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100 personalities for NPC henchmen

5/5

Henchfolk and Hirelings by Raging Swan Games

This product is 48 pages long. It starts with a cover, credits, ToC, and forward. (7 pages)

Tables (6 pages)
It starts off with tables of NPC's listing their name, alignment, race, gender, class and what page they can be found on. The tables are broke up by alignment, class, and race. So if you need a good NPC you look at the good alignment tables, if you need a gnome you look at the gnome table. The tables help a GM more quickly find the right NPC.

Hiring Henchfolk (4 pages)
The next section expands rules on how to go about hiring henchmen, dismissing them, how many you might find by the size of the local population, ways to find, and finally a random page of henchmen.

Henchmen (28 pages)
This section lists all the henchmen, they are broken up by race in sections. They list the race, class, gender, alignment, ability scores. Plus they have about a paragraph each of appearance, history, personality, and mannerism. To help a GM breath life into a NPC on the fly. They don't have full stat blocks. There is the following henchmen by race.
Dwarf – 8
Elf – 8
Gnome – 8
Halfling – 8
Half-Elf – 8
Half-Orc – 8
Human - 52

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

Closing thoughts. The art work is black and white and is ok. Editing and layout where pretty good. The tables where handy and it is extensively bookmarked. With it's plain text and black and white art it is very print friendly as well. Most of the NPC's are well done and would make for quick and easy NPC's with interesting personalities to use in a game. I personally find this a lot more handy than a collection of stat blocks. Others might be disappointed by the lack of full stat blocks. There is also a second ebook reader version as well. There is a few minor issues with the book, namely only the core classes are listed. Also some of the names are used more than one among the humans. I know it happens but with only 52 I think they could have come up with a name for each of them. So what's my rating? Well if you like or want NPC's with ready to use personalities that your players will likely enjoy then pick this book up. I am giving it a 4.5 star, mostly due to the lack of APG classes and more importantly the duplication of names in the humans. If you are looking for stat blocks you will find this less useful.

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30 classic horror inspired magic items.

4/5

Treasury of the Macabre by Legendary Games

This product is 17 pages long. It starts with a cover, credits, ToC and forward. (4 pages)

Macabre Treasures (10 pages)
This is what they are calling a plug and play. They are products made for the Pathfinder AP line. This one is for there most recent gothic horror AP or as we all know it Carrion Crown. Of course it could be used with out it as well. It is just a collection of gothic horror style magic items. There is a total of 29 magic items and one artifact. The magic items run in cost/power from 600gp to 58,000gp. A few of my personal favorites.
Anatomist's knife – other than being a cunning blade that cause bleed dmg, it also gives a bonus on heal checks.
Spinelash – a bone keen whip that on a critical it deforms the targets bones on a failed safe permanently.
Cruciform Icon – a Holy symbol that can hold vampires at bay as a standard action and who's touch causes fear and suppressed the vamps healing for awhile.
Guardian Moppet – It grants a save bonus vs hexes, protects against child scent hex completely. If the owner is a child, it can also detect one type of threat the child fears and will alert the child to the coming danger. It also cast sanctuary on the child when the danger first gets in range.
Séance Candle – depending how long it burns it can grant knowledge checks about a individual, or speak with dead, or cast augry, divination on the individual. The candle attracts spirits and ghost. If used near a haunt it makes them easier to interact with, gives a social bonus. But also makes the haunt more powerful.

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

Closing thoughts. The art work is color and pretty good. Editing and layout was good I didn't notice any errors. It is a pretty PDF and very extensive bookmarked. It comes with a black and white print friendly version as well but both are in landscape format. The items are inspired by classic horror, from vampires, witches, werewolves, ghosts, to weird science and aliens from beyond. I liked most of the items, there was a few I was meh about. Not because they was bad but just cause they didn't appeal to me personally.

I personally love magic items that go outside the norm. The Guardian Moppet is a perfect example of ones I love. I wish there had been more way outside the box thinking. My only critics of the product is, lack of portrait for the print friendly version and the back cover is hard to read. I don't know why but the upcoming products listed on the back cover is hard to read in my PDF but none of the rest of the PDF is. So what's my rating? Well for the quality, cost, content etc. I am going to give this one a 4 star review. Good and worth the money but I think it could have been better if they pushed the bar a little more.

Trust me, I'm a Succubus.

Edit: After thinking about this I wanted to add a comment. I am a huge fan of Gothic Horror and as such I tend to be a harder graded on the topic, as I have high expectations for it.


Magic items that level up with you.

4/5

Legendary Items by Purple Duck Games

This product is 28 pages long. It starts with a credits, toc and intro. (1 ½ pages)

Legendary Items (19 pages)
There is 13 legendary items in this section. This is like the two previous legendary weapons books by Purple Duck Games. These are magic items that grow in power as the PC levels up. Below is a list of the items, I will give you a rough idea of the types of powers they have.
Aleowine’s Brooch – defense, social, disguise, hiding ones nature.
Blessed Book of Arboga - knowledge
Carpet of Worlds – flying carpet, plane knowledge, finding planer gates.
Copple Torg’s Phylactery – faith, keeps one from violating alignment, true seeing.
Dale Wind’s Harp – charm, dance, wake the dead.
Gof’s Hat – disguise, mimicry, detecting thoughts.
Horn of Discordance – sound attacks and bonus to sound music checks.
Phase Spider Cloak – spiders and stealth.
Soldier’s Bag – bag of holding, items in bag.
Sublime Boots – stealth, balance, swift, air walking and attacking.
Tesseract Stone – uber ioun stone.
Toolik’s Eagle Eyes – sight bonus, ranged weapon bonus. There is two version of this, other one has – animal shape, sight, attacks.
Wings of the Heaven – flying, resistance, smiting, detecting.

It ends with a OGL. (7 ½ pages)

Closing thoughts. I really liked this book. The art is black and white and nice. Layout and editing are good. The items where well done and interesting. There was also 2 stat blocks for creatures, 6 new spells, 1 new song domain all buy the items they are relevant to. I think I would have preferred the item referenced all that stuff and then put all the extra stuff in the back of the book myself. This is a clean simple text PDF with little color so very print friendly. Some of the items where mostly just items that just mostly did the same thing just better and better. Those was a bit meh. They was ok but I wanted more. Most of the items though had some nice variety to them which made them much more interesting.

Now I do have some bit more critiquing to say. This isn't bad this is just a personal opinion on the topic. The weapons had 10 levels of powers, these have 5. Which I liked to a point. But now that I have seen the two ways they are doing it. I would like to see some more variety. Like 5 levels for weapons, 10 levels for items. Also on the 5 level on they could be done in levels 1-10 or 10-20 instead of always broken up over 1-20. Basically I am saying more variety. I really think some of these items in this book would have been much color if they had been done like the weapons with 10 powers, most only needed the 5. So what's my rating? Well this is a well done book and if you like magic items your players won't replace as they get higher levels like me, then you will want this book. With that said, it is a good book, but it could have been even better. So I am settling on a 4 star review. I look forward to more such products with hopefully even more variety.

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More weapons that level with you.

4/5

Legendary Blades 2 by Purple Duck Games

This product is 46 pages long. It starts with a credits, ToC and introduction. (2 pages)
Legendary weapons are weapons that get stronger as your PC levels up. The weapons have a base ability and then every two character levels the PC can activate one more power level of the weapon. There is ten such power levels. Meaning to access the final level the PC must be 20th level. This book is a follow up to the first book, this just has new weapons in it.

Legendary Weapons (39 pages)
There is 14 new legendary weapons.

Apocalypse Hammer - This is a weapon bent on destruction, it is inspired by the Norse myth of Ragnorok.

Gambit – A roguish short sword, grant some rogue like abilities, blink and the ability to store the weapon within their own body. I would have liked it if it appeared as a tattoo but it doesn't say in what way it is stored.

Giant Killer – Not what you would think, this is for small people only. Gnomes and halflings and it's bonuses work against anyone bigger than themselves, the bigger the target the more bonuses they get.

Heartwood Staff – A quarterstaff with druidic abilities. Can become a bane weapon at times, can also use it's bonuses to heal the user instead of adding to damage on attacks.

Hysteria’s Chosen – A morning star of confusion and madness. From Hideous laughter, disorienting, confusion and causing madness in others struck.

Mischief’s Bow – ability to use grease, luck, turn others gaseous, use it as a musical instrument. A bow for those that like to play pranks.

Night Axe – A norther great axe of night. Powers that deal with the cold north or the night.

Reaper’s Scythe – Originally appeared in a previous product Horrors of GOW. This scythe is inspired by the four horseman. It does bleed dmg(war), famine, plague, and death powers.

Shadowblade of the Dark Mistress – A short sword with powers of shadows and charm abilities. This blade was well inspired by me apparently by some comments I made about the first Legendary Blades book.

Spear of the Four Winds - deflection based spear with wind powers.

Spirit Glaive – A necromantic glaive. It offers protection vs necromantic magic, protection against dieing, ability to suck up souls of the slain and use them as short term buffs.

Stargazer – A wizards staff, some divination magic, star magic, and bonus is used by those with a low BaB, a +4 luck bonus on to hit. Letting a wizard or Sorcerer actually be decent in melee with the weapon.

Temple Sword – A temple sword of the temple of the moon. Can summon minions, a few magical effects like confusion, remove fear etc, and can add to defense. (I am not sure what a temple sword is or where it comes from. It needed a side bar listing the stats of the weapon and preferable where it came from)

Woodman’s Axe – A nature based handaxe. Can speak with plants or command them. Also has bonuses against wood and plants.

It ends with a OGL (5 pages)

Closing Thoughts. Tired of finding a magic sword only to dump it when you find a better one? Wish magic items where a bit more wondrous? Well this is the product for you. I personally love weapons and magic items like this. Ones that when you find them, they are different and grow in power with you. Something your PC's will likely always keep. Each weapon beyond listing all their powers and such, all have at least one page of history about the weapon. The fluff is well done and the art is pretty good. Each weapon has a piece of art. The rest is simple black and white text with no borders making it very print friendly.

Unfortunately it is not all good, there is a few errors and issues I had with the product. There is a couple of layout errors that I noticed, at least I felt they was errors. In Giant Slayer the table is listed last unlike the rest and it doesn't make great use of white space. There is a large gab between some of the weapons abilities and the rest. Mischief’s Bow has the table in the middle of the abilities. There is a couple of others like that as well. The layout style is not bad, but I would have preferred if all the charts had been first and all the powers listed after the charts. The final thing is near the end but between Stargazer and Temple Sword is a ad for another Purple Duck product. Then there is the temple sword and not listing it's base temple sword weapon stats or saying where it comes from.

This is a good book despite the few errors. It is bookmarked to each weapon which was nice. The only true blunder I would say is the temple sword, which is a shame. So whats my rating? I am giving this a 4 star, while the layout is annoying it doesn't detract from the value and the weapons are nice and I felt well balanced. I am looking forward to the next installment.

Trust me, I'm a Succubus.


Weapons you never part with.

5/5

Legendary Blades by Purple Duck Games

This product is 42 pages long. Opening page is ToC followed by a introduction page. (2 pages)

Next it jumps into the legendary weapons. There is 16 weapons, all of them have 2 pages of information about them. Each has roughly half a page of history, a table and the rest taken up with the weapons special abilities. Each weapon has 10 “powers”, you can get the first one at any time. The next one can be acquired at 4th and every 2 levels afterwards. (32 pages)

All the swords(one is a dagger) are theme based. Weather it be winter themed, leading men, sun/undead slaying etc. The dagger is summoner themed for the new APG class.

Alieywishia, Orc Scourge
Asterion’s Soul
Counter
Crusader’s Sword
Diamond’s Edge
Ebon Whispers
Endless Winter
Gladiator’s Response
Guardian
Lion of Iskander
Mitra’s Blade
Moon’s Vengeance
The Red King’s Judgement
Sandman’s Blade
Sorrow
Summoner’s Tool

Next it gets into a page of alignment templates for creatures and a new combat maneuver Parry. Next there is 3 new feats.
Bull Rush Strike
Greater Parry
Improved Parry

Followed by some new spells. (3 pages for all this and above)
Awaken Dead 1
Freezing Fog – Like Fog Cloud only does cold dmg and causes ice to form. (I like it)
Magic Hat – creates a bag of holding like effect in a hat.

It closes with a page of feedback information and 4 pages of OGL.

Closing thoughts. For the price of 3 bucks for the sheer size of the product this is a good buy. The weapons are well done and most of them have good fluff history that could be fairly easy to adapt to any setting. My only critics is I would have liked for them to push the envelope with the weapons a bit more. Adding more unusual weapon abilities. That and the product while good could have used a little more polish. I expect nothing but good products for the price from this company if this book is any indication and I expect they will steadily get better. Of which I can not wait to see whats next. So for the price and content I am giving this a 5 star review. You won't be sorry about picking this up, if weapons that increase in power with your character interest you even in the slightest.

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It's free why haven't you already got it?

5/5

Tattlebox by Zombie Sky Press

This product is 8 pages long.

Tattlebox (7 ½ pages)
Unlike most of the products I review this one is laid out with credits on the second page, ads near the end but not at the end. All told there is just over 5 pages of actual content. Half of the content or near enough is a article about splitting the party and how to deal with it when it happens with advice etc. There is a new artifact the tattle box that steals int but gives you access to several powers, this take about half a page. The rest is taken up by some new weapons. 14 to be exact and 6 new weapon special features.

It ends with a OGL. (½ pages)

Closing thoughts. The art work is color and it ranges from so so to ok. Editing was pretty good. Layout while there was no errors, I really didn't like it. Like the Artifact Tattlebox starts on page one, skips page 2 and finishes on page 3. Basically it is laid out in a magazine format, but with it being so short it doesn't work as well as it does in bigger products. There is also a short comic which was a bit amusing though if one is going to have a comic of a naked nymph and not show cartoon boobies then one is likely to lose ones man card. The artifact was pretty cool, as was the article on splitting parties. The new weapons where ok.

Now normally I don't review free products, cause well their free there is no excuse not to pick them up. But I am making one of my rare exceptions today. So what's my rating? Well if this was a pay product I would give it a 4 star review, but it's not. So taking in account the price, which is free. I am giving it a 5 star review, it is worth grabbing just for the advice on split parties.

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If you liked the first one you should like the second one.

4/5

Another 110 Spell Variants by Super Genius Games

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

110 Variant Spells (8 pages)
Just like the title says there is 110 variant versions of existing spells. I went threw them to count how many for each class.
Alchemist – 10
AntiPaladin - 5
Bard - 26
Cleric - 38
Druid - 17
Inquisitor – 14
Magus – 15
Oracle – 1 (normally they get cleric list this is for the few oracle only spells)
Paladin - 12
Ranger - 10
Summoner - 6
Wizard/Sorcerer - 54
Witch – 45

As you can see the clear winners are Wizard, Cleric and Witch in number of spells. Pretty much every class gets at least one spell that is only for their class. A few examples I really liked.
Dancing Shadows – like dancing lights but with shadows instead.
Kiss of Chaos – a touch attack/kiss that causes confusion
Bewitch – gives the target a penalty to resist hexes.
Ray of Lassitude – like ray of enfeeblement but target is entangled.
Retune Wand – cast it on a wand and can then cast any spell known and take up wand charges. No spell higher than the level of the spell the wand normally cast. This is one I disagree with, I like the idea but think it should be limited to no higher level than the level of this spell and then maybe make this a lesser version and add another higher level of the same spell as a greater version.
Celestial Mount – Paladin cast it on their horse and it is effected by fly and haste both.
Balefire – a fireball that does half fire and half untyped magic. It also goes on to say it effects all ongoing spells, SA, and spell like abilities of those killed by it. I am guess that means they end if the target is killed at once. But it is not really clear.
Rearguard – like bow spirit but alchemist grows a third arm to throw bombs as a swift action.
Oubliette of Oblivion – as acid pit but does str dmg, those killed become wraiths.
Deadline – Like quest but if not completed in time target is afflicted with bestow curse.
Eye of Doom – as scrying but target counts as if only 25ft away for purposes of casting spells and SA etc on target.

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

Closing thoughts. The art work is color and it ranges from ok to pretty good. Editing and layout where pretty good. I did notice more than normal amount of errors for a SGG product. One of the images partial covers some text, you can still read it but just barely. A seen a couple of misspelled points like witch with the i left out etc. Then there was also the problem of at least one spell(I only noticed one) was also in the first book and that's dancing shadows. I liked most of the spells, a few I was meh about, some I thought was very cool. Still despite the higher than normal number of problems with this one for a SGG product, it is still worth picking up if you want more spell variety. So what's my rating? I am coming down to a 4, I almost went 3.5 but I am sure the spelling and image errors will get fixed.

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Nice options for Sorcerers

5/5

Sorcerer Options: Beyond Bloodlines by Super Genius Games

This product is 11 pages long. It starts with a cover and forward. (1 pages)

Sorcerer Endowments (3 pages)
Arcane Endowments are special abilities Sorcerers can learn in place of feats at levels 1, 3, 7, 11, 15, and 19. There is 18 such new abilities, they are made to be on par with Oracle mysteries. A couple of examples.
Adaptive Caster – a few times a day can add a limited selection of meta-magic feats to a spell.
Arcane Oddity – can learn a spell not from the wizard/Sorcerer spell list. It becomes one level higher than it's original spell level.
Internalize Spell – expand a spell to limited self heal.
Sorcerous Summoning – summoned creatures gain bloodline powers.

New Spells (2 ½ pages)
Ten new spells that are sorcerer only spells. They focus on bloodline powers, and the casting abilities of sorcerers. I liked all the spells in this section and they was very sorcerer in feel.

Alternate Class Powers (3 ½ pages)
These are basically 3 class archetypes for the Sorcerer.
Bedreven – A sorcerer that studies magic, similar to a wizard. They still cast like a sorcerer but with some alternations that are just to hard to explain in a review. Neat concept.
Scourge – a more melee focused sorcerer, getting bard spell progression they gain more hp, BaB, weapons and limited armor etc.
Strega – Born of a witch producing offspring with their patron. The gain limited number of hexes that, they power by using up spell slots to activate the hex. This is by far and away the coolest of the new archetypes.

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

Closing thoughts. The art work is a mix of color and black and white, it ranges from ok to pretty good. Editing and layout where pretty good. The endowments where pretty well done and interesting. A couple of them I thought might should have had level requirements for but otherwise I have no issues with them. The spells where interesting and just fit the sorcerer very well. The Bedreven was interesting but more book keeping intense, like the idea but not sold yet on it's application. Will take some play testing for a bit to make up my mind. The Scourge is cool but kinda fills the same roll as the magus and I am not sure they do it as well. The Strega on the other hand is very well done. So what's my rating? For the most part I thought it was well done, interesting and often inventive. Not perfect though so I am going to give this one a 4.5 star review.

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A nice pickup if you want more favored class options.

4/5

Expanded Favored Class Options by Super Genius Games

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

Universal Favored Class options (3 pages)
This section lists all the universal open to all races favored class options. They are, hit points, skill, language, bonus to aid another AC, reduce AC penalty from a charge, add a bonus to feint, and some about penalties in tight spaces. Next we get to the races.
Dwarves – they get two general ones that any dwarf can take and then each class gets one, including the new classes all the way up to and including Ultimate Combat and SGG's own classes they have made. For a total of 40 class options and 2 general ones.
Elves – Elves get the same treatment.
Gnomes – same as dwarves.
Half-Elf – Same as dwarves
Half-Orc – Same as dwarves but gain 3 general racial ones instead of 2.
Halflings – Same as dwarves.
Humans – same as dwarves but they only gain one general one.

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

Closing thoughts. The art work is black and white Elmore art so nuff said their. Editing and layout was pretty good. I did notice a couple of mistake, mostly it looked like C&P errors when two abilities where similar. For example in the Elf one for wizards it says sorcerer in one part, under the sorcerer ability it uses the same text as well. Most of the abilities capture a part of the race or something you can image for the race. They do get into factional accounting. Like might need 3 levels before you see a bonus type stuff. Which makes sense and really opens the door up to allow for a variety of abilities. But it also adds to the book keeping.

A few of the abilities are the same for one than one race. Not a lot but a few. All and all if you are looking for new favored class options then I would recommend picking this up. Most of the abilities I liked, a few was very good, but there was a few I was meh about too. So what's my rating? Well with what I just said and the editing errors, I am going to settle on a 4. I nearly gave it a 3.5 but I fully expect the editing errors to be fixed soon.

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A solid addition to the Magus

4/5

Ultimate Options: New Magus Arcana by Super Genius Games

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

New Magus Arcana (3 pages)
This section has new Arcana.
Arcane Critical – gain arcane points on crits.
Arcane Focus – reduces the penalty to attack rolls when casting in combat.
Critical Spell – can make a free melee attack when a spell scores a critical
Elemental Assault – imbues herself with spell of same name.
Enduring Arcane – makes bonuses to weapons last longer
Enduring Warding – makes bonuses to armor last longer
Enruned Dagger – can place a rune on a light weapon that can be used in place of a somatic part of casting.
Enruned Great Weapon – same as dagger but works on two handed weapons.
Enruned Shield – same as enruned dagger.
Force Magic Device – gain bonus to UMD skill.
Greater versions of Enduring Arcane, Warding, Enruned Dagger, Greater Weapon and Shield. Better versions of the same abilities.
Harmonic Blending – can add some bard spells to her list.
Heroic Assault – can get benefits of heroism spell.
Imbue Spell – can in short cast a spell not memorized. It says can cast a spell of equal level or higher level as the one used to imbue. I am guessing that is suppose to equal or lower level.
Invisible Assault – become invis for a bit.
Jinx Blending – can add witch spells to her list.
Mounted Assault – summons a phantom stead and Magus starts mounted... weird but neat.
Piercing Strike – gains a bonus to overcome SR
Protected Assault – as a swift action can gets benefits like from protection from evil etc.
Resistant Assault – can protect herself from one type of energy.
Split Arcana – when using arcane pool to add bonuses can split them between two weapons.
Staff Mastery – can use arcana that help with casting a spell to apply to magic from a staff.
Versatile Combatant – gain access to a feat they don't have.
Wand Lord – can make spells cast from a wand cast at a higher level.
Warding – can as a swift action enchant their armor.
Weapon Diligence – gains concentration checks with a single weapon.

New Archetypes (2 pages)
Arcane Lord – can give up spells for arcana points
Cabalist – gains spells like a bard instead and gets some bloodline powers.
Magavan – uses the bard spell list and gains lore strike.
Tovenaar – blends inquisitor with a magus.

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

Closing thoughts. The art work is color and pretty good. Editing and layout was good. I will admit I have not heavily studied the Magus class yet so I am not sure how well the abilities with in stack up balance wise. Most of the abilities make sense and fill in niches. They are well written and seem well done and balanced against each other. But none of them really blew me away either. Most of them was... yeah ok that makes sense, or that’s kinda cool. In short just not up to the normal impressive innovative level I expect from SGG. Good, very good even, just not great. So what's my rating? I am going to settle on a 4 star review.

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Even better than the first book

5/5

Advanced Options: More Cavalier Orders by Super Genius Games

This product is 11 pages long. It starts with a cover and forward. (1 ½ pages)

New Orders (8 ½ pages)
This part introduces 7 new Orders for the cavalier. They are
Order of the Bow – A mounted archer focused order. Could be used to make masters of the mounted archer. I was thinking this could work well for making a Hun like society.
Order of the Citadel – A tactics, teamwork and leadership focused cavalier. Can buff allies and command NPC allies effectively. I liked this one a lot.
Order of the Raven – A grim enforcer to their sworn lord. Not shinning knights in the slightest, these are the enforces who do what they must for the greater “good” Made me think a bit of the Operative from the movie Serenity. My only issue was the limited spell casting coming at level 15, with the works like a cleric with a limited spell list but at -14 levels makes it of pretty limited use.
Order of the Shroud – A order focused on killing undead.
Order of the Trident – A aquatic based cavalier. Great for those campaigns that focus on undersea. Would be a great addition to Alluria Publishing Cerulean Sea product. Very well suited to such undersea campaigns and it comes with stats for 8 aquatic mounts.
Order of the Unicorn – A all female order that is focused on protection, while they do focus on protecting nature. They also protect the home and things including people that live with nature. They get a unicorn as a mount at 8th level.
Order of the Wolf – a tribal or clan focused cavalier. They are self appointed protectors of their clan or tribe. They often take wolves or dire wolves as mounts. There is stats for a dire wolf mount.

It ends with three new feats.
Knightly Focus – pick one class or order ability and count as if 4 levels higher.
Mounted Specialization – bonus to, to hit and dmg rolls while mounted.
Squire – you was a squire, gain bonuses to order recommend skills.

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

Closing thoughts. The art work is black and white and is just of the order symbols plus the cover image of course. Editing and layout was good I didn't notice any errors. The feats where all pretty good and fit the theme of the class very well. I thought all the orders where well done and very interesting with the exception of two. Order of the Raven I felt their final limited spell casting was a bit weak, good for minor self buffing and such. Order of the Shroud while pretty cool and well done, kinda treads on occupied ground by other classes a bit, as killing undead is really their only focus. But still I liked all the orders and I thought this one was better than the first.

More chances was taken and the orders more unusual which is a very good thing. Orders of the Bow, Citadel, Trident and Unicorn where all outstanding. While the orders of the Raven, Shroud and Wolf where just merely good. So what's my rating? Well I really liked it but think with how good some of the orders where it could have still been better. So maybe my expectation have just gotten high. Regardless I am giving it a 4.5 star review.

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Outstanding book on little dragons.

5/5

Book of Drakes by Open Design

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

Chapter 1 – Ecology of the Drake (6 pages)
It talks about the first drakes, differences between them and dragons, sample treasures, their role in the Midgard Campaign setting, a list of 40 unclassified drakes and it ends with 10 drakes of note.

Chapter 2 – Players and Drakes (18 pages)
It starts off with how to use drakes as companions, next it lists 10 feats for drakes or having them as companions. Next is alternate class abilities, some like with the alchemist(summoner and wizard) gives the PC a drake companion, others like the barbarian(fighter, monk, druid, oracle) lets them learn a special ability from drakes, while others like the bard(inquisitor, rogue, ranger, and witch) just get new class options, or the clerics new drake domain, or the new sorcerer drake bloodline, Paladin Archetype, cavalier order.

There is also a new alternate class based on the summoner with a focus on a drake instead. A PrC Master of Drake Forms which focuses on shape changing. Next we get two drake races as new PC races, the pseudo dragon and candle drake. Next we get 16 new spells. Followed by 7 new magic items, 4 drake weapons and 3 drake equipment items.

Chapter 3 – Game Masters and Drakes (31 pages)
This section starts off with stats and information about 20 new drakes, with full stat blocks and art. The range from CR1 to 14 and are fairly evenly displaced across the CR range. The next section is advice on how to build your own drakes. The section on building your own drake is very in depth and you should have no problem at all being able to quickly and easily build any drake you could imagine.

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

Closing thoughts. The art work is color and ranges from good to pretty good. Editing and layout is top notch, I didn't notice any errors at all. While the book is mostly focused on drakes there is some useful information on class options, spells and magic items as well. There is just not a lot I can say about this product, or really there is to much and if I start listing all I liked about it this will turn into a 10 page review. So instead I will list everything I didn't like about it. Which was nothing, so I will skip to a couple of things I wish they had added but didn't. I think it would have been nice to have a witch drake patron and option to replace their familiar. Also I think it would have been neat to have seen a monk fighting style based on drakes, thought the styles for PFRPG came out after this book so that's understandable.

Basicly other than a few nitpicks like the couple I just listed I have nothing at all negative to say about the book. If drakes interest you in the slights this book is well worth the price and you won't be disappointed picking this up. So what's my rating? Well with how well done it is, I have no choice but to give it a 5 star review.

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Good advice and builds for a Magus and some good feats.

3/5

Might of the Magus by Open Design

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

Expanded Options for the Magus (2 pages)
This section starts of examining the all aspects of the Magus.

Feats (7 pages)
This section has 30 new feats for the magus, some can be used by other classes as well. Below is a few examples.
Black blade Spell book – Your black blade replaces your spell book.
Cleaving Spellstrike – may cast a spell with a touch attack and then make a attack as if using Cleaving Strike feat to deliver the spell.
Dancing Strike – May take a 5ft step after every main hand attack.
One Handed Grapple – May grapple with one hand with out the normal penalty.
Parry Defense – While making a full attack, you may forgo one of your attacks to gain a +2 AC.
Spell Drinker – on a crit or death blow with your black blade, you can learn one spell to your spell list that the enemy knew.
Touch of Opportunity – During a AoO may use a touch attack spell.
Whip Mastery – You no longer provoke a AoO and you now threaten all in range.

It ends with a small section of feats from Open Designs Complete Advanced Feats series that would be useful to the Magus.

Character Builds (3 pages)
This section has 3 advice builds for building a themed Magus.
The Fae Blade – This build is focused on doing the maxim amount of damage in combat.
Lady of the Lash – A whip based magus with a focus on using ranged Spellstrike and anti-caster roll.
The Rune Fist – This is a monk/Magus dual class build.

Final bit has a small section on how to play up low charisma characters since the last build is such a character.

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

Closing thoughts. The art work is black and white other than the cover image and just symbols. Editing and layout are well done. While I didn't notice any spelling errors. The three builds I all thought where pretty interesting, though I am partial to concepts that use whips effectively. The beginning section that breaks down the class is well done and should help new people to the class to better understand and effectively use the class. Next we get to the feats. I like most of the feats but there is more than a few I felt where honestly too powerful. I mean part of that is matter of taste and you will always have a few misses but I think to date so far this one misses more than any previous books in the series.

Some of the feats where very good, some was ok and some was I felt just to good. Taken as a whole there is still more good than bad in the feats though. So if you are a fan of the magus I still think you will find it helpful. For GM's you might want to check the feats before allowing some of them. So what's my rating? After a lot of serious thought I am going to give this one a 3 star, worth picking up for fans of the magus but I felt it could have used some more play testing.

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A very nice book with optional rewards.

4/5

101 NPC Boons by Rite Publishing

This product is 25 pages long. It starts with a cover and credits. (2 pages)

Urban Boons (10 pages)
This section starts off talking about boons and how not all treasure goes in a chest. This is about rewards you can give your PC's that is not treasure. The first section is Urban boons, below is a few samples.
Beat Guard – friends with a city watchman, helps with gather information roles and getting a discount at a inn.
Politicians – A local lord is willing to loan out money and items to the party.
Guild leader – they can give discounts on their craft, might know places to hide, or provide some local history about those that have used their services.
Caravan Leader – Allows the group to travel with them in safety, local knowledge of good camp sites, bandits and other dangers, who is open to bribes etc.
Beggars – Know about the sewers, or out of the way locations, provide local knowledge, gather information, following others etc.

There is also 4 full stat blocks and 5 feats in this section.

Rural Boons (5 pages)
This section is a list of varies rural boons one can find around villages and towns. Below is a few examples.
Sheriff – local knowledge, escort, local threats, helpful people, and may even come with the PC's as a henchmen for short periods.
Rancher – low cost on some animals, access to basic gear, some local knowledge and a safe haven.

This section also has 1 full stat block, 3 new feats and a new domain.

Frontier Boons (3 pages)
At the edge of civilization, below is a few examples.
Explorer – Wide ranging knowledge over a wide area, know of local ruins, dangers, can act as a guide or with trade goods.

This section has one full stat block.

Nautical Boons (2 pages)
Boons that focus on sea travel, below is a few examples.
Harbor Master – reduce harbor fee, knowledge on pirates, smuggling, law raids etc.
Sea Captain – Can provide passage, safe havens or harbors, knowledge about pirates and other hazards.

This section has one full stat block.

Wilderness Boons (2 pages)
A few boons of things in the wilderness. Below is a example.
Fae – local knowledge, learn about old ruins or dungeons, local dangers and a connection to the local faerie court.

This section has one full stat block.

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

Closing thoughts. The art work is black and white and ranges from meh to pretty good. Editing and layout are well done. While I didn't notice any spelling errors, I did notice one layout error. If you are looking for idea's to provide your PC's with rewards with out giving them more magic items or gold, then these are useful items. Now let me say I did like the book, but I have some nitpicks with it. First I could have done with out the stat blocks, honestly since you never know what level the PC's will be when you give them access to one of these boons. The stat blocks are of very little use, unless you use the boon at that level. Plus I would rather customize any NPC's to fit the campaign location and the PC's. Which means I felt the stat blocks was while well done honestly a waste of space that could have been better used.

Secondly I think the a better format or to me a more useful way to do this, would have been to list each type, with a paragraph or two on what all they can provide in way of bonuses and boons and then list 3-5 NPC's. Just a name and a few lines to a paragraph about them, a few useful RP and personality traits or a bit of generic history etc. So what's my rating? Well I do really like the idea of this project and what I like of it, I really like a lot. But I just think it could have been done better and in a more useful way. So I am giving this a 4 star, but could have been a 5 with some tweaks I think.

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Some interesting magic items

4/5

30 Not so Mundane Items by Rite Publishing

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

30 Not so Mundane Items (6 pages)
In this section is the 30 magic items of the book. They range greatly in power from Bottomless Inkwell, which is just a inkwell that never runs out of ink. To Bell of Banishing, which lets you cast dismissal once a day or if you cast the spell acts as a focus to strengthen it.

A couple of my favorites.
Burning Caltrops – caltrops that when stepped out explode in fire.
Case of Infinite Scrolls – can store 100 scrolls in a single case.
Illuminated Chalk – Chalk that gives off light when you write with it.
Crafters Hammer – gives bonus to craft checks.
Dungeoneers Compass – always points to the nearest exit.
Lantern of Darkness – makes darkness instead of light.
Wizard Chalk – lets you cast certain spells, I am guessing by drawing on walls with it but it is not clear on that part.

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

Closing thoughts. The art work is black and white and ranges from meh to pretty good. Editing and layout are well done. While I didn't notice any spelling errors, there was a few items I think could have been more clear like the Wizard chalk. Mostly it was in the descriptive text that could have been more clear. The items ranged from very cool, to neat little items, some where clever, a few was very useful, but a couple I was pretty meh about. As a whole I liked most of the items. So what's my rating? Well I am going to give it a 4 star review. Most of them I liked, plus I like items you can give out that do interesting things.

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A nice fantasy novel

4/5

Plague of Shadows by Howard Andrew Jones

This is another Pathfinder novel, the main character is Elyana a elven adventure. Most of her former adventurer friends are now dead, she stayed and lived near her friend Stelan who become a Lord. When her friend becomes ill with a shadow plague magical disease brought on by one of their former friend a shadow wizard named Acril. She goes on a quest to find a cure and eventually ends up searching for the Crown of Shadows. She travels with Stelan's son, Renar, Drelm a half orc loyal to the Lord, Kellius a Wizard, and Vallyn a bard that use to travel with Stelan and Elyana.

It starts with them trying to track down Acril and force him to remove the plague. Eventually they are forced to seek out the Crown of Shadows. While Acril is indeed a villain he is a very interesting character and far from the only villain in the story. In fact all the characters are well done and interesting. I don't want to give away any spoilers for the book. But the book has a little of everything that makes a fantasy book a good fantasy book. There is a dragon, wizards, evil cults, monsters, a epic quest, travel to another plane of existence in this case the shadow plane. There is enough twists and turns to keep you from knowing what's going to happen at the end and keep you involved in the story looking forward to what is going to happen next. If you are a fan of fantasy books it is worth checking out, if you are a Pathfinder fan then I strong recommend the book, to date I think it is the best of the new pathfinder novel line.

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A very nice possible long term villain.

5/5

Infamous Adversaries: Cytheria the Blasphemer by Total Party Kill Games

This product is 13 pages long. It starts with a cover, credits and full cover art of Slogar. (3 pages)

Cytheria the Blasphemer (7 pages)
It starts off with Cytheria's stat block. Cytheria is a human 9th level Anti-Paladin and 1st level Holy Vindicator with a fiendish servant named Azual. It is a full stat block extensively hyperlink to d20pfsrd. Next it gets into her motives, appearance, History, personality, network of allies, resources, lair, tactics, moral, advice on how to level her up, a personal quote, some plot hooks, a lore table to learn about him, and ends with the full stat block of Azual.

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

Closing thoughts. The only art is the single full page, full color art of Cytheria at the beginning of the book. The art is fair in quality. Layout and editing where pretty good. Unlike Solgar I thought she had a much more interesting history and makes for a much better long term villain. I especially liked that while she is a melee combatant first and foremost she is built for social encounters with Chr being her second highest stat. She is subtle and uses her wits and charm to get what she wants and only resorts to combat which she excels at when she has to. She comes across as a much better long term villain or possible someone the PC's might want to try and “Save” from evil.

So what's my rating? Well I thought this one was better than the first one, in that I can see her sticking around as a recurring villain and the PC's may not even try to kill her, but instead try and counter her actions with role playing. While I think the book could have used a little more polish, for the cheap price of 2 bucks I am going to settle on a 4.5 star review for the price. A fun villain well worth the asking price.

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It's free pick it up.

4/5

Infamous Adversaries: Slogar the Uncaring by Total Party Kill Games

This product is 12 pages long. It starts with a cover, credits and full cover art of Slogar. (3 pages)

Slogar the Uncaring (6 pages)
It starts off with Slogar's stat block. Slogar is a 8th level Half Orc cleric with a zombie horse named Daisy Pusher. It is a full stat block even listing the Chaos and Evil domain powers. Next it gets into his motives, appearance, History, personality, network of allies, resources, lair, tactics, moral, advice on how to level him up, a personal quote, some plot hooks, a lore table to learn about him, and ends with the full stat block of Daisy Pusher.

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

Closing thoughts. The only art is the single full page, full color art of Solgar and Daisy pusher at the beginning of the book. The art is fair in quality. Layout and editing where pretty good. Not all of the sections such as lair, network etc where used. It is obvious they are setting up a template for all such future products. Some mention just how he doesn't have such things. He would make for a interesting side trek villain. He is a true villain in that he is evil for the sake of being evil. I don't see him becoming a long term villain mostly cause I just don't see the PC's not hunting him down and ending him at all costs. Though he is a bully and likes to torment the weaker and will run from a fair fight if he can. He could be a dangerous foe, but as I said I don't see him lasting long term.

So what's my rating? Well the product was fairly well done. He was from a GM stand point something nice to spring on the PC's but he wasn't super inspiring, though his horse is amusing. If this was a pay product like the others in the series I would give it a 3 star review, worth the price. But is is a free product which makes it good value. I mean it's hard to beat free. Which makes me want to give it a 5, just cause it is free. So I settled on a 4 and split the difference. It is a solid product and it is free.

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A nice little sidetrek adventure

4/5

The Bloody Cauldron by Kromedragon Games

This product is 25 pages long. It starts with a cover, and Credits. (2 pages)

The Bloody Cauldron (7 ½ pages)
This is a sidetrek adventure for 4th level PC's. It starts with a interesting background on a key npc and a adventure summery. There is 8 scene's in this adventure with 7 encounters total. The encounters and scenes are well done and pretty well balanced and written. These are not random encounters but each one is there for a purpose, to the short story that is this adventure. Several of the encounters work for the big bad, while it mentions they work for and was hired by the big bad, it doesn't say why. Which is a minor thing but a little more detail would have been nice. The section ends with a conclusion on what happens after the adventure is over. The conclusion covers some key parts, but is fairly short. I would have liked to have seen it expanded to at least double it's current size, with some plot hooks and advice how to deal with a couple of issues in greater detail.

Appendix (½ page)
This part has a city stat block of where part of the adventure takes place and the stat blocks for a key NPC as well.

Maps (13 pages)
There is one full page image same as the cover. Then there is 6 sets of maps, each blown up for use with miniatures and each map is full color. There is two versions of each map. One of for the players which only has obvious parts marked on it and then one for the GM with all the details listed on it.

It ends with a OGL. (1 pages)

Closing thoughts. The only art is the cover image which is used twice. There is a chrome dragon image as well on the credits page as a game company logo. Editing and layout was pretty good. I didn't notice any obvious editing errors but layout was ok, but could have been better. Mostly some of the page breaks where in odd spots for flow of reading. The adventure it's self I thought was well done and would make a nice little side trek. The PC's can earn brownie points with a local town and if they play their cards right, they could pick up a cohort or even a love interest. The full color maps for mini's was a nice touch, and it was very nice to see a players and GM version of each map. I do wish there would have been non mini versions of the maps as well though. While the product is full color and pretty, you also get a black and white print friendly version as well. Though the maps are still full color.

For a couple of bucks, three to be exact it is well worth the price. Most of my problems with it are minor nitpicks. So what's my rating? Well I am going to settle on a 4 star review. It is a good little side trek adventure well worth the price. It could have used a little more polish, but for a first product of a new company it is good.

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More mystic style achievement feats

4/5

Achievement Feats 2 by Tricky Owlbear Publishing

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

Achievement Feats (8 pages)
It starts with a introduction on what achievement feats are and how they work. Next there is a new normal feat and racial trait both of which allow for a PC to have a second achievement feat. Following that we get into the actual achievement feats, there are 31 of them. The section ends with advice on how to create your own achievement feats. Below is a couple of feats that stood out to me.
Destroyer of Worlds – Have to have destroyed a world, plane or such. Gain a spell like ability such as earthquake or meteor Swarm.
Godtouched – Meet a god face to face and live. +2 level to channel ability, or gain channeling ability as a 2nd level cleric.
Gravemarked – die and come back from raise dead, gain negative energy resistance 5 and mindless undead consider you one of them.
Liberator – Free some slaves on different occasions with personal risk to yourself and no personal gain. Gain the a spell like ability to cast Freedom
Psychic Null – Suffered from Soul Bind. Gain 11+levels in resistance to the spell and mind influencing spells.
Scholar – Write and publish a book that impacts a field of study. Gain +1 to all knowledge skills or +10 to a single one.
Unkillable – survive a event which by all rights you should have died on nothing but a series of lucky rolls. Next time you die you instead wake up some hours later severally wounded (1d12 hp) but alive. Once used once this feat is lost.

It ends with a OGL. (1 pages)

Closing thoughts. The art work is black and white and ranges from good to pretty good. Layout and editing was well done, it is plain text making it very print friendly. I will be honest I am not a fan of achievement feats, they just seem gamiest to me. But if I was going to use achievement feats these are the type of ones I would want to use. Unlike most such feats these are often about accomplishing something or doing something above the norm, than say kill 15 gnolls. Of course the harder it is to do the more powerful the ability you earn.

So what's my rating? Well I find this one hard to rate since I am not a fan of the subject. But many of them where interesting and most of them fit what you had to do to get it. I would have liked to have seen more supernatural style feats personally. If you are a fan of achievement feats I think you will like this. So I am going to give this a 4 star review. A couple of the feats I think are a bit powerful for what is required and I would have liked to have seen some more supernatural ones. But still worth picking up if you are a fan of achievement feats and you liked the examples listed above.

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A nice book for bards.

5/5

Latina Facta 1 & Versatile Performance Redux by Spes Magna Games

This product is 14 pages long. It starts with a cover, credits and ToC. (3 pages)

Latina Facta (2 ½ pages)
New feats inspired by Latin Quotes. There is 15 new feats in this section, most are general feats with a few combat feats. Most of them are pretty interesting. I did find one a bit unclear Fide, Non Armis. It lets you have a +1 caster level if you are a divine caster as long as you take no offensive action. The part that is unclear is what all might be a offensive action. Such as is channel energy used to heal your friends but also damages a enemy undead a offensive action? Most of them where well done, a couple if felt where pretty strong though.

Versatile Performance (4 pages)
These are new arts used with performance by bards. There are three types of arts, musical, acting and dance. There is 6 new arts for each of the three types. I liked all of them pretty well and they all seemed well done and interesting.

New Bard Spells (3 ½ pages)
There is 7 new bard spells in this section. Several of the spells are cool Requiem and Deceptive Cadence where my favorite. I was a little iffy on Adagio Tempo, which is a weak version of the slow spell but is a cantrip. Other than that I liked the rest of the spells

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

Closing thoughts. The art work is black and white and fair to pretty good. Editing and layout are good, not perfect but good. I liked most of the feats, I would say I liked 80-90% of them and 90% of the spells and really all the Versatile Performances. While the feats can be mostly used by anyone, several of them are geared more towards bards and all the rest of the book is for bards.

I would like to see a follow up book focusing more on the Versatile Performances and new spells which I felt was the best parts of the book. Requiem which makes undead stop and sway was neat but I wish instead they had went with Danse Macabre and made the undead dance instead. Maybe a idea for a follow up book. So what's my rating? Well what is good tends to be very good but there was a couple of ones I was unsure about. So I am going to give this one a 4.5 star review.

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Some new werecreatures.

4/5

Mythic Menagerie: Howl at the Moon by Super Genius Games

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

Creatures (15 pages)
This book is about were monsters. Following is a list of the creatures with in. Each one has a full stat block and black and white art. Other than the first one each one has 2 stat blocks, one of natural form and one for hybrid form and take up two pages each.
Therianthropic Beast – CR19, kinda every were creature in one.
Weredeimonychus – CR4, a were dino, the name is spelled Weredeimonychus and weredeinonychus I think the second is the correct spelling.
Werefrog – CR3, yup a wereFROG, that’s right.
Wereorca – CR10, a giant were creature.
Wereowl – CR7,
Werescorpion – CR4
WereTyrannosaurus – CR14, a were T-Rex.
Werewolverine - CR3

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

Closing thoughts. The art work is black and white, it ranges from good to pretty good. Layout and editing are ok, I noticed a couple of editing errors like the weredeimonychus one and the layout is a bit off. Half of each second page is blank. I know why they did it, but I can't help but think they could have added some more information about each creature, some lores. A history maybe on how they came about etc since they had the space. I am honestly not sure exactly why some of the CR's was targeted. It seems the wereowl should have been lower and the werescorpion higher since it started off as a ogre and the owl a elf.

All and all I liked the book but felt with the extra space they could have added more and made this even better. I think that was a missed opportunity to add some lore and fluff to really help flesh things out. So what's my rating? Well it gives what it claims but it does have a couple of errors and miss chances I felt. Still if you need werecreatures it gives you all you need to use them in combat. So I am settling on a 3.5 a solid effort that I just felt could have been more.

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A decent collection of undersea creatures

4/5

Mythic Menagerie: Oceans of Blood by Super Genius Games

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

Creatures (9 pages)
This book is about sea monsters. Following is a list of the creatures with in. Each one has a full stat block and black and white art.
Anemone Behemoth – CR 14, a headless tentacle aberration.
Dracopus – CR12, kinda a T-Rex, squid thing.
Harpoon Weed – CR 1, a weird floating plant thing
Lashray – CR6, a tentacled stingray fish.
Piranha-Man – CR2, small sized piranha-Man humanoids that travel in packs.
Razor Shoal – CR1, fish whose fins are razor sharp
Sarcophagus Claim – CR4, giant claims that swallow things whole that come in range.
Toothwraith – CR11, undead predator jaws.
Wave Horse – CR7, elemental water horse.

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

Closing thoughts. The art work is black and white, it ranges from ok to pretty good. Layout and editing was well done. The monsters within the book are ok. None of them are bad but then I didn't think any was great either. The Toothwraith was a bit odd in how it was drawn, just floating jaws. The rest where all decent. In addition some of the mechanics for the monsters where not as clear as they could or should have been. So what's my rating? Well I find myself reading this and mostly go, ok that’s decent, or that’s ok. Nothing really grabbed me though. If you are running a undersea adventure or campaign it is worth the price to pick it up. I decided to give this a 3 ½ star. I almost gave it a 3 but felt it was a bit better than a 3.

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A book of golem monsters.

4/5

Mythic Menagerie: Engines of Destruction by Super Genius Games

This product is 14 pages long. It starts with a cover and forward. (2 pages)

Creatures (10 pages)
This book is about mechanical monsters. Following is a list of the creatures with in. Each one has a full stat block and construction costs.
Cactus Crawler – CR7, it is called a Crawler and golem, I am guessing the parts that say golem is a error.
Ceramic Soldier – CR1
Gearwork Golem – CR10
Hide Golem – CR 5
Prism Golem – CR12
Reef Stalker – CR8
Rustmote Storm – CR5
Still Golem – CR 6
Void Golem – CR18

Golem Variants (1 page)
For some reason this is stuck in the middle of the book, between two full stated monsters. The Hide Golem and Prism Golem. At any rate this introduces two templates to be applied to other constructs to turn them into these version. Golem Stead +1 CR and Golem Guardian +3 CR.

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

Closing thoughts. The art work is black and white, it ranges from ok to pretty good. Layout and editing was well done, other than the one odd thing of putting the variants in the middle of the book. The monsters presented with in where fairly well done. There is a nice variety of construction types and where you might find them. The book gives pretty much what it promises, which is 9 new types of construct monsters. By the name I was expecting more clockwork and steam powered types than what was in the book though. So what's my rating? Well the book is well done but it didn't wow me either. It is solid and well done, so if you are looking for more golem types then it is worth picking up. I am going to settle on a 4 star, I almost went 3 ½ cause of the weird layout with the variants but it is not a big enough deal to detract a half star so I settled on a 4.

Trust me, I'm a Succubus.


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A nice addition to Streets of Zobeck

4/5

Alleys of Zobeck by Open Design

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

Nothing to Declare (2 pages)
Streets of Zobeck starts off assuming the PC's are already in the city. This little short adventure is made as a introduction to bring the PC's into the city for the first time.

Extra adventure Info(6 pages)
This section has extra information for many of the adventures in the Streets of Zobeck. Within you will find a alternate Lust Domain, a single encounter to add to one of the adventures, 6 full stat blocks for some of the adventures, and a single new monster template.

Feats, traits, and gear. (3 pages)
There is 5 new feats in this section, 7 new traits, 4 new magic items and a new incantation. The section ends with two list of items, one for common items and one for valuable items. I loved the lists and they was well done, but they go from 1-50 which makes using them as a random list to roll off of problematic. I which they had been listed at 1-100 with 2 numbers for each item on each list. You can do it yourself of course but it would have been handy if the book was done that way already.

Locations (2 ½ pages)
This section has several new locations to be used with the main book. Each one has a one page write up with information and a small map. They are...
Rampant Roach – restaurant
Ulmar's Rare Books – A book store.

Adventure Hooks (½ page)
Additional adventure idea's for some of the locations in Streets of Zobeck. There is three additional adventure hooks.

Blackeye's Carriage (1 ½ pages)
This is a carriage that goes around the city. It can be used to help the PC's out as the coachman knows a lot, can help with information, finding locations, getting the PC's in touch with other NPC's and of course as a means of transport around the city.

It ends with a OGL. (½ pages)

Closing thoughts. The art work is a mix of black and white and color, it ranges from ok to good. Layout and editing was well done. The book is well done all and all, it is meant to compliment the Streets of Zobeck book so is less useful to those with out that book. But there is still enough quality useful information to be handy for anyone that runs a urban based game. For those that do have the book then I highly recommend it. So what's my rating? Well I liked the book but I couldn't help but feel it just didn't quite get there. It needed just a bit more, like the list being made into random charts for example and a few little things like that would have really helped. As it is I am going to settle on a 4 star review.

Trust me, I'm a Succubus.


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