Succubus

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Pathfinder Roleplaying Game Superscriber. Organized Play Member. 8,503 posts. 179 reviews. 1 list. 1 wishlist.



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ANother good edition to the series.

5/5

Genius Guide to: Fire Magic by Super Genius Games

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

Spell Tables (1 ½ pages)
Bard - 3
Cleric – 5
Druid – 6
Inquisitor – 4
Paladin – 1
Wiz/Sorc – 13
Witch - 5

Spells (5 ½ pages)
There is a total of 14 new spells in this section.
Aleya – light source that seeks out hidden things.
Blister – dmg spell.
Brand of Shame – does damage and can be permanent giving them some social penalties.
Char Lash – create a fiery whip.
Cinder Field – turn the ground into hot goals basically.
Corpse Candle – make a undead burn
Explosive Disarm – make a held object explode into flame.
Flareburst – improved flare.
Power Word Burn – dmg spell.
Pyroclastic Burst – call down mini fireballs one a round sorta.
Steam Bolt – dmg spell.
Wall of... Glass, Smoke and Steam – new wall spells.

New Class Options (3 pages)
A replacement option for one of the inquisitors judgments, one new Oracle Mystery, Dragon Fire. Two new Witch Hexes, a fiery creature template, and two new metamagic feats.

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

Closing thoughts. Layout and editing where both good, art is a mix of color and black and white. It is fair to good. The spells where mostly inventive and interesting, though there was a couple I had some disagreements on. Mostly the levels, such as Char Lash is level 1 for wiz, 2 for bard and inquisitor and 3 for witch. For a level 1 it is good, for a level 2 is solid, but I think it would be to weak for a 3rd level spell. Other than that I really don't have anything negative to say. So what's my rating? I am going to give this one a 4.5 review.

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Nice collection of new racial traits.

4/5

101 Alternate Racial Traits by Rite Publishing

This product is 17 pages long. It starts with a cover and credits. (2 pages)

Alternate Racial Traits (12 pages)
There is 101 new racial traits to choose from. A breakdown by race follows.
Dwarf – 15
Elf – 16
Gnome – 15
Half-Elf – 5
Half-Drow – 4 (these are for half-elves but if two of more are taken the half-elf gains light blindness as well)
Half-Orc – 14
Halfling – 15
Human - 15

There is also alternate stats for a half-drow and half-orc presented in the books as well. These other two stats make for 101 traits.

A couple of the ones I liked.
Against the Wall – gives a bonus when fighting with other dwarves to defense.
Strength of Duty – a dwarf can once a day gain temp hp when reduced to zero to keep fighting.
Invest Magic – once a day a elf can cast a spell and not use up the slot.
Houri Ancestory – a elf with traces of nymph blood, once a day can daze all those who look on them for a round. Save to ignore.
Clockwork Magic – gnomes get a bonus to repair items from just listening to the item.
Lovely Distraction – a blend of the best beauty aspects of humans and elves. Gains social bonuses.
Orc Warcry – once a day for one round as a free action, a half-orc can give a bonus to hit, saves etc to their allies.
Bewitching – a human that is good at manipulating others, easier to adjust a NPC's attitude towards friendly.

It ends with a OGL, Ads. (3 pages)

Closing thoughts. The art ranges from meh to pretty good, most of it is color. One piece is black and white. Layout and editing was pretty good I did notice a couple of spots, one where there was no space between paragraphs, but nothing major. There was a couple of traits I didn't care for or just seemed odd. Like one where a elf has naga blood, or a gnome with lurker blood. Other might like them, but I didn't care for a few of them like that. Taken a whole though I liked the majority of them. Many of them can be used with just a fluff change for other races. If you are looking for more traits this is worth picking up. So what's my rating? I am going to give it a 4. It was good but I did notice a couple of minor errors and while most of it was good, there was a few I was meh about and a couple I didn't like.

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Another top notch addition to the series.

5/5

Faces of the Tarnished Souk: The Ghost-Light that Dreamed, Gozutozawa by Rite Publishing

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

The Ghost-Light that Dreamed, Gozutozawa (3 pages)
This one is a bit different it is a will-o-wisp summoner that wants to be humans. Instead of the normal 3 stat blocks there is 6. Three for Gozutozawa and three for it's eidolon. Like all of them the NPC has dreams and lore information as well as the stat blocks.
CR 21 – Will-o-wisp with two new templates, crafty and tough added, A 16th level Summoner with a new archetype, monstrous.
CR 14 - Will-o-wisp with the tough template added. A 10th level summoner with the monstrous archetype.
CR 8 - Will-o-wisp that is a 4th level summoner with the monstrous archetype.

The section ends with two new feats, rules for implanting ioun stones, 2 new magic items, 10 new ioun stones, the two new templates, archetype, and 3 new evolutions.

It ends with a OGL, Ads. (3 pages)

Closing thoughts. Artwork is black and white and fair. Layout and editing was very good. The NPC concept and history are very nice. Totally different with a nice new twist. The extra stuff is all well done and interesting. I really have nothing negative to say about this product. If you are fan of the series or just would like a new interesting NPC to use, then I recommend picking this up. So what's my rating? Well for lack of having anything negative to say I am giving it a 5 star.

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Neat idea, that needs some work.

3/5

30 Character Motivations by Adamant Entertainment

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

Introduction (2 pages)
This explains what they are, how to use them and then gives two examples. It is suggested each character only be allowed a single motivation.

Motivations (8 pages)
Each motivation has a positive and negative version of them. Both version give the character bonuses to stuff, just different things. The ones included are as follows. There is also one new feat. Controlled, grants you a bonus to go against your motivation.
Honorable / Unscrupulous
Brave / Cowardly
Concerned / Apathetic
Accepting / Contemptuous
Chaste / Lustful
Forgiving / Vengeful
Compassionate / Cruel
Dutiful / Rebellious
Just / Partisan
Generous / Avaricious
Ambivalent / Envious
Amorous / Despising
Loyal / Treacherous
Modest / Proud
Honest / Deceitful

It ends with a OGL. (1 pages)

Closing thoughts. The layout and editing are ok, the artwork is color and fair. The pages have a gray jagged torn parchment look. Which looks nice but makes it less print friendly. As for the motivations for the most part they match pretty well to what you would expect. Some I disagreed with but all and all not bad. Let me say I like the idea of this product. Now with that said I did have a few issues. One the negatives are helpful too. I kinda would have rather them have more negative aspects to them. Also they are not really balanced I thought some of them was much stronger than some of the others. The weak ones I would say is worth a feat likely. The strongest though I would say is worth three feats. Such as one of them gives you a +2 luck bonus to all saves.

So I liked the idea but felt it needs some work and I would have liked to have seen it done slightly differently. Maybe for each positive motivation you had to take a negative one to counter balance it. I think that would have been better personally. All and all it's not but a bit pricey. So if the idea interest you it is worth picking up. So what's my rating? I am going to have to give it a 3 in the end. It is a neat idea and the RPing idea's it helps provide and character fleshing out I felt was worth half a 3 star.

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A location and adventure idea's

3/5

Moon's Folly by Headless Hydra

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

Moon's Folly (4 ½ pages)
Moon's Folly is a town that grew out of a lumber village and has since become a way stop for caravans. This first section talks about the history of the town, map of the area, map of the town and the locations around town.

Notable NPC's (3 ½ pages)
Here it has a section on the NPC's in and around the town of note. Three of them have full stat blocks and twelve more just have paragraph writes up about them.

New Rules (3 pages)
There is 4 new traits, 5 new feats, and 4 new equipment items. Two of the feats I thought where to strong. One is only for were creatures but it ups there DR to 10 and the other grants a DR 2/cold iron. The others where ok, some of the traits are for were creature PC's as well, but where I thought ok. Assuming you are ok with such PC's in the first place.

New Monsters (1 page)
Stiltskin – A type of fey, CR8, a subterranean creature that collects secrets. I thought it was very interesting new creature with what they do.

On the Road from Mor Aldenn (2 pages)
This section talks about traveling from the nearest city, travel times etc. It also has 9 suggested random encounters. There is no random table just nine suggestions. Some are combat and some are not. I do have one critic about the combat ones, I would they would have added a page number to the monster in question as there is not stat blocks. There is also 11 rumors one might hear about Moon's Folly.

Secrets of Moon's Folly (4 pages)
In this section is five adventure idea's. Each is about half a page long or longer. They are fairly interesting and well thought out. Though a DM would need to flesh the idea's out themselves.

It ends with a OGL, campaign notes pages and a blank page. (7 pages)

Closing thoughts. The art is black and white, ranges from meh to fair. Layout and editing is pretty good. I didn't notice a few mistakes here and there but not to bad. This is a basic location book with some adventure idea's. With the OGL, notes(and I am not sure why there is 5 pages of campaign notes pages to be printed it, it is a PDF the page could be printed as much as wanted) The book is only 21 pages long with only 19 of that actual content. The book is pretty decent but feels incomplete. It could have really used a few more pages honestly. It's a nice start all and all though, so maybe they will do a follow up product on it. So what's my rating? Well for the 3.99 price I am going to have to give it a 3 star. If you are looking for a basic setting and adventure idea's it's not bad.

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The cherry on top of the series

5/5

101 0th Level Spells by Rite Publishing

This product is 24 pages long. It starts with a cover and credits. (2 pages)

Spell Tables (3 pages)
Bards – 43
Cleric – 41
Druid – 34
Wiz/Sorc - 82
Abjuration – 7
Conjuration – 9
Divination – 10
Enchantment – 7
Evocation – 14
Illusion - 7
Necromancy - 8
Transmutation – 20

Spells (16 pages)
Here is the description for all the spells in the book. Here is a few of my favorites.
Animate Tools – Think Micky in Fantasia.
Antagonize Wounds – take one damage a round if fort save is failed
Askew Balance – make save or fall down
Blossom – Makes flowers bloom
Create Snow – you make it snow... I do have one issue with this spell. It has a volume instead of a area of effect. I would have preferred something like you can create heavy snow in a 10 by 10 area, moderate snow in a 20 by 20 or light snow in a 40 by 40 per level(this is just a example to make a point and not accurate) instead of creating X gallons of snow per level, fitting in what ever area can hold it or up to three times as large.
Dark Bubbles – Makes shadows become deep shadows. Like the spell but silly name.
Discern Health – over several rounds can tell the health of living creatures.
Dim – lowers the light in a area.
Encrypt – Make something written encrypted and hard to read.
Light my Fire – start a normal fire.
Parry Strike/Shot – two spells that do the same, gain a +2 AC vs the next attack made against you, one is melee and one ranged.
Quill – Summons a phantom quill/pen that needs no ink.
Shadow Snag – touch a shadow and on a failed save the owner of the shadow is under the entangled condition
Smoke Image – can make a complex image our of smoke.
Summon Natures Alley, Minor – You can summon a tiny creature.

It ends with a OGL, Ads. (3 pages)

Closing thoughts. The art is black and white, ranges from fair to good. Editing and layout where both very good. There was a few spells I thought where a little silly, like Pants that just removes a targets pants. Some that was cute but of little use like Smoke Image, but these are cantrips and I liked the vast majority of them and even the ones I didn't care for was more a matter of taste than anything wrong with the spell. I really have nothing negative to say, really my biggest issues was with the Create Snow spell and how they worded it. So whats my rating? Well going to go with a 5 star. If you like cantrips you will love this and if you liked the rest of the series I recommend it.

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Highly recommended.

5/5

Midgard Northlands by Open Design

This product is 114 pages long. It starts with a cover, credits, and ToC. (3 pages)

Chapter One (16 pages)
This chapter is about the people of the north, culture, religion, lifestyles. Basically what life is like for those to live in the north and how you can bring that to life for your players or for a player to make a character from the north come to life.

Chapter Two (16 pages)
Campaign setting. This talks about the lands, cities and major land marks for the north.

Chapter Three (23 pages)
This is the character creation section of the book. There is four human ethnic groups, mechanically they are the same but from a RPing point of view they are fairly different. There is also two variate humans as well the Dayborn and Nightborn. Typically it is just those born on Hyperborean that show the traits of one of the two. There is also a new type of Dwarf with fey subtype and Trollkin of fey subtype as well.

Next it gets into the classes. They get the following new.
Barbarians – They have three rage paths to follow. Nine new rage powers and two archetypes.
Bard – Skald variant bard.
Cleric – Cold and Fate domains.
Monk – 1 archetype.
Oracle – two new mysteries, Fate and Revelations.
Paladins – have a new code.
Sorcerer – two new bloodlines, Giant and Hyperborean.
Witch – two new patrons, Fate and Grudges.
Wizard – may take Rune mastery as a specialty.

There is some expanded skills on what all you can do with them, which is followed by new feats. There is 15 achievement feats, 9 combat feats, 6 general feats, 1 item creation feat, 10 meta magic feat, 5 monster feats, 2 team work feats and 38 traits. After that it gets into new equipment. There is 3 new armor, 11 new weapons, and 35 new varies equipment.

Chapter Four (27 pages)
This section is about new magic. There is two new types of magic, Grudge magic and Rune Magic. There is also 4 new incantations, 45 new spells, 59 new magic items of varies types from artifact, to cursed items to general magic items and finally 5 new weapon properties.

Chapter Five (12 pages)
New rules for Arctic Chases, Coastal Ship Chases, Snowshoe/Ski Chases, New environmental rules for server cold, altitude, frostbite, food/drink, cold water, and scurvy. There is also a bunch of new hazards. Fate Afflictions, new haunts and pretty much anything you might think of as needing a rule for characters traveling and surviving in arctic like conditions.

Chapter Six (14 pages)
There is twelve new monsters in this section ranging from a CR 4 to a CR20. There is also one new template that adds a +2 to a monsters CR. The monsters are well done with very good artwork. They fit the setting and myths of the north well.

It ends with a OGL, full page map and back cover. (3 pages)

Closing thoughts. The artwork is black and white and very good. Editing and layout was very good. I did notice a couple of spots here and there but that’s to be expected in a book this size. Everything about this book was well written and interesting. If you are looking for a new campaign setting then this book has what you need, if you are looking for information to add to a existing setting to cover the northlands of a campaign world then again all you need is here. Or even if you are just looking for idea's for adventures and characters from such a environment. I really have nothing negative to say about this, other than to say this book does for the northlands what Tales of the Old Margreve did from Grim Tales folklore forests. I highly recommend this book if the subject interest you in the slightest. So what's my rating? Well despite a couple of minor editing/layout errors this book is outstanding. So I am going to give it a 5 star review.

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Wants some new Demons, Devils or Daemons?

4/5

Creature Codex 2: Infernal Index by Demiurge Press

This product is 9 pages long. It starts with a cover, credits, and ToC. (2 pages)

Monsters (6 pages)
It jumps right into the new monsters of the book. Each monster has a full page devoted to it. Full stat block, a couple of paragraphs of text about it and then a image.
Daemon, Ungudaemon (CR 5): A weird, almost cthulhesk looking creature that will sometimes let victims live if they bring it others in their place.
Devil, Feathered (CR 7): Hells accountants and bankers.
Div, Khorkhore (CR 13): The embodiment of Gluttony. They can create food, any mortal eating the food gains a wasting disease. Forcing them to eat huge amounts of food or take con damage.
Kyton, Baboulas (CR 8): Nobles versions of Kytons. The are sadistic mutilators, made me think of Hellraiser.
Hanakada Oni (CR10): Oni that taught the Tengu their swordmastery. Can change shape and use their fans to create winds on par with a hurricane.
Piasa (CR 17): They live in the abyss but are not demons, they are manifestations of the abysses fury and anger.

It ends with a OGL. (1 pages)

Closing thoughts. There is two versions a color version and a black and white version for ease of printing. Editing and layout are good. The art range from subpar to ok. Really the only art I really didn't like was the Div one, the rest was ok. They was all interesting and pretty cool, I especially like the Kyton, Baboulas, hands down the best of the new monsters. If you are looking for some new Devils, Demons, or Daemons to spring on your players then this book is worth the price. So what's my rating? I am going to give it a 4 star, it is good but felt it could have been even better.

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Perhaps the best in the series

5/5

The Dark Lady Ninyantë, Mistress of Venom by Rite Publishing

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

Introduction (1 pages)
This has her history, dreams, Lore and advice on how to use her in the Coliseum Morpheuon setting/adventure book by Rite Publishing.

Stat Blocks (6 page)
In this section is three stat blocks of varies levels to be used. In addition to normal full stat blocks each section also has a small tactics advice.
Spellpowered amalgam human dark naga shadow assassin 17, CR 21
Spellpowered amalgam human dark naga shadow assassin 11, CR 14
Amalgam human dark naga shadow assassin 4, CR 8

There is also two new feats in this section, both used by her. There is also three new magic items. Once is just a elixir, the other two are very cool. A shadow ring and snake bracer.

Bonus Stuff (3 pages)
This section has two templates.
Amalgan – Basically you take two creatures, combine them and take a average of their abilities. It is fairly complicated, I had to reread it a couple of times in spots to fully grasp it.
Spellpowered – This is a template that lets you give any creature SU abilities that mimic spells.

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

Closing thoughts. The artwork is black and white, ranges from ok to very good. Editing and layout are top notch. I didn't notice any obvious errors. This is a very complex and interesting NPC both from a fluff and crunch stand point. It is well written and interesting personality for her, as is the stat blocks complex and interesting. The two new templates where nice, I especially like the Spellpowered one, the feats where good. The magic items where also well done, but that does bring me to one of my two critics of the product. The shadow ring implies it can cast deeper darkness, but it doesn't flat say this. The powers on the ring should have been made more clear. Which bring me to my last critic, the Amalgan template. A clever template but I found it a bit hard to wrap my head around the first time reading it.

So what's my rating? Well this is perhaps the best of the NPC's in the series so far and while some of the bonus stuff could have been more clear, the NPC was perfect. So I am going to give it a 4.5 star review. I almost went 5 stars but felt the ring especially should be cleared up a little to earn a perfect rating. Based on the NPC alone and no bonus stuff then I would give it a 5 star.

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30 great items

5/5

30 Intelligent Magic Items by Rite Publishing

This product is 21 pages long. It starts with a cover and credits. (2 pages)

Introduction (1 ½ pages)
This part is a IC introduction told from Pers Veilborn's point of view. It is a very interesting IC introduction. Next is a section about why some magic items are intelligent.

30 Magic Items (14 ½ pages)
Here is the 30 magic items, they all have full stat blocks. Construction costs, special purpose, powers, personality, history, and appearance.
Altairvat, Seeker of the Dark: A crystal ball of true seeing with the mind of a diviner driven insane by entities from beyond the stars. Very Cuthuluesk.
Astijhen: A full-plate mail for horses with some fear and curse-related powers.
Atham the Blacktongued: Pan pipes that can cause fear in all who hear it, fall into a nightmare filled deep slumber or make a corpse speak as per speak with the dead.
Bahijja the Flatterer: A mirror that grants Chr bonus, can scry, or cast alter self on the user. The mirror is paranoid and tries to make the user so as well.
Bassa of Masad: Heavy shield with the face of a lions head, can bite foes and can summon a lion ally.
Gathib's Teeth: Set of hyena teeth to be worn in mouth grants bite attacks and speak with animals.
Ghorev the Unlooked-For: Shrunken crows head, that can at will be ordered to transform back into a crow and carry a message. If the user dies the crow carries a message to the person of the users choice.
Ha-Min's Circlet: Head band with bonus to Chr, detect magic at will. But cast lesser geas on user to preform charitable acts.
Ha-Min's Trinket (Artifact): Can take the form of a kappakin, or once a day elemental body.
Jaril-Junaid: Anarchic scimitar that can let the user rage. Do bonus dmg and by pass DR on lawful creatures.
Javar Javarah the Comforter: Greatsword that can cast righteous Might, shield other and bless.
Jealous Jaden: A Shatterspike longsword that tries to make the user destroy all other magical weapons.
Kassantera the Deceiver: Wooden harp that can cast suggestion, confusion or modify Memory when played.
Karkinos: A giant barrel that turns into a giant lobster to protect others.
Ma-Oot-Mah-Zoor: Crystal skull mask that casts vampiric touch, disguise self and finger of death.
Marrija: A Mirror that lets you make a clone of yourself. If you die at any time in 24 hours, your clone steps out of the mirror, knowing all you know.
Marav Azab: A walking stick with travel and wilderness type powers.
Nasirdil: Bloodline-associated ring with limit regen ability, summon a eagle and teleport the user when dead.
Navishan: Amulet that improves negative energy channeling, cast fear and at times cast animate dead.
Nukramajin's Hand: Skeletal hand the if placed on a corpse allows speak with dead or animate dead.
Parzamon: Cloak for stage magicians, give glibness and dimension door in a puff of smoke.
Ranklikor: Full-plate for horses, can cast haste, overland flight and daylight.
Red Najaddi: Flying carpet that can cast feather fall and tiny hut as well.
Sageseeker: Headband that give Wis bonus, cast calm emotions and prot from chaos.
Salchuk Carpet: A flying carpet the protects the owner with poison, summon swarm and web spells.
Stormshaper: Hide Armor that can cast giant form 2, obscuring mist, levitate, and fog cloud. Giants gain bonus against wearer.
Tam: Mummified gnome hand that can cast mage hand and light.
Tannarik: Crossbow of wounding, that can cast, true strike, Wind wall, and freedom of movement.
Tchottochtum: Thundering Spear, that does bonus damage on crits, detects thoughts, wants to unit all orcs and make war on humans.
The Bat Queen's Cloak: A cloak that can cast, glide, screech, summon swarm and invisibility.

It ends with a OGL and 2 pages of ads (3 pages)

Closing thoughts. The layout and editing was very good, it is nice borders. The artwork is a mix of black and white and color. It ranges from meh to ok. The items are all well done, with interesting histories, personalities and desires of their own. The worst of the items are just merely interesting, while the best ones make you want to figure out a way to get them in the hands of your PC's or NPC's. Really other than the art work which I wasn't a fan of, I have nothing even remotely negative to say about this product. If you want some interesting intelligent magic items for your game then pick this up, you won't be sorry. So what's my rating? Well artwork aside there is nothing at all wrong with this and the artwork doesn't distract from the product. Though art of each item would be been nice. So I am giving this a 5 star. I liked it that much I am forgoing my normal half star deduction I would give for the lack of art for each item.

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Five NPC's for use in the Underdark.

3/5

Book of Friends and Foes: Under the Mountain by Jon Brazer Enterprise

This product is 8 pages long. It starts with a cover, credits and ToC. (2 pages)

Friends and Foes (5 pages)
There is five NPC's in this book. Each NPC takes up a full page with a black and white image. Each one has 3-4 paragraphs of background information on them and full stat blocks.
Sak'Aeda – CR 6 Dark Creeper Ranger.
Samm Kull – CR 6 Human Fighter/Rogue.
Night Wraith – CR 7 Elf Vampire Rogue.
Dead-Eye Grimpick – CR 5 Dwarf Cleric.
Marrin Rubneck – CR 6 Human Commoner/Warrior.

It ends with a OGL. (1 pages)

Closing thoughts. The editing and layout was pretty good, could have used a little more polish, I did notice a few grammar and spelling errors. The artwork is black and white and ok. The background on the NPC's are ok, there is a few hooks to use them as foes or friends all for the most part. But none of them stood out as something that really grabs you either. If you are looking for some fully stated NPC's to keep around handy for use. Then this is worth picking up. So what's my rating? I am going to give this one a 3 star. Worth the cheap price but could have used more work.

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Great art, well done monsters and worth the price.

5/5

Book of Beasts: Wandering Monsters 1 by Jon Brazer Enterprise

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

Monsters (5 pages)
There is five new monsters in this book. Each monster takes up a full page with a black and white image.
Blightdaemon – CR4 daemon. A disease based creature.
Death Adept – CR 8 undead. A type of undead priest.
Mantians – CR 5 magical creature. Large praying Mantis creatures.
Remembrent – CR 3 undead. Kinda a weak version of the banshee sorta.
Rock Ophidian – CR 3 dragon. More like oversize acid spitting salamanders.

It ends with a OGL. (1 pages)

Closing thoughts. Layout and editing are good. I didn't notice any obvious errors. The art work is black and white but very good. The five monster are pretty interesting, I thought the Blightdaemon and Death Adept was the most interesting. Taken as a whole the monsters are solid and so is the product. It gives exactly what it promises with very good artwork and no obvious flaws. It is a very clean PDF with no borders so very print friendly. If you are looking for a few new monsters then this is worth the buck fifty asking price. So what's my rating? I am going to give it a 5. I didn't notice any obvious errors and while the monsters weren't great they was good, but the artwork was very good which honestly is almost worth buying just for the art.

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A good book worth the price.

4/5

The Inquisitors Edge by Open Design

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

Next it jumps into introduction and examining of the Inquisitor class. (2 pages)

Feats (6 pages)
This section has the 30 new feats for the Inquisitor class. Many of them can be used by other classes. The complete list with a few examples of what they do.

Cautious Trip – you can't fall prone while doing a trip attack.
Coordinated Fire – give bonus to next person that hits same target with ranged attack.
Defensive Disarm – may attempt a disarm when missed.
Defensive Insight
Draw Strike – can draw a weapon and strike in a single action
Ducking Shot – gives you a dodge bonus vs AoO's when firing a ranged weapon.
Eschew Divine Focus – can cast without divine focus.
Extended Use
Extra Judgment
Fencing Stance
Fast Track – reduces penalties when tracking while moving quickly.
Fearsome
Friend and Foe – lets you and a friend play good cop/bad cop to gain information etc.
Gotcha
Grudge
Hammer and Anvil – deal extra damage to flanked foes.
Improved Judgment- bonus to multi-class Inquisitor's judgments.
Magical Insight
Magical Savant – reduces the ability score needed to cast. (so one could cast 4th level spells with a 13 wisdom as a example)
Misdirected Strike
Meddlesome
Offensive Insight
Parrying Stance – when TWF may use offhand weapon and get shield bonus.
Persistent Judgment
Ranged Maneuvers – may do some combat maneuvers at a range.
Shared Judgment
Shared Magic
Subdue – no penalty when doing nonlethal dmg.
Team Defense – you and ally gain defense bonus if beside each other.
Track Spirits – can track incorporeal creatures.

Character Builds (4 pages)
They are basically advice on how to make builds that focus on certain area's of the class.
The Bloodhound – Tracker, tough as nails. It focuses on tracking. being tough and martial attacks. My first thought was Texas Ranger.
The Wolf in Sheep’s Clothing – More social based. Designed to go into a area, befriend people, gather information. All the while not revealing what they truly are.
The Detective – Think the new Sherlock Holmes, where he is a good detective and can fight too. Focuses on some rogue like abilities, perception and combat.

It ends with a OGL and ad. (2 page)

Closing Thoughts. Editing and layout was nice, the only artwork is on the cover which is used once more inside the book. The borders are different, I am not sure what they are suppose to be, they look ok but cut down on how print friendly it is. Most of the feats can be used by anyone, many are ranged feats, some casters and some teamwork feats. Only a few are inquisitor only, though a few of them are more geared for them. Some of the feats where very good, some where pretty good, a few I just didn't care for, and a couple I am not sure anyone would take. Gotcha being a good example, if you have a free hand and a ally is in reach, you can attempt as a immediate action to keep them standing, instead of being knocked prone/pushed/pulled etc. It is not a bad idea but honestly I just don't see anyone taking the feat when there are so many better ones.

The builds are pretty cool, though while I like the Wolf in Sheep’s Clothing a lot. It is really more suited as a NPC build than a PC build for most campaigns. Which makes it less useful as advice for a PC build. So what's my rating? I am a bit torn on this one. What is good is mostly very good, but there is a few things that are not up to par on what I have come to expect in the series. So I am going to settle on a 3.5 star. Good and worth the money but could have used a little more work.

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A solid book that adds some more options for Mass Combat and Kingdom Building

3/5

Book of the River Nations: Feats, Spells, and Secret Societies by Jon Brazer

This product is 14 pages long. It starts with a cover. (1 pages)

Feats (3 pages)
There is two types of new feats. Kingdom feats and Mass combat feats, as well as a few general feats. The kingdom feats help with the kingdom building mechanics and the Mass Combat feats help while using the Mass Combat rules. There is 17 new feats, three of them are mass combat and three of them are kingdom feats. The other eleven are normal feats.

Spells (5 page)
There is 29 new spells, 6 of them are spells to be used any time and 23 of them are spells to be used in mass combat rules. There is also side sections talking about using other spells in mass combat and in kingdom building. A couple of the spells where pretty cool I especially liked Wall of Tentacle's, a few where versions of existing spells (overland travel like expeditious retreat but can be cast on others and helps with overland travel checks), most of the mass combat spells are ok. Not great not bad.

Secret Societies (4 pages)
There is 4 listed societies listed in this section. Each only has a paragraph or two about them. Mostly they are new character options, two of them. The Hidden Sniper and Monks of the Green Leaf are new archetypes for the Ranger and Monk respectively. While Devout Healers and Kings Eye are new PrC's.
Hidden Snipers – The gain SA ability, Aim(as a move action can get a bonus to hit), must take bow or crossbow weapon style, and gets poison use. Gives up wild empathy, favored enemy and hunters bond.
Monks of the Green Leaf – Gets some different weapons and skills, Elemental Fist, adds more Bonus Feats options, Locate Creature. Gives up Stunning Fist and Abundant Step.
Devout Healer – Five level PrC. d8, medium BaB, 4 skills, +5 spell levels. Gains a lot of bonuses with healing.
Kings Eye – Five level PrC. D8, medium BaB, 6 skills. Gains bonuses with sneaking, social skills, lock picking and gather information. A ability to made coded messages, slight boost to SA, and will save bonus.

It ends with a OGL. (1 pages)

Closing thoughts. It has decent black and white art works. The layout and editing where pretty good. Other than the nice borders it is fairly plain and print friendly. As for the feats, a few was pretty cool, some was meh, but most was ok, not great and not bad. Same can be said for the spells. As for the societies I think that is a bit of a not as advertised. I was expecting information about societies not Archetypes and PrC's. They wasn't bad, they just wasn't what I was expecting. The Devout Healer and Kings Eye are both pretty good, as is the Hidden Sniper, but I was pretty meh about the Monks of the Green Leaf. All and all it is a solid product. So what's my rating? I am going to give it a 3 star. It is a solid book that is worth the money if you are looking for feats or spells to help with the Kingdom Building and or Mass Combat. It is less useful to others.

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Worth every penny.

5/5

101 9th level Spells by Rite Publishing

This product is 40 pages long. It starts with a cover and credits. (2 pages)

Spell Lists (3 pages)
This section list the spells by class list.
Cleric – 41
Druid – 28
Wizard/Sorcerer - 84
Abjuration – 8
Conjuration – 9
Divination – 7
Enchantment – 7
Evocation – 11
Illusion – 7
Necromancy – 15
Transmutation – 12

Spell Descriptions (22 pages)
This is the bulk of the book. Normally this is where I put up a list of my favorite spells and a few I had issues with. I quickly realized while making this review if I did that this time, it would be several pages long. I just simply can not get a short list of spells I like. I like pretty much all of them and many I just love. Many of them inspire adventure or campaign idea's they are just really well done. As far as judging power well when you stack them up against Wish it is pretty hard to judge power, but I think all of them are at that level or lower.

It ends with a OGL and 2 pages of ads. (3 pages)

Closing thoughts. The layout and editing where good, the art was good. It is a very nice looking book like you have come to expect from Rite Publishing. I know I didn't make a list of spells I liked and ones I didn't this time. Mostly because there is really no spells I felt had issues, beyond just personal preference. While most of the spells where just really well done and many inspired me to think of adventure idea's and the like. I honestly had lower expectations for this product. I mean I thought higher level spells would be harder to do, I was wrong. Rite Publishing did a fantastic job on this one. So what's my rating? Well unable to really find any flaws and with how well done the spells are, I am giving it one of my rare full 5 star ratings. I will note I am not a huge number cruncher especially for higher level stuff, but I didn't notice any issues.

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A nice collection of flaws to give starting characters more options.

4/5

Players Options: Flaws by 4 Wind Fantasy Games

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

Flaws (7 pages)
This section gets into how the flaws work and then latter a list of flaws that can be taken. How it works is you can take a flaw at character creation up to a maximum of two flaws. For that you may take +3 skill points or a feat. You may only take one feat regardless, so if you take two flaws you could take one of each or +6 skill points. The flaws do have buy off requirements if the player later wants to get rid of the flaw. There is 49 flaws in this book which is honestly to many to list them all. The flaws range from meh, to pretty good, all the way to that’s pretty cool. Most fall in the middle.

Many of the flaws will require a GM to keep extra notes to make sure the players play up the flaws correctly, some more so than other. Some require no extra book keeping but most do. I personally like the idea of flaws and I think it adds something to the game and it more than worth the little extra work required to use them.

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

Closing thoughts. There is almost no art at all, the two black and white images it has range from good to meh. The meh one I have seen before many times. Layout and editing are good. As I mentioned before I like the idea of flaws and this does well with it. If you don't mind a little extra book keeping then these will be nice options for most games.

So what's my rating? I am going to give this one a 4 star review. I do have a couple of critics, one I would have liked a quick reference table like how feats are done for the flaws. It does have bookmarks but a table would have been very hand for quick reference. The other critic is I didn't like all the flaws and I am not sure all of them are equal. They are not bad but there was a couple I didn't think as bad as most and a couple I thought was a little worse than most, but all and all not bad.

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You have no reason to not pick this up.

5/5

Quid Novi: Perilous Penguin Edition by Spes Magna Games

This product is 8 pages long. It starts with a cover, credits, and ToC. (2 pages)

Introduction (1 pages)
Explaining how this came about, what inspired the series and some of the stuff in this product.

Collection of things (4 page)
There is one new disease, one new magic item, one new haunt, a new animal Penguin, with 3 sets of stat blocks. One for the little ones, one for the Emperors and then information for one as a familiar. One new trap and one new spell. The section ends with half a page on suggested reading.

It ends with a OGL. (1 pages)

Closing thoughts. The art is black and white and good. Layout is decent and editing is all and all good. This is mostly a free showcase to show what the company Spes Magna can do. Up until now it was only as a email, now you can get it this one as a PDF. I must say I really like the PDF format and hope all future and honestly all the old ones eventually get turned into PDF's. It makes them much easier to store and use.

So what's my rating? I am going to give this one a 5 star review. I mean it is free stuff, that is well written, good editing and layout and decent art. There is no reason at all to not pick this up.

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5 new magical abilities for dragon armor

4/5

Five Abilities for Dragonhide Armor by Super Genius Games.

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

Abilities (1 page)
This section has 5 new magical abilities for dragonhide armor.
Discharging - For helms allows the wearing to make a dragons breath attack. Like the spell of the same name.
Fearful - gain bonus to intimidation checks, and if casting a spell or scoring a crit. Then may on a swift action try and demoralize foes.
Rending - If you hit a single target two or more times in a single round may then make a extra rend attack.
Whiptail - gain 1 or more AoO per round and gain a bonus to fly, swim and acrobatics checks.
Winged - may fly as the overland flight spell a few hours a day.

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

Closing Thoughts. The editing is good, as is layout. What little art there is is also good black and white art. There is not a ton to say about the product. it gives exactly what it says it will give in the title. The abilities where well done and ranged from fairly interesting to pretty cool. For the price if you are looking for some cool special magical abilities that really fits dragon armor then it is worth the buck to pick it up. So what's my rating? I am going to give it a 4, it gives what it claims and does it well.

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Another nice NPC book.

5/5

Faces of the Tarnished Souk: Elspeth Black by Rite Publishing

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

Elspeth Black (8 pages)
She is the XO of the Blackblade mercenary outfit. She is designed to be used with the Coliseum Morpheuon. She has 3 stat blocks of different levels, CR 4, 7, and 15. Much of her build uses the psionic rules from Psionics Unleashed by Dreamscarred Press. At CR 4 she just starts off as a psychic warrior. At CR 7 she adds two PrC's Megamind and War Mind. The CR 15 just boosts the CR 7 one. There is also her Elspeth's Psicrystal, Raze, which is a crystal that is a fragment of her personality, there is stat blocks for each stat block of her. It is a very cool and neat little object.

In addition to her stat blocks we also get. Two new weapon properties, Weightless and Reshaping. Four new magic items.
Crystal Key, Lesser - Opens a portal on certain plane.
Crystal key, Greater - As Lesser but key stays with user.
Gate Key - As Greater but works on any plane.
Gloves of Activation - Grants a bonus to Use Magic Device.

There is also three new feats.
Battlefield Intuition – Gain wis-mod to Initiative.
Combat Advice - Move action to give allies +1 to hit and dmg rolls.
Command - Gain command points equal to your level. They can be spent to give allies bonuses to varies rolls.

It ends with a OGL and 2 ads. (3 pages)

Closing thoughts. The art is black and white and good. Layout is good as is editing. There was a couple of minor errors. The stat blocks are well done and the new items and feats where very nice. It is also very nice to see a 3pp company supporting another one. I am not well versed in psionics though, so I can't comment much on that part of the product. The background was interesting on her and I hope they eventually do a product about the merc company.

So what's my rating? I am going to give this one a 4.5 star review. It is very well done and the feats and items where very nice. If you are looking for stat blocks or a new NPC to add to Coliseum Morpheuon then this is worth picking up.

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Six new cavalier orders

4/5

Advanced Options: Cavaliers Orders by Super Genius Games

This product is 9 pages long. It starts with a cover and intro. (1 pages)

Cavalier Orders (6 pages)
There is six new cavalier orders in this book.
Order of the Gauntlet – Dedicated to personal bravery and valor, taking up the banner of something that is both difficult and dangerous cause to prove themselves.
Order of the Glaive – They are dedicated to Justice, rule of law, and equality. They pledge to overthrow tyranny and root out injustice.
Order of the Griffon – They champion the concepts of freedom, friendship and mutual respect. They defend the lower class and weak, as well as foes slavery. They eventual get a griffon mount.
Order of the Rose – The devote their lives to doing good deeds, they are often tied closing with churches. The stand for justice, righteousness, and aiding those in need. They are often skilled healers and known as the champions of the common folk.
Order of the Secret Flame - they protect arcane knowledge.
Order of the Skull – They are dedicated to personal power and power for their order at any cost. They believe in tyranny, evil and death.

New Feats (1 page)
There is six new feats. Three of them is a chain to a allow a cavalier to have more than one order. Two more are about improving or getting more challenges. The last one is a tactics feat.

It ends with a OGL. (1 pages)

Closing thoughts. There is not a lot of art, a couple of pieces like what is on the cover, some black and white weapons and then shields or symbols of each of the orders in the book. Editing and layout was well done. The orders where interesting and well done for the most part. I personally like the Order of the Rose the most, the one I was least impressed by was the Secret Flame. It wasn't bad but just didn't have as much of a “it” factor as the other orders. I didn't notice any obvious errors and things seem pretty well balanced and fitting. So whats my rating? I am going to settle for a 4 star review. It is well done, but a couple of the orders where not wholly original. Glaive and Skull, while well done, also was kinda expected. I would have liked this book to have had a couple of more orders and them to be a bit more different or out of the norm myself. Either way if you want some more order options for your cavalier it is worth picking up.

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A simple solid "dungeon crawl"

4/5

At the Heart of Evil by Headless Hydra Games

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

Introduction (2 pages)
This is a background to the adventure, overview and some plot hooks.

The Old Keep (11 pages)
There is a map of all levels of the keep, there is a total of 12 encounters in the keep and room for some RPing even. It is mostly a fairly straight forward “dungeon crawl” where the PC's go and explore a old keep to defeat the evil that is rumored to be their.

It ends with a OGL. (1 pages)

Closing thoughts. The artwork is simple black and white, the maps are simple but well done. The encounters could be very dangerous in a couple of spots, which makes this adventure possible very hard. Or things might be very easy depending a bit on the makeup of the party. The adventure is undead heavy. Really there is two parts to this adventure and this is only the first part. I am assuming their will be a followup adventure to this free adventure for the next part. All and all this is fairly well done, there is not bookmarks or statblocks. I did have one critic, there is a woman the PC's can save and if they do they can earn a reward. Only it doesn't say what or even offer suggestions what the reward should be. I think it should have offered suggestions. The adventure could be used stand alone with out the second part fairly easy with only a few minor tweaks.

So what's my rating? Well it is free, but it is a fairly simple straight forward adventure. I recommend picking it up, but I am going to rate it with a 4 star review. A nice but pretty simple straight forward adventure that could have used a little more polish.

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A spell-less ninja

3/5

Way of the Ninja by Rite Publishing

This product is 22 pages long. It starts with a cover, credits, and forward. (3 pages)

Ninja (8 pages)
This section is about the new base class. There is also info on how to use one in your game like any new base class.
d8, 6 skills, full BaB, light armor, simple weapons and some special weapons. Following is class abilities.
Combat Awareness – gives a attack and dmg bonus in a surprise round and lets the ninja always act in a surprise round.
Ninja School – a choice of 4 schools, learn the schools abilities as they level up.
Fast Movement
Uncanny Dodge
Trap Sense – bonus to avoid traps.
Ambush Tactic – makes a full round action during a surprise round.
Evasion
Improved Combat Awareness – gains a surprise round even if their isn't normally one.
Improved Uncanny Dodge
Group Awareness – Part of the ninja's combat awareness applies to allies.
Improved Evasion
Deadly Strike – It a hit is during a surprise round the enemy saves or is slowed.
Enhanced Flanking – bonus to flanking
Improved Deadly Strike – stuns instead of slows.
Ninja resistances – gains bonus to all saves.
Greater Deadly Strike – paralyzed instead of stunned and if failed by enough instant death.
Ambush Master – two full rounds action during a surprise round.

Alternate Class Features (5 pages)
Here is ways to swap out some existing classes abilities to gain some of the ninja abilities. Each of the core Pathfinder book is listed but not the APG classes. Two new domains Poison and Stealth. A new bloodline, though it is not a bloodline really just a alternative way they learned magic. Finally a new wizard school.

Equipment (4 pages)
There is 1 new weapons, 1 new weapon extra, 9 new equipment items, 2 new armor magic abilities, 1 new magic item, and 6 new poisons.

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

Closing thoughts. The artwork is fair a lot of it is older style art. Layout and editing was good, the parchment look while pretty for the pages does make it not very print friendly. I am sure some noticed the full BaB and the d8 hp. I know that breaks the PFRPG setup, but I consider that a rule of thumb and to confining. So I am in favor of some classes breaking that mold from time to time. The Alternate class feature section was pretty good, the equipment was nice, though considering ninja are notorious for all there gadgets I think this section should have been a lot bigger.

Which brings me to the class, it is a spelless ninja which I like. I thought the schools where well done and I would have like to have seen them expanded a bit and the ninja allowed to learn more than one, in place of some of their other abilities I will get to. I did not care for the ambush/combat awareness tree of abilities. The first one was ok but I didn't care for the following ones. To me it seemed a bit powerful that they ended up always getting a surprise round even when there shouldn't be one and added in the bonus hit and damage they do, I felt made them to strong. Deadly strikes I would have tweaked. Made the first one stagger and make all of them possible cause bleed damage but only be usable when striking a enemy that is unaware of them. Adding some bonus to hit and damage as well, more of a assassins strike.

So whats my rating? Well I really wanted to love this class, I do like it but feel it needs some more work and polish. I have always prefer the non-spell casting ninja as class. So for what it is and the fact there is not print friendly version I am giving it a 3 star review.

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Want tattoos in your game? Buy this.

5/5

Inkantations by 4 Wind Fantasy Games

This product is 52 pages long. It starts with a cover, ToC, and credits. (4 pages)

Introduction (3 pages)
This section talks about tattoos, by race, by culture, by social standing, talking about what may or may not be popular and why.

Tattoo's and Body Art (11 pages)
This section starts off about the skills and variations for crafting, knowledge etc. Next it gets into new feats, there is 27 new feats. Some of the feats are used to help create tattoo's and others are for exceptional tattoo's that add mods similar in power to other feats. Types of tattoo's, it gets into the different types of tattoo's from text(words), to abstract, symbolic, and enhanced ones which are created with the help of magic.

Crafting tattoo's is the next, using the crafting skill to make them, charts for cost, DC's based on size of tat and the max size a tattoo can be based on the size of the creature getting it. It also has a small section on how to take care of a tattoo. Afterwards it gets into body art, which is branding, piercing, scars etc. After that we get into equipment section. This has all the gear one would need to make tattoo's and the like. The final part of this section gets into removal of tattoo's.

Magical Tattoo's (16 pages)
There is 57 sample wonderious item tattoos. Such items take up a magic item slot. Different magical tattoos take up different slots, just as if the PC had a magic item in that slot. It also gets into spell tattoo's which work basically like a scroll, only they can be images instead of text for the spell and of course they used your flesh instead of paper. I really liked the idea of spell tattoos, anyone can get one and use them with out UMD skill and they don't obviously look like a scroll either. Once used the tat remains but the magic is released. The only thing I didn't like and I felt it really needed, was a mechanic for recharging said spell tattoos. I mean you could just use the same price again, but it would have been nice if they had included a sidebar about it.

Inkantationists (9 pages)
This section is about classes that specialize in tattoos. There is a new wizard specialist, Socr bloodline, and a 10 level PrC. The PrC is d8, 4 skills, low BaB, 2 good saves, +6 spell casting levels, and then a host of special abilities dealing with tattoos. There is 8 new spells, most of them deal with tattoos but a couple do not. There is also 13 new magic items, some of them are very cool magic items.

Organizations and Guilds (5 pages)
This section has 3 sample groups that use tattoos a lot. Each one is about a full page, with history, what they do and key members in the group.

It ends with a OGL, back cover and 1 ad. (4 pages)

Closing thoughts. The artwork is black and white and ranges from pretty good to very good in a couple of cases. The layout and editing was good, I didn't notice any obvious errors. It is pretty print friendly. The feats mostly seem well done and well thought out and for the most part well balanced. There was a couple I was unsure of but would take play testing for me to make up my mind. Same is true of some of the magic items as well. This book pretty heavily covers everything you might want to know or need to know about tattoos and how to add them to your game. It is not perfect there was a few things that should have been added like how to recharge the scroll tattoos.

Also I was very surprised not to see a new domain, this pretty much seemed to scream to me it needed a Tattoo domain. While I know this is about tattoos I would have liked to have seen more on other body art. Like Piercings and magic items for that, another 2-6 pages would have been nice covering that, same with scaring. The book is good, but I felt it could have been better. So whats my rating? I am going to settle on a 4.5 star. It is good, even very good for much of it. It gives you all you need to make tattoos a important part of any campaign, but it also left a few things on the table that could have helped push it up to great.

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A good book of dragon stat blocks.

4/5

Black Lords of the Marsh by Super Genius Games

This product is 29 pages long. It starts with a cover and intro. (1 ½ pages)

The Dragons ( 26 ½ pages)
There is full stat blocks for 13 dragons in this book at CR 3, 5, 7, 8, 10, 11, 12, 14, 15, 16, 17, 19, 19. Each CR listing has 3 sample hoards for fast, medium and slow progression. A section on suggested tactics the dragon could use to make them more dangerous and final a section on alternative builds. Such as swapping out feats or what have you. These finally sections where very well done, with some good advice for the most part, with some interesting optional builds. The hoards where pretty simple but that’s understandable considering they are doing 3 for each dragon.

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

Closing thoughts. I will be totally honest, this is mostly a book of stat blocks and I am not a huge number cruncher. I went over the stat blocks and nothing stood out to me as obviously wrong, I will as I mentioned not great at that so I fully admit I could have missed errors in the stat blocks. I am more of a if it looks right I just go with it type GM and not worry if the stat blocks are perfect. With that said I didn't notice any big errors in the stat blocks. The art is a mix, there is color, black and white and computer 3D art. The quality is also a mix, from pretty meh to very good and everything in between. The editing and layout was good. So whats my rating? Well if you are looking for complete stat blocks, advice, tactics for black dragons look no further than here. If that appeals to you then I highly recommend this product. I am going to settle on a 4 star though. Mostly cause while it accomplishes what it claims and does it well. I wasn't wowed either. I honestly think the section on alternate builds, advice etc needed to be bigger. Especially on the older dragons. I think the first half needed another half page and the later ones a full page. I think that would have helped make this product better. So I think it is a good product that could have been even better.

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3 new races with wings or the ability to fly.

5/5

Races of Wind and Wing by Super Genius Games

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

Flying Characters (1 page)
This section talks about how to deal with characters that can fly. Discussing how such characters can fly over obstacles, up to the top of walls etc. To help deal with this, it introduces wing span rules, how much room one of these races need to be able to fly.

Races (
This section introduces 3 new races that are able to fly and be used as PC races.
Aellar – Winged Elves. Dex, Wis bonus and minus to con. Elf Blood, Low-Light, bonus to perception and survival skills and can fly. They also have 4 new racial feats.
Kestrel – A rare offshot of harpies and halflings Dex, Chr bonus and minus to str. Small size, 20 ground move, mixed blood, Dark vision, lilting voice(bonus to diplomacy and preform), +1 AC while flying, small claws and can fly. 1 new feat, new weapon and new shield.
Silfide – believed to have once been air fey. Con, Int bonus, minus Dex. They get two SU abilities using the wind, those able to cast 3rd level spells get fly as a at will ability. They have 3 new spells.

It ends with a OGL. (1 pages)

Closing thoughts. I didn't notice any errors, though one page with some age, weight, height tables it looked a little crammed and not as clean looking as most SGG products. The art is good black and white art. The races all seem fairly well balanced, they have well done and history histories, ecologies etc. Everything you need to add these races to your campaign world. They really is nothing bad to say about the product beyond the one page I already mentioned. If you are looking for some wind/flying races to add to your game then these are worth picking up. While the Silfide where nice, I would have much rather had another winged race is this book and saved them for a book of races of air fey or something. That is not a knock against a book just a personal preference. So what's my rating? Well I am going to give this one a 4l5, it gives what it claims and does it well. Though it is not perfect.

Trust me, I'm a Succubus.


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