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All you need to use Horn of Valhalla in your game with new types.


Horns of Valhalla by Raging Swan

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

Horns of Valhalla (15 pages)
This offers new variations of the magical horn, new powers to be added to it and new options. The new horns are
Arachne’s Horn - spiders
Horn of the Bow - archers
Horn of the Dead - undead
Horn of Elemental Fire - elementals
Horn of the Hunt - wolves/worgs
Horn of Valhalla - barbarians

Each horn has a base power on what it summons and comes in 4 variation. Silver, Brass, Bronze, Iron. It gives suggestions for what additional powers would work with each new horn. Then each horn has a short history, followed by complete stat blocks for the things it summons and a tactics suggestion on how the summoned things fight.

It ends with how to read the statblocks section, 1 ad and back cover. (3 pages)

Closing thoughts. The layout and editing is fine. I didn't notice any noticeable errors. The art work is nice black and white art. I didn't agree with all the prerequisite listed, especially on the Horn of the Dead. Making it a divine casting item didn't make sense to me when other spell casters can cast animate dead and such and it seems like a nice Necromancer horn. Other than that I didn't have a problem with the horns. This product is for those that would like variations of the horn and all the information hand to print out and use. This is a solid product but I wasn't wowed either by it. It gives exactly what it promises. I would have liked to have seen some sample horns with some of the extra powers listed applied to the horns. Or even some that are a bit more out of the norm. So whats my rating? I am going to give this one a 4 star review it, gives exactly what it promises in a well done manner, but I felt it could have been better.

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A tool kit to make a mini dungeon.


Evocative City Sites: Burial Vaults of House Blackwood by Rite Publishing

This product is 33 pages long. It starts with a cover, credits and 3 pages of maps. (5 pages)

IC introduction (2 pages)
This section is a IC introduction talking about the vaults with some plot hooks at the end of the section. It was a bit odd, not good or bad, just odd. In the IC description of the vault is varies DC's for knowledge and or saves for things the character telling the story encountered. It is obvious this is for when the PC's go in. I just fond it odd they added them into the IC section of the text and not as side bars.

NPC's (11 pages)
There is 9 NPC's with full stat blocks. Most of them have some background information to flesh them out but a few of them are just monsters. This is a departure from this series normal set up. Which was only to list a few key NPC's and that’s it. This one has them and then some minor NPC's and a few monsters as well. For key NPC's it is nice that there is a DC lore table if the PC's want to ask around about the NPC in question and learn stuff about them.

Magic (2 pages)
This section has 5 new magic items. There is also a new metal material to make things out of and a new spell.

It ends with a OGL, 2 ads and blown up maps to be used with Mini's. (13 pages)

Closing thoughts. Layout and editing where good as was the black and white artwork. I am of two minds on this product. For one I like the new direction of adding more than just key NPC's and a map to this series. But with the information in IC view told and some information in with the NPC's it is not as easy as it could be to use. Also since it includes monsters it would have been nice if they had been placed on the map. Yes I understand that this is meant as a tool kit for a GM to create their own take on things. I just would have liked a GM overview map with room keys on suggested places for the NPC's etc.

So I like the addition of the extra stuff, but not sold on how it was implemented in the product. A overview map with keys, a side bar overview history, with a OOC overview of how to use the product. They would have all helped. As it stands it is a tool kit of parts and tools to make your own mini dungeon crawl. For what it is and what it is trying to accomplish I am going to give this one a 4 star review.

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A solid high level NPC.


Faces of the Tarnished Souk: Primus Gearheart, the Clockwork King by Rite Publishing

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

Primus Gearheart, the Clockwork King (7 pages)
This is another NPC made for Coliseum Morpheuon. It starts with a bit about how he fits into the Coliseum Morpheuon with some history and then dives into the three statblocks. They offer this NPC in 3 version the CR 21, 14 and 7. There is also 5 magic items and a new creature template. Clockwork Creature template.

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

Closing thoughts. The artwork is nice black and white art. Layout and editing where good but not great. I did notice a few editing errors but not many. While this npc is made to be used with the Coliseum Morpheuon book and if you don't have it, I recommend picking that up. It can be used in any game. This one I don't think is as well written or as interesting as the first one. This one only uses a single template unlike the last one in the series. It is still good, but felt like a bit of a let down from the last one. I did really like the template though. If you are looking for a NPC or already use or plan to use Coliseum Morpheuon then I recommend picking this up. So whats my review? Well it gives what it claims and does it well. With the few flaws and over all impression I am giving it a 4 star review.

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A well done high level NPC


Faces of the Tarnished Souk: Ahnkar-Kosh, The Unstoppable by Rite Publishing

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

Ahnkar-Kosh (8 pages)
It starts with a bit about how he fits into the Coliseum Morpheuon with some history and then dives into the three statblocks. They offer this NPC in 3 version the CR 21, 14 and 7. There is also 3 magic items, 1 spell, 2 feats and 3 templates. Some are new, some are reprints from other books. They are reprinted here so you have everything you need to run this NPC.

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

Closing thoughts. The artwork is nice black and white art. Layout and editing where topnotch, I didn't notice any errors at all. While this npc is made to be used with the Coliseum Morpheuon book and if you don't have it, I recommend picking that up. It can be used in any game. There is not a lot to say, about this. It gives exactly what it claims to give in a well done manner. If you are looking for a NPC or already use or plan to use Coliseum Morpheuon then I recommend picking this up. So whats my review? Well it gives what it claims and does it well. I could find not faults or problems with the product so I am giving it a 5 star review.

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Need alchemy discoveries? Look no further.


Advanced Options: Alchemists Discoveries by Super Genius Games

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

Discoveries (2 ½ pages)
There is 22 new discoveries in this book. 10 of them are new bombs or modifiers for bombs, such as making a bomb into a air-burst rocket. 8 are mutagens, some examples are ones that give you swim bonus, scent, natural armor etc. 3 extracts, one that does minor healing in addition, another ups the caster level, and the last increases duration. The last one lets a alchemist create a homunculus.

Alternate Alchemy (4 pages)
This section introduces Spagyric Devices and Metamorphosis. To take one of these then either Bombs, Mutagens or Extracts must be given up. On a one for one basis.

Spagyric Devices are basically magic items, the Alchemist is allowed to create x amount worth of magic items at any given time. If the Alchemist wishes they can take one apart and make a different one, but this takes a great deal of time. They also take up magic item slots a character is allowed to have. They can also be broken and take effort to keep working. I love the idea of this but not sure how I feel about it. This is something I would honestly have to use in game to make up my mind about. It has 6 sample devices, some advice on making more and 3 discoveries.

Metamorphosis you can transmute one thing to another. Such as lead to gold. You can weaken things, at higher levels effect living flesh. It is not a easy way to make profit though with how the system works. There is 4 discoveries. This one makes sense and it is very alchemist like in concept. But with that said I am not a real big fan of this one. It would be of limited use to a adventuring Alchemist compared to some of the other choices in my honest opinion.

Feats (½ page)
There is only 2 new feats, ones that grant a extra Spagyric Device and one for a extra Metamorphosis.

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

Closing thoughts. Art is ok, layout and editing is topnotch. The new discoveries where well done and worth the price of the book alone. The two new Alchemy options are interesting. Spagyric Devices might be really cool. I am honestly torn on it, I love the idea but unsure how well it will really work. In theory if it works the way the author thinks it should be a very cool option for Alchemist. Though a future support book I think is almost a much to truly make it shine. The other one Metamorphosis, I felt was very meh and just didn't impress me. The idea fits the class but not really for a adventurer. So what's my rating? I am going to give this one a 4, the discoveries are nice and I may come back and bump it up to a 4.5 after I get a chance to play around with Spagyric Devices.

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A nice addition to the series


101 8th level Spells by Rite Publishing

This product is 34 pages long. It starts with a cover and credits. (2 pages)

Spell Lists (3 pages)
This section list the spells by class list.
Cleric – 31
Druid – 24
Wizard/Sorcerer - 84
Abjuration – 10
Conjuration – 10
Divination – 8
Enchantment – 8
Evocation – 11
Illusion – 9
Necromancy – 13
Transmutation – 15

Spell Descriptions (26 pages)
This is the bulk of the book. There is far to many spells to make a complete list so I will just put up a few example spells and comments.
Baleful Object – Lets you put a curse on a object that stays until someone touches the object and then they are hit by the curse just as if you had cast it on them.
Bastion of Pure Magic – Store a spell energy in a gem. When the gem is activated creates a zone of pure magic that over comes all anti-magic fields and the like for the duration of the spell.
Blackbust – A spell that does cold and negative energy dmg, also causes sicken.
Chaos Unleashed – you make a area tainted with chaos. Any spell or spell like abilities must roll on a chart and apply the results. Love the concept of this spell.
Charm Contagion – works like charm monster except anyone the target greets after the spell is cast will tell others how great you are. They in turn then must make a save or be effected by the spell. Love the idea of the spell, but a little concern about how far reaching it could be.
Curse of Undeath – cast on a living target. When they die they will come back as a undead.
Curse of Generations – Puts any lower level curse on the target and any offspring of the same gender. So if cast on a man he would be effected, his sons, grandsons, great grandsons etc The curse keeps going until removed.
Entropic Torrent – Causes things around you to rapidly decay. Living things take damage while objects take hardness dmg.
Fake the Dead – If a attack would result in your death, instead if triggers this spell. You become invis and more, while a greater shadow illusion of you takes your place and dies as would have happened. Love the spell but I would have done it a bit different but that is more taste than anything wrong.
Forewarning – Neat idea, a creature effected gains warning about something bad coming just before it happens and can use a bonus to AC, CMD or save. The only problem is the spell doesn't say what the bonus is, only that it can no exceed a certain number.
Manacles of Suppression – Creates magical chains that act as a anti-magic field on the target and can be used to grapple and pin the target.
Minions of Death – Slays a certain HD number of creatures, lowest HD first. Those slain by the spell raise as zombies the following turn. As animate dead.
Ride the Lightning – More or less cast Lightning Bolt, except you ride it to where it ends.
Rob the Reaper – Instead of being killed your soul goes to another place. At the end of the duration or when you choose your return to where you died back in your body at 0 hp and other stuff. Regardless of what happened to your body while you was away.
Venerable Aging – The target on a failed saved ages to the venerable age for their race and all stat mods are applied as if they had aged naturally. Love the spell... but I don't like the increase in mental stats as that makes no sense they get smarter just for getting older with out the life experiences. I think the spell should only effect the physical stats.

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 listed some of my favorite spells from the product above. Yet it wasn't all good. As I mentioned above in a couple of examples. There was more spells this time I felt where meh than previous version. I will admit I find it much harder to judge balance in these spells. I check them again Pathfinder spells but at this level it is hard to judge. While there is more spells I was meh about, the ones that where good where very good. So if you have liked the previous ones in the series I recommend picking this up or if you are looking for high level spells. So whats my rating? I am giving this one a 4 star, I liked it and what was good was very good but there was more meh in it to for me.

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Solid book and worth the price.


Bloodlines by Adamant Entertainment

This product is 13 pages long. It starts with a cover and credits. (1 pages)

New Bloodlines (9 ½ Pages)
There is 13 new bloodlines. With a bit of fluff at the start of each one about how a PC might have such a bloodline.
Gibbering Mouth
Ice Devil

New Feats (½ page)
There is 4 new feats.
Focused Power – Bonus concentration checks.
Instant Power – can use 1st level power as a immediate action a few times a day.
It's in the Blood – replace the 1st level bloodline power with a spell like ability. I guess they mean any first level spell, it is not clear.
Strong Magic – Choose one bloodline spell and gain either a bonus DC or duration.

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

Closing thoughts. The art is pretty good, I have seen all of the art before in other products though. Layout was good, editing was pretty good. Most of it was easy to read and understand. There was a couple of spots that was not as clear as it should have been like the one feat I mentioned already. The feats where ok, nothing super cool but solid feat idea's. The bloodlines are mostly pretty interesting, most seem pretty well balanced with the Pathfinder book. Though as most know there is some better and weaker versions of them in the core book. There was a couple of these I felt where a bit strong. To strong? Hard to say with out playtesting, most looked ok in balance. I think the Rakshasa and Vampire where my favorites of the bunch. But all and all they seemed fairly well thought out. So what's my rating? I am going to settle for 4. it is a good product but could have used a little more polish.

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A nice investigation adventure.


The Haunting of Soldragon Academy by Headless Hydra Games

This product is 27 pages long. It starts with a cover, credits and background. (2 pages)

Introduction (3 pages)
This section gives information on scaling the adventure, what's going on, a overview summery, basically everything a GM would need to know before diving into the adventure.

Starting the Adventure (2 pages)
This section has a small RP section on how to get the PC's involved which I thought was cute and very clever. In short a small boy challenges one of the PC's to a dual with a loaf of bread. A man happens by to interrupt, he is the headmaster at Soldragon Academy and after talking to the PC's after the bread dual offers them a job.

Soldragon Academy (17 pages)
This is the meat of the adventure. There is 8 “encounters” some of them are combat, many are RP based and some are both. Basically there is something going on at the academy and the PC's are tasked to find out what it is before it drives all the students away. The adventure is part mystery, part investigation, part RP with plenty of combat. As the PC's start to figure things out, they will likely not once but twice, think they figure out what is going on, only to find out about more below the surface. This has a nice twist to the adventure and layers to be discovered. This is a very well written and interesting adventure.

Appendix (2 pages)
This section list the 19 students at the academy left. Name, gender, family and a paragraph or two about them. Since the PC's will likely end up talking to most of them but they are not key encounters so no stats are provided. The other NPC's are talked about in their relevant encounters.

It ends with a OGL. (1 page)

Closing thoughts. I thought this was a very clever and very good low level adventure. It is in a neat location and has a nice mix of many elements, that should make every player happy. The writing was good, the layout was good, the art was pretty good, only black and white. It is pretty print friendly with the B&W art, no borders and plain black text on white. I did enjoy this adventure and plan to run it when I get a chance. Now with that said it is not all good, there was one thing that bugged me. With this being a PDF only there is not space limits. Yet for some reason there is no stat blocks provided. Which is a shame because had the stat blocks been included I would have likely given this a 5 star review. As it is with the lack of stat blocks I am giving it a 4 star review. Great adventure but you will need to make notes for the stat blocks. I should note there is a stat block given for the main villain but that’s it.

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Very nice pickup.


Simple Monster Templates by Super Genius Games

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

Templates (7 pages)
Below is a list of each of the templates in the book. Each one also has a stat block of a sample monster with the template applied.
Diamond – a creature made out of diamond
Eternal – They can only be killed in single way. Otherwise they just come back eventually.
Ghul – a type of undead template.
Mighty – A beefed up normal creature.
Missing – A template that makes creatures be displaced and invisible.
Two- Headed – Just like it sounds, creature has a second head.

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

Closing thoughts. This book is exactly what it says it is. A book of 6 new simple templates. I liked all of them but the diamond one which I thought was meh. The rest was all either clever or help make iconic creatures, like two headed dogs that guard things. Diamond wasn't written bad it just lacked that little something extra. Eternal was my personal favorite of the bunch. I like the idea of the characters have to take time to research how to kill something. Even if they beat it and keep beating it, it keeps coming back till they figure out how to end it for good. The artwork is nice, better than most of the SGG art. Layout and editing was top notch as always for SGG stuff. So what's my rating? I am going to have to go with 5 star's, I could not find anything wrong with the book. While one of the templates didn't do it for me that was just personal taste and it was well written. I hope this becomes a new series, at least until they run out of cool or clever idea's.

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A solid book.


A Necromancer's Grimoire by Necromancer's of the Northwest

This product is 23 pages long. It starts with a cover, credits, opening IC fiction and ToC. (4 pages)

Introduction (1 ½ pages)
This talks about what this product is about and why the decisions to make it this way was made. This is a book about magical holy fire more or less. Though it is a bit more involved than it sounds.

Feats (5 pages)
There is 25 new feats. Some of the feats allow you to use spells/effects that do Purifying damage, that when cast on someone none evil helps them. Like dispel evil, remove blindness etc. making the spells a lot more versatile in that damage spells can be used on allies for other effects. Some of the others can debuff evil creatures hit by purifying damage.
Abolishing Fire
Abolishing Fire. Greater
Banishing Fire
Clarifying Fire
Cleansing Fire
Discriminating Purification
Disparaging Fire
Dispelling Fire
Dispelling Fire, Greater
Disruptive Fire
Exhausting Fire
Extra Ignite Weapon
Fortuitous Fire
Invigorating Fire
Mark of the Purifying Flame
Purifying Strike'
Melting Fire
Neutralizing Fire
Pure Conviction
Purification Mastery
Purifying Spell
Relentless Purification
Restful Fire
Soothing Fire
Greater Soothing Fire

Spells (5 ½ pages)
There is 19 new spells in this section.
Bards – 1
Cleric – 12
Druid – 3
Inquisitor – 1
Paladin – 1
Wizard – 16
Summoner – 1
Witch – 3

Here is a few of the spells that stood out to me.
Blinding Embers – Holy fire fills the eyes of the target and does fire/purification damage. Evil creatures must make a save or also be blinded. This is just a really cool spell concept.
Fires of Redemption – Creates a area of fire, those that stay inside of the area for a full round may choose to change their alignment to good. I thought it was a nice fluff spell. The damage is a bit meh for it's level the effects are neat. I am guessing since it has a duration those inside the fire take the same damage every round they remain.
Moonflame – your hands catch on fire, with a 15ft light radius. It causes no damage to you. You can make melee attacks and do fire damage. Even better evil creatures that enter the light radius must make a save or be sickened.
Whitefire Ring – Does damage to evil creatures hit by the fire. When you cast it, a burst of fire starts from you and goes out into a 10ft radius. It also pushes evil creatures outside the ring radius.

There was several spells that would do so so damage but also have a effect against evil creatures. Like blinding, sicken etc. Which made them neat spells.

Knights of the Pure Flame (5 pages)
This is a new PrC, a martial class that specializes in purifying flames. It would be a solid PrC for a Fighter or Paladin. Other classes could use it as well though I don't think it would be as good of a choose for others.
D10, 2 skills, Full BaB, 2 good saves, no new weapon or armor. Class ability is ignite weapon, detect evil, a couple of bonus feats and a few powers about purifying flame.

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

Closing thoughts. I should note the damage done while purifying is also fire damage and you use the higher resistance against the damage. This was done because purifying is a new damage type. I would have preferred holy damage I think, but fire fits. Most of the feats and spells where interesting and or clever. I am not sold on all the levels pick for spells but none was to far off IMHO. The writing was good and other than a couple of spots easy to understand. I liked both the idea and concept of the feats and spells. This makes a way to make a white necromancer pretty effectively for example. This books is more useful to casters but it is useful to any class.

There are a few errors. One while the book looks nice, with the parchment looking pages, it is not print friendly. Two there is a copy and paste error middle of page 7 you can not copy and paste for some odd reason, the rest of the page is fine. Three a couple of the spots could have been better explained. All and all it is a solid product with a few minor errors. So what's my rating? I am settling on a 3.5 star. I love the concepts and idea's of the product. But felt it needed a little more polish and really needed a print friendly version.

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A good light fantasy read.


This is a story about Ellasif a Ulfen Shield Maiden(think Vikings) who is on a quest to travel to the lands of the Winter Witches of Irrisen a country keep in a permanent state of winter by the witches. While Delcan a former wizard turned map maker is also traveling to Irrisen to rescue his girl friend who was capture by the winter witches. Together they travel north with a band of Varisian's (think Gypsies), until they return to Ellasif home country. There several of her former comrades join them, after Ellasif herself is taken. There is many twists and turns in the story with a fairly major plot twist near the end. Delcan has a special magical ability that works with his map making talents. While both of our hero's go off for the sake of love, they find a bit more of it along the way. There is also a Skywing a little dragon not much bigger than a house cat that follow Delcan along, most think he is Delcan's familiar but Skywing see's things a bit differently.

Now I liked the book, while it is based on the game Pathfinder. You don't need any knowledge of the game to understand or follow the book. While most fans of the game will follow along there is a few things that go beyond the game, such as Delcan's magical ability with maps. For none fans of the game there is enough information provided and maps to pretty easily follow and understand the world they are traveling in and what they are up against. It is a good book but not a great book, I think the pacing could have been a little bit better. Ellasif is a strong female lead, Delcan is a ok character, Skywing is great and I also like the main villain in the story. So I am giving this a 3.5 star review. Good read if you are looking for a little light fantasy.

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A solid tool kit for making a adventure.


Lizardfolk of the Dragon Fang by Raging Swan

This product is 23 pages long. It starts with a cover, credits, ToC, and how to read the stat blocks etc. (6 pages)

Lizardfolk of the Dragon Fang (3 pages)
This section talks about the tribe of lizardfolk this book is about. It gives a little history, ecology, how to use them in your game, religion, etc.

New Feats, Magic Items and Spells (3 pages)
There is 3 new feats, (Pierce, Greater Pierce and Improved Combat Casting), 4 new spells, (Acid Bolt, Bite of the Viper, Swamp Kin and Mass Swamp Kin) 3 new magic items, (Blood Spitter, Dragon Fang and Staff of the Serpent). It also reprints the spell Serpent Staff from the APG and gives a new Adept spell list for the adepts of this tribe.

Stat Blocks Allies and Encounters (9 pages)
This section has 4 encounters, a section on swamp terrain, 9 generic lizardfolk stat blocks of different types, and full stat blocks for 4 key NPC's with a bit of history and information about each NPC.

It ends with a OGL, back cover and 1 page ad. (3 pages)

Closing thoughts, it is well written, there is little artwork but what there is, is black and white and pretty good. The text is clean with no borders so very print friendly. The product is about a tribe of lizardfolk, with a few sample encounters and enough information to do a mini adventure about them. Though the details would need to be worked out by the GM. This is more of a tool kit to help you make a adventure. The tribe was interesting as was the NPC's. The new feats where ok, the new spells where pretty good as was the magic items. I did have one critic about Acid Bolt. I had to reread it to fully understand it. The wording is not bad but not perfectly clear on the damage either.

It is a nice simple product. I do wish it had come with a map of the tribe village and another page of encounter idea's and or plot hooks to use would have made this even better. As it is, it is a solid product, so I am giving it a 4 star review. It delivers exactly what it is, a tool kit to make a adventure about a lizardfolk tribe.

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A option in place of a paladin


Demon Hunter by Rite Publishing

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

This product is a one of the classes from the Jade Oath book for Arcane Evolved updated to Pathfinder Rules.

Demon Hunter
d10, 2 skills, full BaB, all weapons, all armor, no shields. They are a limited spell caster along the same lines as a Paladin, up to 4th level spells. The gain a host of abilities.
Demon Hunter Technic – a fighting technic that improves as they level up, a choice of a few.
Know thy Enemy – works like favored enemy of rangers.
Sense Infernal – Can detect infernals as spell at will.
Presence of Will – Adds Chr mod to Will Saves.
Demon Skin – Blunt dmg becomes subdual.
Recognize Infernal Handiwork – Can roll to see if a object was created by something infernal.
Horrific Resolve – Immune to Fear
Hellish Endurance – Can ignore damage taken for one round a few times a day.
Light Regeneration – regens subdual dmg faster.
Infernal Tracking – reduces tracking time of infernals.
Craft Infernal Bindings – can craft items to imprison infernals in.
Infernal Hunter – improved infernal tracking
Master Hunter – improved infernal hunter
Redeem the Enemy – with a ritual can temporary give a infernal a celestial template and they will act accordingly.

There spell list seems to be a bit of a mix between ranger and paladin as a rough idea. There is also 4 new spells. Detect Infernals, Magic Circle against Infernals, Protection from Infernals, all of these work like similar spells. The last new spell is Sword of the Heavens. This turns any weapon into a magic infernal bane weapon for awhile.

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

Closing thoughts. I like the class, it is a bit of a Paladin, Ranger vibe. Which the new Inquisitor from the APG also is, so it shares a little with that class in general concept. I like the class it is different enough that it stands on it's own and it fits the Asian fluff it is modeled after. The artwork is good to very good in the book. For the most part the editing, layout etc was good. I did notice a few errors like a spelling error where it first talks about spells, hunter is spelled hutner. But there wasn't many such errors, just more than one normally see's in a Rite Publishing book. It would with a little tweaking work in a western style adaption of the class, to offer another option to the paladin. So whats my rating? Well I am giving it a 4, while it is a very pretty book with top notch art, I think the class could have used a little more abilities outside of tracking and there was more spelling errors than normal.

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More runic feats


Feats of Runic Might 2 by Super Genius Games

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

Runic Feats (9 pages)
This starts with explaining what they are, how to use them, how to get them and then goes into the feats in this book. Basically they are magical feats where one learns how to harness minor magic by learning a runic symbol. Below is a list of the runic feats.
Absorption – when countering a spell you can gain temp hp.
Archmage – allows casters to cast 2 spells a round but at a reduced caster level.
Assail – attempt to magical disarm
Black Parlance – lets you use linguistics in place of intimidate or use magic device.
Chakra – can wear a extra magic item in a place, such as two rings on one hand.
Enmity – gain bonus against one foe, but penalty against others.
Fracture – can magical sunder.
Glyphfire – can raise caster level for a spell or supernatural ability, fur duration etc
Golden Parlance – use linguistics in place of heal or diplomacy.
Ironfist – can use off hand like a shield, if hand is free.
Ironskin – gain AC if not wearing armor.
Isolation – can exclude targets caught inside of one of your spell effects. Like exclude your fighter caught in your fireball radius, so they are not effected by it.
Mindtrap – causes feedback damage to those who cast mind affecting magic or divination on you, you can not use said magic while rune is in effect.
Overwhelm – can use magic to trip.
Precision – can reroll any damage roll from a attack that uses dex for your attack roll.
Rune Binder – can bind a rune to your aura
Rune Master – can use more runes per day.
Shadow Sigil – cause shadows to follow you, giving you a bonus to stealth checks.
Spell Sigil – add to spell DC.
Spellstorm – if a spell you use, does more than enough damage to kill a target you can direct the extra damage to a new target.
Third Eye – gain bonus to perception checks and can use perception in place of knowledge against monsters.
Thunderclap – with a weapon may cause bullrush effect.
Unravel – can counter spell with any spell.
Wardbreaker – when you crit you also do a dispel magic.

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

Closing thoughts. The art is mixed of color and black and white, quality is ok to pretty good. I didn't notice any layout, editing or spelling errors and everything was easy to understand. This book is much like the first one, in that anyone can take these feats and be able to cast limited magical effects a few times a day. If you are looking for a system to let any class dabble in magic then this is a good system. If you liked the first book you will like this one as well. With that said I didn't think this one was as good as the first. There was fewer, oh wow that’s pretty cool moments reading these feats. Instead I was mostly, yeah that works well. So I am going to rate this one at a 4 star.

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A nice old school short adventure


Ursined Sealed and Delivered by Frog God Games

This product is 32 pages long. It starts with a cover, credits, ToC, forward. (4 pages)

Adventure Introduction (4 pages)
This is a adventure for 3-5th level party. In this section has a IC introduction to the adventure, gear the PC's can take with them, movement rate, survival rules. The overview of the adventure is pretty simple if a bit odd. The PC's are hired to go with a sage on a ship way up north to the arctic. On the way back home a seal... yes I said seal as in the animal. Ask the PC's for help in rescuing her brother and lifting their curse. Assuming the PC's accept the boat lets them off on shore with gear and says they will return once a week to pick them up. It is a very interesting set up for the adventure and right off the PC's must make hard choices on what gear to take.

Adventure Starts (6 pages)
This has a full page map the surrounding area, honestly I found the map a little confusing. After studying it for awhile you can use it, but it is easy to misread at a glance. There is 12 locations on the map for the PC's to explore and 2 random encounter tables. All monsters have full stat blocks.

The Tower (4 pages)
Is one of the locations the PC's can explore, there is 5 possible combats with 16 locations within the tower. There is also a full page map.

Major Keep (5 pages)
There is a full page map for the keep, 15 locations and 6 possible encounters.

Ice Caverns (7 pages)
There is a full page map, 15 locations and 6 possible encounters.

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

Closing thoughts. This is a interesting adventure written for Swords and Wizardry tourney play. It has three parts, rescuing the brother, killing the one that cursed them and finding a cure for the curse. The art is black and white and very old school DnD vibe to them. It is a fairly short adventure and I won't get into much detail to avoid spoiling things, what little I mention they PC's learn right off. I do have some critic's, I found the area map a bit confusing and hard to understand at first and hard to read at a quick glance. Finding the one that did the curse could prove possibly fairly hard depending on how things work out. My other critic was with a magic item that has a touch attack, in the text it mentions it being usable once per day. But in the tactics of the one wearing it, it mentions them using it every round till the effect works. My is that it is one of two things. Either that you can keep using it till someone fails a save, or it is only usable once per day on a single person. By the text I as written I am guessing the first but I am not positive.

It is possible a very dangerous adventure with the environment and some of the encounters, but nothing to bad. Though PC's should be cautious. I do like that it is a part investigation, with a little social tossed in, part survival and part dungeon crawl for a nice mix. I think this would be best as a follow up adventure, to one where the GM had the players hard far north by ship. Make the reasons they are there into a mini adventure first. So whats my rating? I am coming down to a 3.5, close to a 4 but I don't think it is there. Make the magic item more clear and a better map and I think I would bump it up to a full 4 star then.

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Nice low level adventure.


Deadly Ice by 0One Games

This product is 51 pages long. It starts with a cover, credits and ToC. (4 pages)

Introduction (3 ½ pages)
This is a adventure for 4-5th level PC's suitable for any world setting. It takes place in a mountain pass. It also has a background for the adventure, overview, how to use the adventure, where to place it in your own world, advice on scaling the adventure, and it ends with some story hooks.

Chapter 1, The Fang (11 pages)
This chapter is a introduction to the adventure. It starts with the PC's being offered a job by a NPC to escort him up into the mountains. There is 10 events listed from meeting the NPC and getting hired, to traveling, to a snow storm, to finding the inn The Fang and then a mystery starts. Yet it list 10 events there is no number for, is just skips from 3 to 5. I am guessing that is a simple typo that was never noticed. The section also has a full map and information about the inn it's self. This part of the adventure is more social and mystery than combative, though there is several events which may lead to combat.

Chapter 2, The Deadly Ice Tomb (10 pages)
In this section if the PC's accomplish the first part, likely are off to follow a NPC. This eventually leads them to a under ground complex with 29 total locations in it. This section is more of a traditional dungeon crawl style adventure, though the PC's are here for reasons other than just exploring and looting. There is 10 encounters in this section. There is a full map of the place.

Chapter 3, Return to the Fang (4 pages)
This section is mostly dealing with the aftermath of the first two sections. I won't go into details as it would spoil the mystery of the adventure. But it is well done and covers all likely out comes. There is a map of the region in this section.

Non-Player Characters (6 pages)
This section details all the important NPC's of the adventure with full stat blocks and a bit of a bio. There is 10 NPC's full stat blocks in this section.

New Magic Items (1 page)
This section has three new magic items, The Kuk Globe, The Staff of Agamath, and Stones of Agamath.

New Monsters (4 pages)
There is 5 new monsters in this section.
Snow Troll
Ice Key Guardian
Ice Warrior
Ice Lord

Hand Outs (2 pages)
There is two pages of hand outs that can be printed out and given to your players.

It ends with a couple of pages of mini maps, ads and OGL. (5 pages)

Closing thoughts. This is a nice adventure with a good mix of mystery, social interaction, combat and even a dungeon crawled tossed in for good measure. Add in the sever weather and this adventure has a little bit of everything. Other than the one error in numbering I mentioned I didn't notice any other errors or problems with the adventure. I liked the adventure and will be likely using it in my next campaign I run as a side trek for the party. The art is black and white and pretty good, there is head shots of the varies NPC's at the bottom of some of the pages scattered threw out the book. So what's my rating? Well I thought it was good but not fantastic, so I am giving it a 4 star review.

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Another nice addition


Krazy Kragnar's Blackmarket Magic Items by Super Genius Games

This product is 15 pages long. It starts with a cover and introduction. (3 ½ pages)

The introduction talks about why Kragnar is now doing blackmarket magic items and it talks about Goblin Markets which to me sounded very much like the one from Hellboy 2 movie. Including rules for finding these hidden markets.

Magical Armor (1 page)
Below is a list of armor properties that can be applied to any armor.
Alluring – armor that makes you look good when wearing it, bonus to social rolls.
Alluring, Improved – same as above only better.
Alluring, Greater – Ditto
Liberating – Lower the dex penalty with the armor, and it is “sexy armor” boob window armor, the armor covers as little as possible while magically drawing blows to what is covered by the armor, so it gives the same protection despite less armor coverage. Yes this is magic armor to explain cheese cake armor, I found it both amusing and something I could see actually existing with magic.
Vengeful – If hit and take enough damage it creates a magical charge, which can be released on a melee attack to cause extra damage.

Magic Weapons (1 ½ Pages)
Below is a list of weapon properties that can be applies to any weapon.
Blasphemous – Gives a short term minor curse to those struck by the weapon.
Blasphemous, Surge – Same as above, in addition on a critic it cast bestow curse on a target.
Random – There magic abilities change every day randomly.
Screaming – It begins to scream loudly when drawn, those hit take a penalty to rolls and on a crit the target is deafened for awhile.
Virle – Allows the user to heal themselves, brutal way to recharge the charges to self heal.

Specific Weapons (1 page)
Blood Knife – Has charges, if a caster expands a charge they can cast any spell they know and not use it up, instead using one of the weapon charges. Brutal to recharge it.
Executioner's Sword – Bastard Sword that does bonus damage in a coup-de-grace.

Magic Rings (2 pages)
Ring of Shadows – Can cast summon monster, but the monsters had a shadow template applied to them. Can lose control of the monsters summoned.
Ring of Whispers – Come in matched sets, get a bluff bonus to pass secret messages to each other. This was the first item in the book I was meh about. I would have rather it let the wears have limited telepathy or something and it sound like they are whispering to each other.
Tantric Ring – Has a list of 0-4th level spells the ring can cast. Cost 1 charge per spell level of spell cast. Nice mix of spells, that mostly deal with healing, charm, buffing the physical body etc. Can be recharged being having sex. Now there is a part in the text I think is a typo, it says the partner must be animate... I am assuming it should mean animate or living.

Magic Rods (1 page)
Rod of Agony – Can cause pain in others, those of lesser HD than the wielder can be demanded a service, if the target accepts they are under a geas to preform what they agreed to. The pain stops and they are immune the the rod for awhile, if they refuse the pain gets worse.
Rod of Pestilence – The caster can give those touched a disease.

Wondrous Items (4 pages)
Altar of Adjustment – Those helpless on the altar must make a fort save if they answer any question less than completely and helpfully honest. If they fail the save the take con dmg, if their con is reduced to 0, their alignment changes.
Bag of Tricks – If one reaches inside they find a ball, if they take the ball out and toss it away a monster pops out. Yes I thought the same think Pokemon.
Tincture of Beauty – add chr bonus for hours per use, can be addictive.
Tincture of Prisms – gains bonus to caster level to one random magic school. Can be addictive.
Tincture of Wrath – Gains the ability to rage like a barbarian of lower level, barbarians gain a additional rage power while in effect.
Rope of Binding – Works like a rope of grappling, but can also attempt to “pin” a target grappled with a very high DC to break free if it works. Basically the rope ties them up.
Slave Collar – Gains bonus to str, dex, con, evasion, darkvision and fast healing. Sounds great right? Well the next person to touch the collar after it is put on, becomes the wearers master. The wearer has a big minus to will saves and skill checks against their master and find it very hard to force themselves to remove the collar. I love this magic item.

It ends with credits and OGL. (1 page)

Closing thoughts. I really liked this product and hope they do more follow up products. Perhaps do them by theme. For the first time I did notice a glaring editing error in one of SGG's products. Tincture of Prisms is listed twice in a row in the book. I don't know if another item was suppose to be in place of the second one or it just got double listed, either way it is there twice. The art is mostly black and white, I think this is the best art over all of any SGG product to date. While some of the art is suggestive and one one page there is even bare breasts the art fits the items near them.

The items where all well done and interesting, well all but one. There was one that I was meh about. The rest I all thought was great. Some better than others but all good. So whats my rating? Well normally I would give this a 5 but with the editing error I am giving it a 4.5 star. It doesn't hurt having the one object listed twice, but it is a error so must be rated.

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A step up from the last Haunts book


30 Haunts for Ships and Shores by Rite Publishing

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

IC Introduction (2 pages)
The next part is a introduction told from Pers Veilborn's point of view. It is a very interesting IC introduction. After the later to his friend it talks about 3 haunts form a IC point of view.

Understanding Haunts (1 ½ pages)
This part talks about what haunts are, how they work, how to use them etc.

Haunts (6 ½ pages)
Next it gets into the 30 haunts, some are or can be connected while others are always stand alone.
Star-Cursed Sky
Mutiny's Shadow (can be tied to Star Cursed Sky)
Grumbling and Grief (can be tied to Mutiny's Shadow)
The Sound of Munity (can be tied to Grumbling and Grief)
Drunk Crew
The Deep One Rises (can be tied to Drunk Crew)
Common Cry Haunt
Common Drowned Man (can be tied to Common Cry Haunt)
Feeding Frenzy (can be tied to Common Drowned Man)
Blasphemer’s Bell – This is the first haunt I had a problem with, I like the haunt but it makes no effort to explain why the bell is allowed to stay, when apparently most blame the bell for the problems.
Bloody Tide (can be tied to Blasphemer’s Bell)
Wrath of the Wrecked (Can be tied to Bloody Tide)
Flooded Hold (list haunts from 30 House Haunts book it can be combined with)
Common Biting Wind
Head Strong Wave (Can be tied to Common Biting Wind) There is a white space gab in the text. I am not sure if it was suppose to be a new paragraph or what, It is a minor issue but noticeable.
Hungary Sea Haunt (Can be tied to head Strong Wave)
Raging Squall (Can be tied to Hungary Sea Haunt)
Dreaming of a Watery Grave
Driving Sleet
Exhausted Crew
Fog Reavers Rock
Jaws that Bite
Past Sin
Sailing Blind
Shadowy Tentacles
The Hailstorm
The Hunger
The Northern Lights
Worms and Maggots
X Marks the Spot

Pers Veilborn (2 pages)
This is the NPC that gave the IC introduction, this is also the same NPC from 30 Haunts for Houses, though he has gained a few levels since then. It has a complete stat block for the NPC.

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

Closing thoughts. I like this one better than the previous haunts. I thought they was better done and it was nice that they was laid out to be used on their own or how to use them in chains of haunts. I didn't feel any of the haunts was to strong or to weak. My only two critics I already mentioned. Most of the haunts make sense and give a bit of fluff on how they came about, I would have liked about a paragraph more fluff on each, some more than that. But all and all they was well done. So what's my rating? Well it does have a couple of minor errors so I am giving it a 4.5 star rating.

Trust Me, I'm a Succubus.

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Help for Oracles


Visions of the Oracle by Open Design

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

Next we get into a introduction and examining the new Oracle Class. (2 page)

This is followed by new feats for the Summoner. (7 pages)
Armed Touch Casting – use a weapon to deliver touch spells.
Battlecaster – cast spells as part of a full attack.
Charmed – 1/day bonus to any one roll
Concentration Spell – extend duration
Conditional Curse – oracle curse not always in effect
Divine Resistance
Dormant Spell
Elemental Boost – spells of choose element infused with extra power.
Extra use – gain extra class ability use per day.
Magic Sense – can sense magic around you.
Meta Spell – learn a spell with a meta magic feat already applied.
Mystic Retribution – zap enemies that interrupt your casting
Penetrating Spell
Potent Ability – add bonus to spell like abilities.
Potent Divination – bonus to divination spells.
Preserve Scroll – cast a spell form a scroll with out using up scroll.
Prophetic Dreamer – hard to explain but neat.
Quick Healing
Savage Critical
Scroll Mastery
Scroll Metamagic – add meta magic to spells used from scrolls
Somatic Weapon
Spell Retention – don't lose the spell if interrupted in casting.
Spiritual Armaments Spell – gives equipment to summoned or animated creatures.
Strange Revelation – learn a revelation from a mystery other than your own.
Tactical Spellcasting – move before and after casting spell.
Touch Spell Control – makes touch spells more flexible in use.
Transfer Spell – makes personal spells castable on others with touch.
Two Wand Technique – use a wand in each hand.
Wand Casting – gain bonus to spells cast while holding a wand of the same spell school.

The final section is advice for building Oracles with three example builds. (4 pages)
Visionary Healer – a healing focused oracle.
Phoenix – A blaster build using fire for the Oracle.
Savage Seer – A melee focused combative Oracle.

It closes with a ad and OGL. (2 pages)

Closing Thoughts. Like the others in the series while the feats are all useful to a Oracle many of them would be useful to other classes as well. Most classes could find a few useful feats. They seem fairly well done and I didn't notice any obvious spelling errors or area's where they was hard to understand.

There is virtually no art, just the cover image used again and then some symbols. The borders are pretty and the book is pretty print friendly. Like the Summoner book I felt the builds was the weakest part of this book. The healer build makes sense as does the other two, but with two combative builds I am not sure was needed. What was missed I feel and really should have been a build is a divination build. One based on knowledge as it makes sense for the class. Other than that one disappointment it is a good book and useful for Oracles or any one looking to add some more interesting feats to their game.

I only noticed one error and that is there is no 9th level spells for the Visionary Healer listed. Not sure what happened there. I am giving this one a 4.5 star review. The lack of the divination Oracle build knocked off half a star for me.

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Another fine issue in the line.


101 7th level Spells by Rite Publishing

This product is 34 pages long. It starts with a cover and credits. (2 pages)

The seventh installment of the 101 spells.
Next it jumps to the spells by class tables. (3 pages)
Cleric – 43
Druid – 30
Sorc/Wiz by school
Abjuration - 9
Conjuration – 9
Divination – 5
Enchantment – 7
Evocation – 9
Illusion – 8
Necromancy – 10
Transmutation – 19

The following section gets into the meat of the spells. Here is a few that stood out for me good and bad. (27 pages)

Bane of the Warlock – Creates a burst of divine energy that harms arcane casters/abilities.
Bestow Greater Curse – a more effective curse.
Caster Feedback – creates a area where any spell or spell like ability is used, it causes damage to the caster.
Choking Darkness – creates a thick area of darkness, that not only blocks, sight, but sound and other senses. It is so think it can suffocate those inside.
Deception – You become invisible while a illusory double of yours does a preset routine.
Dragon Summon – You summon a dragon, love the idea of this spell. I do have one critic, it accepts commands and will attack things for you. It won't harm it's self. My one problem is this last, it won't attack creatures 8 CR above it, my problem is I think that is a bit to high personally. I would have lowered it to 4 or so.
Dragon's Teeth Warriors – you bury dragon teeth and clay golem warriors spring from the ground to fight for you. Limited number based on level.
Haunted Grounds – You make a area appear to be haunted. Due to the long casting time which I like. I think it should have effected a larger area and lasted longer days instead of hours.
Heart Clutch – Gruesome spell that deals con dmg, if it does enough to kill the target their heart rips out of their body into the casters hand.
Kismet's Whisper – You see the future, neat idea. It works by during the duration at any point if something happens, bad roll, event happens etc. The caster can declare this is the event they seen and get a single standard action just before the events happen. It must be done as soon as it starts, then redo that round with the caster getting a standard action at the very start. Perhaps to yell ambush before walking into it.
Scourage – A powerful curse that is permanent until removed.
Steadfast Friend – Permanent charm person spell until removed. Gets a new save if attacked by you or your friends.
Steal Painful Memory – Cast on a area and it removes on painful memory. Such as forget Tom Falcons murder. Those that fail the will save will believe what makes most sense instead. Maybe he moved away or died of natural causes, everyone believes the same thing. Great fluff spell.
Unforgettable – Everyone notices and remembers the target. Another great fluff spell.
Unmagical Curse – a Curse that removes their magical abilities, supernatural abilities, spells and magic items no longer work for them. Last until removed.
Unravel the Mortal Coil – does damage to target, if enough to kill them, they raise as a undead under the casters control. My critic, it doesn't way when, so I am guessing at once. I think it would have been cooler if it raised the round after it died.
Wall of Divine Light – does divine dmg to those passing threw, undead take more damage. I do have on critic, I think those of the same alignment or maybe worship the same god as the cleric should be immune.

Wall of Torment – Love the idea of the spell. It is even a ok spell. It cause dex and str dmg with a moral penalty to attack, saves, etc rolls. It is invisible, I think it would have been cooler to look like a wall of screaming tormented ghosts and add in a minor fear ability to attempt to pass threw it.

Consume Item – with a touch it destroys magic items(save for broken) and gives temp hp. I suppose it is not a bad spell, but I just didn't care for it. I can't say way but it just, something about it.
Inspire True Love – Ok I am listing it as bad, I don't think it is a bad spell, it is a interesting fluff spell. What I don't like is it is transmutation and to me it should be divination. Since with in a weeks time they will somehow meet their true love, but won't know who it is.
Ordeal of Lose – Cast on willing creature, it last until it is charmed and the charm wears off. Once it does it makes a save, either way it is filled with depression and lose, a lost save does subdual dmg, reduced to zero hp from it and it starts doing lethal dmg. Ok the spell I suppose is fine, but I don't get the point really. I suppose it is a way to if they fail their save make your charm targets not be a threat to you, but I found the spell meh. I would have rather it effect the memory of the target and make it remember the caster of the charm that effected it fondly and not be upset at being charmed or something like that. As it is I found the spell very meh.

It ends with OGL and ad. (2 pages)

Closing Thoughts. The art is black and white and ranges from ok to pretty good. I didn't notice any obvious errors in the book. There was a few points where things could have been more clear but all and all not bad. Most of the spells where pretty good and well balanced. I mentioned a few of the spells I had issues with or had critics for. Again in this one where there was fewer spells I thought was very good though, but the ones that was very good where top notch. There was more spells I thought was meh, than in previous versions. Not bad just not really my thing. To be fair though I am finding it much harder to judge a spells power at these higher levels.

So whats my rating? Well I thought this one was pretty good, not great but pretty good. I am giving it a 4 star. I almost went 3.5 but felt it was just good enough to warrant a 4 star. I know higher level spells are typically hard to balance.

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Nice option in place of a Paladin


The Templar by Super Genius Games

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

Next it gets into the differences between a Templar and Paladin. Which in short is, a Paladin upholds a set of ideal's and virtues, namely that of Law and Good and follow a strict code of conduct. Templars are merely the martial arm of the church, sure they are religious by the do what they must for the church. Meaning a templar can do things a Paladin couldn't for the greater good, there moral code is a lot more gray than the black and white paladin code. Plus they can be of any alignment and worship any god. There is of course mechanical differences as well. (9 ½ pages)

Templar – D12, 4 skills, full BaB, all weapons, light/medium armor, all shields but tower.
Templar Order – Each domain has a order assigned to it, each one grants a class skill and one power.
Faithful Talent – Works like rogue talents but all divine in nature.
Temple Bond – They have 3 choices, gain a new order, able to cast some domain spells, or gain a bonus to some skills and combat against a alignment opposed to her god.
Curse Resistance – bonus to saves against curses.
Resolute – can partially ignore command spells and powers each round.
Master Templar – gains another order and it does not need match a domain of her god, can also grant allies divine powers.

Feats (½ page)
There is 3 new feats. One can be used by clerics as well the other two just enhance aspects of the templar.

It ends with a OGL. (1 page)

Closing thoughts. The templar is a interesting class, it is a divine warrior that is more interested in doing what they believe to be their gods wishes than being a shining example of their gods beliefs. So they will do things their gods don't approve of, if they believe it is in the best interest of their god. I am sure some players that like the idea of paladins but hate how strict their code is, will like playing these. I on the other hand think they will make great NPC's. I have already thought of a great villain who works for a good god, but does questionable things, a villain that believes they are doing the right thing.

The art is a mixed bag, some is meh, some is good, some color, some B&W. Editing and layout are top notch. My only real critic is while I like the class, I wish a few things had been done differently. Namely I wish the orders had been expanded and played a much larger part in the templar than they had, plus I would have liked the orders to have been disconnected from the domains. Yes I know that would be treading on the toes of the cavalier then, but not to much if they had all been divine orders. In fact that is kinda what I was hoping for. More of a divine inspired cavalier. The orders they have is ok, but I would have rather the name had been changed to something like divine focus and left in. Anyways all and all it is a good class, just not exactly what I was hoping for. So I am giving this a 4 star, the class is good but I felt could have been better.

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Mini tokens


This product is 6 pages long. With a cover and credits page. (2 pages)

The other four pages are taken up with tokens to be printed out and used for mini's. There is at least two of each, some have 3 of the same creature. There most have many variations of them. Unless I miss counted there is 102 total tokens. The different types are

This Token Pack contains:
Green Dragons
Earth Elementals
Hill Giants

Closing thoughts. The art is good on the tokens and they would be simple to use. If you want tokens for these types of creatures it is a good pickup. Now with that said their is one error. I am not sure how it happened or why. But on page 3 of the book the two bear tokens only show the bears from the shoulders forward. The rest of the bear image is just not there. That is two tokens that are messed up... well i guess unless you want a token for a bear head.

With that error and price I am giving this a 4 star review. The rest of it looks nice and I imagine the publisher will fix the bears at some point.

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A mini's map pack


This product is 63 pages long. It has a cover, introduction explaining what the product is and all that it offers, then it has a single page overview map. Thats the first three pages.

The other 60 pages are broken up into two groups of thirty pages. One color, one black and white. Both are the map blown up to be printed out for use with mini's. There is also a zip file for use with other paper sizes.

Closing thoughts. This is a very simple straight forward product. There is not a lot to say about it. It is just a map and then mini maps with several types for us. It accomplishes exactly what it claims to do. My only critic is I would have liked if the building had been a bit bigger, as in more rooms. Other than that, if you want a mini map for a giant med hall then I recommend it. I am not positive but I think you could shrink things down and use it as a regular sized mead hall too. So with that said for the price I am giving it a 4 star review.

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Divine Archetypes for all classes.


The Genius Guide to Divine Archetypes by Super Genius Games

This product is 18 pages long. It starts with a cover, credits and Introduction. (3 pages)
The introduction goes into what archetypes are, how to use them, and the differences between SGG's version and the type presented in Paizo's APG. Which was interesting and insightful, it also offers suggestions on how to use both not only in the same game but on the same character. It should be noted SGG has decided to call the Paizo APG Advanced Archetypes in their products to show a difference between their versions.

Class Archetypes (2 ½ pages)
This section lists what all archetypes existing classes has and what abilities are tied to them. So you know what you have to give up to replace it with a new archetype.

Divine Archetype Packages (9 ½ pages)
It starts off explaining not all archetypes can be taken by all classes. There is four class restrictions for taking the archetypes in this book. First one is Non-Caster classes only, second is caster class only, third is special such as alignment based, and fourth is none meaning those archetypes can be taken by anyone. Next it has two new spell tables Dabbler which has spells up to level 4 and Specialist which has spells up to level 6.

The new archetypes are as follows. Restrictions will be noted as NC = Non-Caster, C=Caster, N=none, S=Special.
Chantry(N) – Gain divine bardic style performances.
Exorcist(N) – Very interesting ability, makes shapechangers change to natural shape, make incorporeal become corporeal and certain other supernatural things to have a penalty.
Heretic(N) – gains a limited number of witch hexes.
Gnostic(C) – Makes a divine caster into a spontaneous caster and uses the sorcerers spell chart or bards(depending if they was a full caster or not) they do gain some bonus spells from a Domain.
Martyr(N) – When they suffer 50% or less hp or some conditions, they can choose a condition at second level and every two levels afterwards that count. When they do suffer they can grant buffs to other.
Wise(NC) – Gains the Specialist spell table(6th level spells), cast like a cleric with a limited spell list.
Witness(N) – Gains bonuses to a few skills and can cast spells like a Dabbler table, spell list is the same as a Inquisitor.

SGG Base Classes (2 pages)
This is a collection of all the SGG classes made to date, listing their archetypes. So you know what to replace in them to use the above archetypes with them.

It ends with a OGL (1 page)

Closing thoughts. Like the previous books in the serious it is a collection of new archetypes by theme. Ever wanted to play a divine rogue, such as a holy assassin? Well now you can. The editing, and layout are good. I didn't notice any obvious errors in the product. The art is fair to good, all but one piece is black and white, there is one color piece. I really couldn't find a fault with the product and I actually liked all the archetypes given. So with that said I am going to have to give this a 5 star review.

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A good start to the series


Ruined Gates by Rite Publishing

This product is 27 pages long. It starts with a cover, and credits. (2 pages)

The Surface Ruins: The Gates (3 pages)
This is about a path that climbs up, that winds back and forth. In one spot is a guard tower, that connects a lower and higher part of the path. In the tower is 3 encounter locations. The layout is simple and effective. It comes with very high quality maps and complete stat blocks for the monsters.

The Ruins of the Perilous (2 pages)
This section goes into a IC introduction into the ruins that this series will map out. It both gives you a bit of a history of the place, but also a IC hook to get the PC's involved. Along with a bit of IC advice.

Next is a OGL (1 page)

It ends with a map pack. It has the map again, then blown up sections of the map to use with mini's in both color and black and white. (19 pages)

Closing thoughts. This gives exactly what it promises, the start to a dungeon. The artwork is decent and the writing, layout is good. This section of the adventure is well done with a interesting setup and the tower after cleared makes a good base camp for exploring further into the ruins. It even makes mention of others having used it as such, it would have been nice if they had gone into more detail about that to add a little more flavor though. So whats my rating? Well I find things like this hard to rate, they are so short and simple but part of a much greater project. I am going to settle for a 4 star. It is a nice intro to the adventure but I think it could have been a little better.

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