though I was a little disappointed with some of the spells, cool idea's but I didn't think all of them was as good as they could have been.

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A nice final to the series.

5/5

Curse of the Golden Spear 3: Dark Path by Rite Publishing

This product is 62 pages long. It starts with a cover, credits, and ToC. (3 pages)

Introduction (5 pages)
This has background about the adventure, a overview, setting information, and information on starting the adventure with some bits about adjusting it on what has taken place in the first two.

Part One: The Daimayo's Treasure (16 pages)
At this point the PC's know they are cursed and know they need the golden spear back. It starts with a little RPing and possible a minor encounter, following by plotting to get back into the city and the vaults they was at in the early adventures. The rest of the adventure is taken up with a mini dungeon crawl that is the vault. With the final page devoted to escaping the vault and city. There is stats for the Golden Spear magic item and two spells from the 101 3rd level spells book.

Part Two: Along the Dark Path (11 pages)
At this point the PC's should be wanting to head back to the port city they came in at and escape. The have 3 ways to do that, the dark path under the mountains is the best way but the book does give advice on how to handle things if the PC's decided to take one of the other ways. It also has a random monster and weather chart as well. Eventually the PC's are likely to decided to take the Dark Path. That section has 3 random tables, monsters, events and window dressing. The final is just things that make the passage seem more alive and don't hinder or help the PC's along. It also has a magic item in this section.

Part Three: Returning to Gaijinoshima and the Scarlet Harlot (6 pages)
Once threw the Dark Path, the PC's can head to the port city on the island. First they have to get from the port town to the island where they ship awaits. The adventure gives three ways the PC's might try this and how to handle it. Then there is the final climax fight at their ship. It ends with a page on advice on what to do after the adventure is over.

Appendix New Monsters (3 pages)
There is 3 monsters fully stated out in this section.

Appendix The Danmatsumabatsu (6 pages)
This is a group of assassins the PC's fight during the adventure. There is five of them fully stated out with background etc.

Appendix Pregenerated Characters (4 pages
There is 4 stated out pregenerated characters, the same ones as in the previous adventures only leveled up to this adventures levels.

Glossary of Words (2 pages)
A list of words and their meaning.

It ends with a OGL, ads, and back cover. (5 pages)

Closing thoughts. The art work is mix of black and white and color. It ranges from meh to pretty good. Editing and format are good, I didn't notice any errors. The adventure is well done and I especially liked the window dressing random table for the dark path. While this adventure likely has the least options for RPing of the three there is still several options. It does deliver a very nice Asian horror feel and characters hunted in a foreign and scary new world. I thought this one was better than the 2nd in the series and in some ways better than the first. Either way the series is worth picking up and this was a nice crowning adventure to top the series off in style. So what's my rating? Well other than some of the art I really don't have anything bad to say, beyond a couple of minor nitpicks. So I suppose that means I have to give it a 5 star review.

Trust me, I'm a Succubus.


For the price well worth it.

4/5

Monsters Unleashed 2 by Purple Duck Games

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

New Monsters (10 ½ pages)
Corpse Orgy – CR13 aberration, despite the name it is not a undead. It is a creature that eats dead bodies and the remains remain visible giving is a gross look. I like it.
Clay Warriors – these are a collection of clay constructs. There is also construction information about the constructs as well.
Clay Soldiers – CR3, clay statue of a spear infantrymen.
Clay Archers – CR3, clay statue of a archer.
Clay Calvarymen – CR5, clay statue of a horse and rider.
Fenris Wolf – CR22 Outsider, yes it is THAT Fenris Wolf. It is the same history though told in a generic way. The lore chart is interesting in that at the highest lore you find out he is free and a clone is chained in his place. Which is why your PC's can run into him and get eaten by the big bad wolf.
Knollman – CR8 Undead, it is sorta a cross between a zombie and skeleton... sorta. It is typically bound to a location.
Lord Alvariss III – CR14 Antipaladin Knollman sample undead with a undead pet gorilla.
Reward of Corruption – A Antipaladin feat.
Murderous Command – Antipaladin spell.
Quickgrass – CR4 Plant, A plant in the center with 30ft of grassy surface around it. Which it can cause to become slick and tilt toward the center. Which makes creatures slide towards it mouth.

The book ends with one page of pogs that can be printed out and used. Two for each monster.

It ends with a OGL and contact Info. (3 ½ pages)

Closing thoughts. The art work is black and white and pretty good. Editing and format are pretty good. There is a few spots of editorial notes around the book explaining why the authors made some of the choices they made. The Corpse Orgy was hands down the coolest new monster. The Clay warriors are neat and fill a niche, made me think of a the China terracotta warriors which I am sure was the point. The Quickgrass was pretty cool as well, I would like to see more plant monsters. Fenris Wolf was ok, it was nice to see a high level CR monster and it was built fine but I also wasn't blown away by it. I felt much the same about the knollman, a solid undead but a bit to similar to to many other undead already. So what's my rating? Well for the price I am giving it a 4 star review. A couple of the monsters was very cool and a couple was meh. But worth the money and to check out.

Trust me, I'm a Succubus.


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Good follow up to the series

5/5

Curse of the Golden Spear: Dim Spirit by Rite Publishing

This product is 59 pages long. It starts with a cover, credits, and ToC. (3 pages)

Adventure Intro (4 pages)
This section has background on the adventure, overview, a bit about Kaidan the land the adventure is set in, which is a Oriental Horror setting.

Part 1: Flight from Tsue-jo (14 pages)
This picks up right where the first part left off. Which was escorting a man to exchange a spear for his daughter. Now the PC's hang out in the city for awhile while the employer works out the deal for his daughter. A few twists and turns happen including finding out more about their employer forcing the PCs to flee and get side tracked. This section also has stats for 4 magic items and information on the city.

Part 2: Towards Kitsumura (7 pages)
Next the travel to another town, this section focuses on the travel to the other town. There is 6 encounters, a random encounter table and a random weather table.

Part 3: Kitsumura and the Shrine of the Spring (9 pages)
This part focuses on the city of Kitsumura, what they did in a previous town in the first adventure has profound effect on how things go in this town. By now the PC's find out they have been cursed or something along those lines. This town eventually offers to help if they fix a problem of poisoned river for them.

Appendix 1: Reincarnation (2 pages)
Some rules for karma and reincarnation for the setting.

Appendix 2: Monsters (9 pages)
There is 5 monsters, 2 templates and one NPC fully stated out. The NPC for some reason is stated out twice. The stat blocks look the same as does the flavor text so I am guessing this is a C&P error.

Appendix 3: Archetype (2 pages)
A archetype for a ranger with a samurai feel to it.

Appendix 4: Samurai Honor (1 page)
This section deals with the complex honor good for the samurai in this setting and two honor based feats.

Appendix 5: Pregenerated Characters (3 pages)
There is 4 pregen characters in this section. I did notice one error, the header for one of the NPC's is not bolded like the rest. Minor issue but I noticed it.

Glossary of Words (2 pages)
List of words and what they mean and or of locations etc in the adventure series.

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

Closing thoughts. The art work is a mix of color and black and white, it ranges from meh to pretty good. Editing and layout where pretty good. The adventure is interesting, while there is a number of encounters and fights there is also lots of chances for RPing, wilderness survival and other things. Which I personally like in adventures. There is a few twists and turns and surprises to keep your PC's on your toes, I don't want to get into them as I don't want to spoil the adventure. So what's my rating? Well this one is good and perhaps as a adventure better than the first, maybe. But I also noticed more errors in this one. So I am going to give it a 4.5 star review. Fix the errors and I would raise it to a 5 as the content is worth it.

Trust me, I'm a Succubus.


A nice book

4/5

This product is 28 pages long. It starts with a cover, credits and Introduction. (3 pages)

The book is a collection of horror inspired things to enhance your game with.

Creatures (3 ½ pages)
It starts with 3 new creatures. Black Suited man – Animated Corpse, Flying Spheroid – a flying metal construct sphere, Lurker – weaker Animated Corpse. All of these I believe was inspired by the movie Phantasm.

Cursed Item (1 ½ pages)
Suriel's Witch Board – Basically it is a Weegie Board made into a DnD magic item. Except this one is cursed. I won't ruin the surprise on how and why it is cursed, but it is a pretty cool item.

Event (½ page)
Night of Horrors, basically Halloween only not for kids. Due to the world setting of Gow, on this one night of the year, monsters are unbound by past agreements and may hunt as they see fit. They can kill any and all they want on this night, but they must follow three rules.
1) May not attack those wearing monster costumes.
2) May not attack anyone that gives them candy.
3) May not enter a house that has a Jack-O-Lateran on display.

Exhumed Monsters (4 ½ pages)
These are all monsters from older 3.x sources gathered together that fit the theme and updated to Pathfinder.
Blood Scarecrow – About what you would expect but very cool.
Webbed Sentinel – Undead spider thing.
Necroling – Tiny Undead. Very cool how they are created.
Ragged Wraith – Special wraiths that raise after their bodies where desecrated.

Legendary Weapons (2 pages)
Reaper's Scythe – It posses powers related to the 4 horsemen of the apocalypse. This weapon is reprinted in the Legendary Weapons book 2 by Purple Duck Games.

Location (1 page)
Black Stone – It is a magical black stone that can be placed anywhere in a game world with some dark magical powers about it.

Magical Incantation (1 1/2)
The Vengeance – It creates a Phantasm Killer type effect. While not the same as the spell it is similar and very well done.

PrC (3 pages)
Master of Life – This is a 10 level Alchemist PrC. D8, 2 skills, medium BaB, 2 good saves, +1 alchemist caster level per level. The special class abilities are bombs, undead resistance, some new discoveries about bringing the dead back as undead. It includes a sample character with the PrC. It is a very neat PrC, I like it a lot. Especially as a NPC villain, but it could make for a fun PC too.

Witch Hexes and Patrons (2 pages)
There is 8 new witch Hexes and 1 new patron.
Hex Sight – Can see another witches hexes if on people are things.
Lame – Cause one of the targets legs to wither, hindering their movement.
Curse of Ages – Makes a target age.
Corpse Body – Makes the witch look like a old withered corpse.
Spirit Whispers – Gains bonus to knowledge checks and spirits help the witch out.
Know Past Wrongs – Can learn vague details of misdeeds of a target in the past 24 hours.
Wasting – Makes a target slowly wither, waste away and die.
Weapon Hex – Can for awhile give a weapon Bane, Keening, Vicious or Wounding ability.
Vengeance Patron – A good spell list but I am not sure all the spells fit the list as good as they could have. I like the idea of the Patron and it is a solid spell list, I just think a more fitting one might have been had.
It ends with a sample witch using some of the hexes and the patron.

Finally there is a new vampiric monster. It is a vampire template applied to a monster you wouldn't normally expect, I found it more amusing than anything. Not sure if that was the intent or not. (½ page)

It ends with a OGL (5 pages)

Closing Thoughts. I liked the product, while this is for the Gow setting most of it can be used with any setting with little to no work. Really the only thing that takes much work at all is some of the fluff mostly on the Halloween Night Event and the weapon. The art is varied in the book, some of it is photo's even. It is well done though and matched fairly well with stuff. The writing is pretty good, there was a couple of spots I had to stop and reread something to be sure I understood what the writer meant. But all and all it was well written. The layout was ok. It wasn't great but it wasn't bad either.

I would have liked the layout to have been a bit more clear and more broken up. Like all the monsters in one section, the events, locations, magic items in another section and then class features in a third section. Minor issue but would have made the product better and easier to use. It is very print friendly other than the bit of art, it is black and white text with no border. The phantasm inspired stuff was well done but not really my thing, the rest of the book though I enjoyed. I would have liked the event section expanded, what their was, was neat. But it was such a nifty idea it really deserved more. The rest was well done and I have no complaints, my biggest issue was the layout. So whats my rating? I am going with a 4 star, it is good, but could have used some more polish.

Trust me I am a Succubus.


worth checking out.

4/5

Forgotten Encounters: Underground by Purple Duck Games

This product is 23 pages long. It starts with a cover, credits, and ToC. (1 pages)

Encounters (11 pages)
There is five encounters each using one of the monsters from Forgotten Foes monster book by Tricky Owlbear Publishing. Each one comes with a location, whats going on, complications, advice how to expand the encounter, and a full stat block of the creature. The monsters are,
Decapus
Destrachan
Grimlock
Crypt Thing
Delver

There is also one legendary weapon, 2 new magic items, 1 new feat, and 2 new spells in this section spread out in the varies encounters.

Additional Material (3 page)
There is five more stat blocks, one new feat, and two traps.

It ends with a OGL. (8 pages)

Closing thoughts. The art is black and white and good. Layout is decent and editing is all and all good. The layout of the additional material I think could have been laid out a little better but it's not bad. The encounters are pretty simple with some sections to help make more use out of them. I would have liked all the spells, magic items etc all put in the back in one place personally. That is my only critic of the layout.

So what's my rating? I am going to give this one a 4 star review. It is worth the money but I would have liked to have seen a page or so added to each encounter to expanded on them more. I think the encounters in this one is done a little better than the Forest book of the same series, but this one has less bonus material. Which is why I am giving them the same rating.

Trust me, I'm a Succubus.


Some nice encounters

5/5

Forgotten Encounters: Urban by Purple Duck Games

This product is 17 pages long. It starts with a cover, credits, and ToC. (1 pages)

Encounters (8 pages)
There is five encounters each using one of the monsters from Forgotten Foes monster book by Tricky Owlbear Publishing. Each one comes with a location, whats going on, complications, advice how to expand the encounter, and a full stat block of the creature.
The Doll – CR2 Encounter with a Devil Doll. Lots of RPing, very nice.
The Snake in the Box – Ravid CR6 hard to explain but well done. Possibly very amusing.
The Haunted Organ – Grig CR3, Just like it sounds, have to deal with a haunted organ... sorta.
Lurkers in the Pool – Hydrodaemon CR8, something is in the water at the local bath house.
When Good Loot Goes Bad – Junk Elemental CR10. Hired to find a lost wand the PC's end up at a junk yard.

Additional Material (8 page)
There is two new feats, one new legendary item(noble dagger), Six full stat blocks of monsters to go along with the encounters as options, one full stat block NPC, Eight new spells all urban focused, two new magic items, and a new wizard school of sorts. City Magic, it is based on a wizard that learns magic from a city and gets a connection to urban settings.

Closing thoughts. The art is black and white and pretty good all and all, Editing and layout was well done. This one does not have a OGL, instead the OGL is a attached file in the zip file. Done for ease of printing. There is also a full set of paper tokens to be printed out for the monsters in the book. The encounters range from very well done to just pretty good, really the only one I was even remotely meh on was the Lurkers in the Pool, the rest where all very well done. I liked the new weapon, the stat blocks for NPC's and monsters was handy, the eight new spells where pretty interesting, the feats, magic items and City Magic where ok. They was solid but I wasn't blown away by them either.

So what's my rating? Well the encounters where on the whole very well done and most of the other material was as well. I didn't notice any obvious errors. So I am going to give this one a 5 star, if the topic interest you then I recommend picking it up.

Trust me, I'm a Succubus.


worth the money

5/5

Monsters Unleashed by Purple Duck Games

This product is 7 pages long. It starts with a cover. (1 pages)

New Monsters (6 pages)
There is 5 monsters that have been updated to Pathfinder in this section. The section ends with the introduction and credits. Each monster gets a full page with art and a DC knowledge check chart. The five monsters are.
Barrow Wight – CR4 This is a wight that is created due to Greed.
Crystalline Horror – CR5, a elemental looking aberration, made of glass.
Devil Dog – CR3, half wolf, half winter wolf.
Dragonnel – CR6, kinda a prehistoric predragon/dino of sorts. This one has a second stat block as well to be used as a non magical animal, plus rules for them as companions.
Kech – CR3, monkey's that look more human, with leathery bodies. There is rules for them as a PC race as well.

Closing thoughts. The art is black and white and pretty good. Layout and editing is good, though putting the introduction at the back of the book seemed a bit odd, plus the OGL is a separate PDF, other than that it was fine. The monsters are all updated from 3.x to Pathfinder rules. I thought the updates where pretty well done, but then I am not a huge number cruncher. If it looks like it will play well and these do, then I am happy. So what's my rating? Well I couldn't really find anything wrong with the product, it delivers what it claims and does it well. Combined with the cheap price I am going to give this one a 4.5 star review. I was tempted to give it a 5 but I wasn't blown away, it's good and worth the price though.

Trust me, I'm a Succubus.


worthy pickup

4/5

Otyughnomicon by Purple Duck Games

This product is 6 pages long. It starts with a cover, intro, and credits. (1 pages)

Wyvern Spawn Otyugh (1 ½ pages)
This section updates the Wyvern Spawn Otyugh to Pathfinder rules. There is a full stat block version for Pathfinder and Purple Ducks own GoW.

On Rocky Peaks (3 ½ pages)
This section has a premade mini encounter. It includes a town stat block, 4 additional stat blocks for other monsters in the encounter and a single magic item.

Closing thoughts. The artwork is black and white and pretty good. The OGL comes as a separate file for ease of printing the main work. Which is black, white with some purple but all and all very print friendly. The product also comes with with counters that can printed out and used in place of mini's. I did notice some editing errors not a lot but I did notice some. Like with the magic it, such as “This arrow container is makes of a black water-proof hide
that oozes toxin on the interior.” obviously makes should have been made. Other than that the product gives exactly what it claims it will for a cheap price, only a buck forty. So for the cheap price I am going to give this a 4 star review. If your looking for Pathfinder stats for the Wyvern Spawn Otyugh then it is worth picking up.

Trust me, I'm a Succubus.


A nice pickup

4/5

Forgotten Encounters: Forests by Purple Duck Games

This product is 29 pages long. It starts with a cover, credits, and ToC. (1 pages)

Encounters (9 ½ pages)
There is five encounters each using one of the monsters from Forgotten Foes monster book by Tricky Owlbear Publishing. Each one comes with a location, whats going on, complications, advice how to expand the encounter, and a full stat block of the creature.

Additional Material (11 page)
There is seven more stat blocks including one for a witch using both the APG rules and the Paths of Power by 4 Wind Fantasy Gaming book version of the witch. 2 new armors, 1 new weapon, and 4 new equipment items. 3 new magic items, 1 new trap, and 1 new psionic item. 1 new Sorc Bloodline, 1 new feat, and 2 new traits. There is also 6 new psionic powers and 6 new spells.

It ends with a OGL. (7 ½ pages)

Closing thoughts. The art is black and white and good. Layout is decent and editing is all and all good. The layout of the additional material I think could have been laid out a little better but it's not bad. The encounters are pretty simple with some sections to help make more use out of them. The additional material is kinda a grab bag of new stuff. Let me say I liked it, it was just a bit odd some of the stuff included. The stuff is well done I am just not sure why they wasn't saved to make a book of say magic items or something. Some of it is tied to the encounters or fits them but not all of it.

So what's my rating? I am going to give this one a 4 star review. It is worth the money but I would have liked to have seen a page or so added to each encounter to expanded on them more. The extra content was very nice, but if the encounters where bigger or more encounters most of it wouldn't have been needed. If you are looking for just encounter idea's I would only give it a 3 star, the extra content though is worth a star in bonus stuff.

Trust me, I'm a Succubus.


Some neat feat idea's but needs work

3/5

80 Awesome Feats and 2 Crappy Ones by Purple Duck Publishing

This product is 16 pages long. It starts with a credits and forward. (1 page)

Feats (12 ½ pages)
There is 64 feats, 5 meta magic feats, 1 team work feat, 12 totem feats. There is also some psionic feats but they are not broke up from the main feats, so not sure how many of them there is. I started to count and then lost count. There is far to many feats to list so I will list a few of my favorites.
As Papa Always Says – must have skill focus in knowledge but allows you to aid another in skill checks adding a +2 regardless of the skill check.
Bear Totem – gain improved grapple and +2 swim, taboo is can not preserved meats.
Beasts Sense – you can the scent ability, must be a druid, barb or ranger class.
Channel Bolt – instead of channeling in a 30ft radius instead you make a 60ft long 5ft wide bolt of channeling.
Channeled Defense – on a failed save can burn a channeling use to roll the save again at a +4.
Channeled Insight – spend a channeling use to gain a +4 on one skill for one minute.
Channeled Offense – spend a channeling use and enchant weapon +1 per 4 levels, last one minute.
Death From Afar – If you score a crit on a flat-footed target it counts as a coup-de-grace, with a ranged weapon.
Improved Orc Ferocity – gain a second use, plus using the ability can instead ignore a wide range of conditions like staggered, stunned, sickened, confused etc.
Strength in Steel – pick one weapon and while holding it gain a +4 save vs fear.
To the Hilt – You plunge a piercing weapon into a foe on a crit to the hilt. Doing double str mod dmg, and if left in will do dmg every round to the target if they take any action till it is pulled out.
Wand Mastery – can activate a wand as a swift action by expanding double the charges.

Couple wasn't completely clear, a example
Whirling Axe – Using a full round attack but only making a single attack, gain AC equal to 1/3rd … and then the sentence ends. I am guessing BaB but I am not really sure.

Ones I didn't care for.
Animal Reflexes – use dex in place of str for swim and climb checks. I like the idea of the feat just not sure how many people would blow a feat on it. I think it is a weak feat and needs more.
Ape Totem – you count as large for bonuses only and get a 10ft reach, +2 geographic knowledge. With a minor taboo. Honestly I just don't get why you get the bonuses and what they have to do with apes.
Aligned lay on Hands – another one I like the idea but just found weak. You heal if they share part of your alignment your chr bonus in extra damage on lay on hands.
Burts the Bonds – add str to escape artist checks, again neat idea. Just don't think many would use a feat on it.
Expert Weaver – you can weaver tough nets with higher hp, +2 DC vs escapes. I just can't see anyone using a feat on this.
Hawk Totem - +4 to hit and dmg on ranged weapons, +2 perception. Will not share food as a taboo. I just felt this one was to good.
Righteous Stare – Once a day you can take 2 rolls on a intimidate roll against a evil creature to demoralize it and take the higher roll. Very cool idea just felt it was a weak feat.

It ends with a OGL. (2 ½ pages)

Closing thoughts. There is no artwork. Editing and layout was so so. I liked most of the idea's of the feats and I am a fan of Purple Duck Games, normally they have some pretty good stuff. Sadly I think this is their worst product to date. I liked a lot of the idea's of feats. But there was a lot of feats I just can't see anyone taking. To many where either two weak or two strong for a feat. Taken as a whole I liked about 33% of the feats, though 33% was ok, 33% where bad and or needed work. I really wanted to like this one, but I think it needs a lot of work still and more play testing. I have said before I am not a big number cruncher or the best at spotting balance. But for me to many missed either high or more often low on balance. So what's my rating? I am going to have to give it a 3, due to the cheap price and cause I know I hate giving low scores. I was torn on giving this a 2.5 rating honestly.

Trust me, I'm a Succubus.


Some nice race options

4/5

Monstrous Races by Purple Duck Publishing
This product is 25 pages long. It starts with a cover, credits, toc, and forward. (2 pages)
Monstrous Races (20 pages)
Each race has a full race write up. It talks about class roles for the race. Gives new favored class options and racial traits.
Aasimar – There is 8 new alternate race feature options and 8 favor class options.
Drow – There is 11 new alternate race options and 11 favored class options.
Duergar - There is 8 new alternate race options and 9 favored class options.
Goblin - There is 11 new alternate race options and 10 favored class options.
Hobgoblin - There is 8 new alternate race options and 10 favored class options.
Kobold - There is 8 new alternate race options and 12 favored class options.
Tengu - There is 8 new alternate race options and 11 favored class options.
Tiefling - There is 10 new alternate race options and 9 favored class options.

Additional Material (1 page)
It has a new spell, Instant Armor. It can create armor on you and replaces what ever you was wearing. At 5th level it starts as chain mail, then banded, half-plate, full plate. You can choose to create a enhanced version of a lower armor if high enough level. For example if you could make full plate, you could make that or +1 half-plate, +2 banded or +3 chain. The other thing is this section is a new dark elf god to replace Lolth with. Very similar to that iconic god.

It ends with a OGL. (2 pages)
Closing thoughts. The art work is black and white quarter sized images for each race. They ranged from ok to pretty good. Editing and layout was ok, I noticed a few minor errors. Things like the first letter bolded in a word that follows a bolded word or things like that. Nothing to hurt understanding the product. I was disappointed that the stat blocks where not included, I know they are in the bestiary but I still felt they should have been included. Most of the racial traits where pretty cool, a few was meh and some was just ok. Same for the class options.

With that said I did like the book, so if you are looking for new PC races this is worth picking up. I do home they do more and possible create some. Maybe a half-nymph or half-dryad etc. I wouldn't even mind seeing for some of the stronger races, them to have base stats and then some racial levels for those that want to play such races in the future. So what's my rating? I am going to give it a 3.5 star, I think it is a solid book for those wanting more race options.

Trust me, I'm a Succubus.


New races to play

4/5

Monstrous Races 2 by Purple Duck Publishing

This product is 19 pages long. It starts with a cover, credits, toc, and forward. (2 pages)

Monstrous Races (14 pages)
Each race has a full race write up, with all the stats needed to play one as a PC race. It talks about class roles for the race. Gives new favored class options and racial traits.
Dark Folk – aka dark creepers, race seems a bit strong. Not to strong to use just strong.
Dhampir – Has no PC stat block listed, I assume since it is in the beastiary 2 that they felt no need to reprint it. I was disappointed by this, it should included everything you need.
Forlarren – offspring of devils and nymphs.
Living Ghoul – another one that felt it might have been a little strong.
Lizardfolk – This one was very well done.
Sahuagin – In a undersea campaign they might be a bit strong, but in a land campaign they might be a little weak.
Skulk – a very focused race able to hide or disguise it's self well.
Slyph – Like the Dhampir there is no stats given in the book, just the new racial and favored class abilities.

It ends with a OGL. (3 pages)

Closing thoughts. The art work is black and white and ranges from fair to pretty good. Editing and layout are pretty good. I liked the book as it adds more race options for PC's for those that want them. Most of the races only get 4-5 favored classes and about the same number of racial traits. I liked the majority of them for all the races. I did comment on who I thought two of the races where strong. When I say strong I mean I feel they are above the core races but not by much. Not enough to be unbalanced, only that they felt strong. Of course after playing with them they might not be as bad as they seem at first read as well.

I was disappointed that the stat blocks where not included for the Dhampir and Slyph, I know they are in the beastiary 2 but I still felt they should have been included. With that said I did like the book, so if you are looking for new PC races this is worth picking up. I do hope they do more books like this and possible create some races like maybe a half-nymph or half-dryad etc. I wouldn't even mind seeing for some of the stronger races, them to have base stats and then some racial levels for those that want to play such races in the future. So what's my rating? I am going to give it a 4 star, I think it is a solid book for those wanting more race options.

Trust me, I'm a Succubus.


Want to play a cyclops?

3/5

Cyclops by Purple Duck Games

This product is 16 pages long. It starts with a credits and ToC. (1 pages)

Cyclops (3 ½ pages)
This has information about them as a race, ecology etc. It has a new weapon as well. They are a 6 level class. At first level you apply the racial mods and the first level of the race. Then add a level each time you level up. At 6th level the PC will pretty much be just like a cyclops from the Bestiary, after that point they can take class levels in a class.

Half-Cyclops (3 pages)
This section has all the information you need to make a half-Cyclops PC. They are a normal race like any other starting race. It talks about their roles with classes, racial options and new class options for them.

Thundercaster (1 ½ pages)
This is a legendary weapon like those in Purple Duck Games Legendary weapons series. It does have a psionic power for the weapon. It has a spell version of the power for those that don't want to use psionic's.

Feats (½ page)
There is 6 new feats in this section. Two are for the new weapon in the first section. Three are for the races in this book and one Historian is for Oracles, letting you use wisdom in place of Chr as your primary stat.

Oracle Mystery (1 ½ pages)
This has a new Oracle Mystery of Foresight. It is mostly about seeing or predicting the future or related abilities.

Samples and Templates (3 pages)
There is two sample characters a Cyclops and Half-Cyclops character in this section. One on the first page and one on the third. Between them for some reason is two new monster templates, God Scorned and Man Eater.

It ends with a OGL (2 pages)

Closing thoughts, the races are decent written. Though I wasn't a big fan of how they laid out the cyclops racial levels. I would have rather it been set up as a optional levels to be taken if one wanted to embrace their heritage or something. I suppose you could do it that anyways. The Half-Cyclops is better done I think, it seems well balanced against existing races. With the favored class options and traits it is a complete race ready for pathfinder game. The weapon was pretty good, not as good as most of the ones in the other books though. The feats where a bit meh honestly, the last one was the best. The mystery was pretty good, I think the best part of the book. The sample characters where ok and the two new templates where pretty good.

The art was black and white line art and pretty good. The layout at the end was a bit bad, with the templates being between the two sample characters. They really should have been in order. All and all it is worth picking up if you are interested in cyclops or really like the idea of the oracle mystery. I am giving this one a 3 star review. With the layout issue taken into account. It is a solid product, but could use a bit more polish.

Trust me, I'm a Succubus.


A solid product for those wanting to play a Medusa

4/5

Legendary Races: Medusa by Purple Duck Games

This product is 16 pages long. It starts with a cover, toc, and credits. (1 page)

Medusa (4 pages)
The first part starts off with basic information about the race. This is followed by 8 new alchemist discoveries and one elixir. This section ends with a medusa racial class. Their starting stats and then a 8 level race class. It also has a sample full stat block medusa using these rules.
D10, 4 skills, simple weapons and a few more, light and medium armor/shields, 2 good saves, full BaB. All told from all 8 levels the medusa PC would get. +8 con, +4 chr and Dex. +4 natural armor, stunning gaze a few times a day, snake hair, poison bite and petrifying gaze.

Half-Medusa (3 pages)
Starts off with a bit of fluff about the race like most races. The stats are. +2 con and chr and -2 wis. Darkvision, +2 intimidate, serpents gaze(can stay others for one round, limited use). Following this is a section on how they fit in with the classes and racial options. There is 7 racial traits a new favored class option for about half the classes. It ends with a full stat block of a sample medusa.

Additional Rules (5 pages)
Sorcerer Bloodline, 1 feat, 3 variant medusa, snake-bodied template, and 3 full stat blocks of variant medusa.

It ends with a OGL (3 pages)

Closing thoughts. The artwork is mostly black and white and ranges from fair to pretty good in one case. Layout and editing where pretty good. There was a couple of odd spots with layout, such as it being in a 2 column format but on one page at the very bottom is a magic item that goes across the whole page in single format just fitting at the bottom of the page. But all and all it is pretty good. The full medusa felt a little powerful mostly due to the stat bonuses, it has a side bar about the gaze attack and while powerful I can see at higher levels it loses some of it's effectiveness. Still I felt it was a strong racial class. The half medusa is a lot better as are the extra stuff in the book. For the cheap price it is worth picking up for just those things. So what's my rating? Well the medusa I am not convinced makes a good PC, but could still be used for a NPC well and the rest I think works pretty well. So I am going to give it a 4 star review.

Trust me, I'm a Succubus.


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