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Like Haunts? Then check this book out.Dark_Mistress —
30 Haunts for Houses by Rite Publishing
This product is 14 pages long. It starts with a cover, credits and Introduction. (3 pages)
Common Minor Haunts (2 ½ pages)
Associated Haunts (½ page)
Haunts (3 ½ pages)
Pers Veilborn (1 ½ pages)
It ends with a OGL and 2 pages of ads. (3 pages)
Closing thoughts. The artwork is nice with a old style to them. Not sure if they are all public domain or not. The artwork is black and white, not great but nice. The vast majority of the haunts are very good and if you like haunts you will enjoy them. There was a couple of was meh about and a couple I was not sure about the CR given, but most I thought where great. The layout and editing is top notching I didn't notice any obvious errors in the product.
Now the product is not perfect, there is one problem with it and a nit-pick about it. The problem is the NPC uses a new class from another Rite Publishing product, Secrets of Divine Channeling. Yet the PC makes no mention of where the class comes from. You don't need the book to use the NPC as is, as the rules are provided but it would have been nice. Especially if the NPC leveled up or was used as a PC or something. Another minor issue I had was I would have liked to have a bit more fluff with each haunt, to help sell it. Most have enough to make them creepy but a bit more would have been nice.
The nitpick was... I wanted more, what is here is good. But I would have loved if they had done 30 common haunts, 30 haunts and 30 associated haunts in three separate books. I really felt each section of haunts was plenty strong enough to stand up on their own. So whats my rating? Well I liked most of the haunts in the book, though a bit more fluff and well more haunts would have been nice. There was a couple of haunts I didn't agree with as I mentioned and then the one issue with the NPC. So I am settling for a 4 star.
Nice free productDark_Mistress —
The Nymian Beastlands by Krewe of Harpocrates
This product is 26 pages long. It starts with a cover, credits, and ToC. (2 1/2 pages)
Introduction (11 ½ pages)
This is followed by talking about who the books are for, how you can use them. What good are they for people that play in homebrew campaigns and a section of how to use this with Golarion the Pathfinder world. They are asking for playtesters to help them out, there is a section on play testing and how to get involved in it and what they want from playtesters. There is 3 new feats, two are ok. One Lies within Lies was very clever and a very good feat.
Equipment (3 pages)
For some reason in the middle of the equipment chapter is one page of expected stats for monsters by CR, 3 pages of forms to fill out for playtesting. I honestly have no idea why they was put here instead of at the very end of the book. (3 pages)
It ends with a OGL.
Closing thoughts, There is 2 copies of this product, a color nice looking very pretty copy. The problem with it, is that it is laid out in 2 page format making it hard to print or read in PDF format. The artwork in the product is good. Then there is a black and white version that is in single page format. The final bit is the 3 forums for play testing separate in a fallible and saveable PDF format. I didn't notice any major errors and it was pretty well written. My on major problem with the product was layout. I just honestly is not laid out great. The part with the forms in the middle of the equipment chapter was the worse part but some of the rest could have been laid out better I think.
All the playtest forums and comments on what they want etc should have all been put at the back I feel. It would have made it much easier to read and would have made a more sense layout wise. This is a ambitious project and it sounds like it will be a interesting setting. Which seems to be a lost prehistoric world setting in a steamy jungle like environment. So I am curious to see what the company comes up with in the future. I think this is worth picking up. I mean it is free. If the idea of this appeals to you, you should jump on the playtesting and get some further material to help them playtest it out. I am giving it a 3.5 star review, it is free so I can forgive the layout a bit. For the finish product they need to work on that. I recommend checking it out though, you have nothing to lose.
First room of Ruins PerilousDark_Mistress —
The Ruined Guard Tower by Rite Publishing
This product is 24 pages long. It starts with a cover, credits and area map. (3 pages)
This is a old guard tower that the PC's must go threw the lower level to get to the rest of the ruins. There is a single encounter in the this book. After the encounter location and tower is described, there is a full stat block for the monsters in this book. (2 pages)
A OGL and maps to be printed out and used with mini's follows. (16 pages)
It ends with a 2 page IC introduction to the adventure that was a nice touch with even a little advice for new adventurers. Finally there is a single page ad at the end. (3 pages)
Closing thoughts. This is a very simple and straight forward setup. This product will be a series of rooms or locations of a much larger dungeon/ruins. This one is the very first in the series. The art work is good all and all and the maps are very good. I liked the IC introduction to the dungeon. I didn't notice any obvious errors in the book. I found this one a bit hard to rate. On one hand this is just a single room of a much larger and totally unknown adventure, but on the other hand if you buy them all you will have a full mini map of very nice maps of the whole dungeon. So if this sort of thing appeals to you, I think you will be happy with it. I am giving it a 4 star, it delivers what it promises.
Not a bad book of critical rules.Dark_Mistress —
This product is 146 pages long. It starts with a cover, credits, and ToC. (5 pages)
Chapter 1 – Critical Hits (36 pages)
Bleeding is discussed for those that want more realism. How much dmg per round from bleeding to hp and or con by body type. Hit point reduction due to lose of a limb. If there is less of the monster they have fewer max hp.
Called shots, this part expands the section on called shots, how to do them, what can be targeted and what the effects are when you do target them. There is 7 called shot area's with special effects while using this book if they are hit. The chapter ends with a small section on fumbles.
Chapter 2 – Healing (40 pages)
Magic healing is talked about next, just what magic can heal by type of spell used. It also has a section on scarring from sever wounds and the effect magic has on them. There is 9 new spells most deal with healing effects by this new system, but some like Finger of Life and the greater version lets you cast lower level healing spells at a range. There is also 10 new magic items.
Artificial limbs, what book of limb severing criticals would be complete with out mundane, fantastical and magical replacements? There is far to many types both mundane and magical for me to go into. It does list all the issues with having ones, effects on skill checks, any bonuses or negatives to them.
Chapter 3 – Armor (6 pages)
Chapter 4 – Critical Characters (14 pages)
Critical hits with spells. It has a small section on spells with a chance to hit can score a critical. There is 8 new spells that take advantage of these new rules in a offensive way or protect against them. The section ends with a small section on if people fail their saves vs spells badly enough the spell should do more with a table to that effect.
Chapter 5 – Tools of the Trade (10 pages)
Chapter 6 – Of Tooth and Nail (17 pages)
Appendix 1 – Tables (9 pages)
Appendix 2 – Spells (2 pages)
Appendix 3 – Body Profiles (3 pages)
It ends with a OGL, 2 blank pages for notes and back cover. (4 pages)
Closing Thoughts. The artwork is good black and white art all and all. The text is on a blank background which would normally make for a very print friendly book. But there is large border graphics mostly black and white but with red blood running down it, with the size of the border it would be rough on a printer making it less print friendly. I found the book to be a bit of a mixed bag, some stuff I liked and some I did not.
The book does give you base rules for critical hits to spice up your game but it is a pretty simple system, which if that’s all you want great. But if you was wanting it for a bit more “realism” in your games then the simple system is more of a good starting point. Personally I would have liked to have seen all the tables with different chances to hit different area's and or perhaps expand the table to include things like sensory organs, vitals(like sensitive areas) etc. I can use the base charts and make my own but would have been nice to have.
The healing chapter was nice and likely the best done chapter, the new spells, equipment and rules I felt all add to the game. Prosthetic limbs for mundane ones was good and the magic section was ok. It makes sense to have them and was fairly complete on what you could think of to add to one. The armor section was nice, though I would have liked to have seen the partial armor section and rules expanded. Another section I wish would have been a lot bigger is the one on traps. The new PrC's I was meh about, they showcase the new rules but I wasn't wowed by them. The new non-caster healer class I liked a lot better, it makes sense such a person would exist in the world even with clerics, unless there is a cleric on every corner.
The last two chapters could have honestly mostly been left off. While some of the new weapons where nice for the most part most of them wasn't needed and same with the monsters. Nothing wrong with them but they felt out of place in the book.
All of which brings me to some of the flaws with the book I notice beyond what I already mentioned. There is not bookmarks and there is a error on the very first table of the book with crit severity, it is easy to figure out what they meant though. There is a few other errors, some spelling or things that should not be as clear as they should be. Not a ton but more than I am use to seeing. Another thing I didn't like that the spells, equipment was broken up in different chapters. I would have much rather them have a magic chapter with all the spells in it, one for magic items and then a chapter for equipment. Would have made it easier to find things. Which is the final flaw with the book layout.
So whats my rating? Well if you are looking for a simple critical hit system to add to your games to add some variety it does accomplish that. It just has a few flaws and some added stuff you likely won't care about(like the monsters). If you was wanting a more “realistic” system, you will be less happy. Even then it is a good starting point to build from though and some of the sections are very nice. I am giving it a over all rating of 3 stars, if you are happy with a simple system add ½ a star.
A interesting class idea and extra'sDark_Mistress —
Master of Disguise by Spes Magna Games
This product is 29 pages long. It starts with a cover, ToC and forward. (3 pages)
Master of Disguise Class (9 pages)
All of the class abilities help them to disguise and pretend to be other people, they also gain some talents somewhat similar to rogue talents, though mostly again focused on disguise or social abilities. Play the Part is the closest thing they get to a cap stone ability. They get it earlier but it maxs out at 20th. It allows them to mimic skills, feats or class abilities from other classes to pull of a disguise.
Favored Class Options (6 pages)
Equipment (2 pages)
Spells (4 pages)
Magic Items (5 pages)
It ends with a OGL. (2 pages)
Closing Thoughts. The class is a very focused class. I think it is a ok class, it seems fairly well balanced but because it is so focused. I think it some cases it will be fairly strong and others a bit on the weak side depending on the campaign. One with a lot of social and more urban focused will favor the class, a lot of dungeon crawls hurts the class. I was disappointed with one aspect of the class, it lacks trapfinding ability. Since it takes the place of a rogue I feel the class should really have it.
The new rogue talents I think add a bit to the rogue and they are fairly well done. The skill section was well done showing more uses for the skills. The Use Magic device is the only one I am not so sure I would use. It lets you bypass some spells like protection spells, It is not a bad ability I just didn't care for it personally.
The class options where all decent, none wowed me but I didn't feel any ways bad either. The new domain was interest and fit well with the theme. I actually really liked all the feats, one is a duelist which adds a bonus on one on one fights, the other three are all about using a cloak in combat. Something we have all seen in movies, there is a few more I could think of that I would have liked to have been added though. The ones there are all good but I would have liked to have seen more.
I really liked what was being discussed about the equipment. I just found it to be lacking enough information. I really wish the section had been expanded greatly, or left out. As it is there is not really enough to make good use of a very nifty idea, perhaps that is something worthy of it's own small PDF with plenty of examples. I liked most of the spells and one seemed overly powerful, they was more fluff style spells, useful spells in interesting ways for the most part. Same can be said of the magic items most of them where well done and I can see myself using many of them.
Which brings me to one of my critics, layout. It is not bad but with the names of magic items etc just being bolded it is hard to tell where they start at a quick glance. On most of the sections with less bold it is easier but in some sections especially the magic item section it is very hard to quickly spot the magic item names. I would have liked them to have been underlined or something as well.
There is no art and very little color other than a few section headers. It is black and white text on a plain style PDF, no borders etc. Which makes it very print friendly but also pretty plain looking. There is little notes on the bottom of some of the pages which explain why the author choose to do what he did. Not really needed but it was nice to read anyways.
So whats my rating? Well on one hand the class is a very niche class, which hurts it appeal some. I think it makes a much better NPC class, it is useful as a PC in some types of campaigns. As a NPC though it is very nice. The other stuff in the book while mostly geared for the class can by used by most anyone and virtually of it is useful. There is a few minor flaws with the product that I mentioned, but it is cheap too. So for the price I am giving it a 4 star review.
Another fine issue of KQDark_Mistress —
Kobold Quarterly by Open Design
This product is 76 pages long. It starts with a cover, ToC, credits, 5 pages of ads and a forward about the upcoming Midgard patron project. (9 pages)
Ecology of the Gearforged (6 pages)
Odalisques and Assassins (8 pages, 6 pages of content, 2 pages of ads)
If your having Fun (4 pages)
Magic Items of Golarion (6 pages, 4 pages of content, 2 page of ad)
Clockwork Adept (4 pages)
The Royal Order of the Golden Fox (4 pages, 3 pages of content 1 page of ads)
The Curse of the Blue Titchyboo (6 pages)
The Ring of Rule Breaking (2 pages)
Ask a Kobold (2 pages)
Dancing Brooms and Skittering Scones (2 pages)
Places of Sanctuary (2 pages)
Potion Miscibility (2 pages)
The Minion Academy (3 pages)
True Hit Location (3 pages)
Bear Run (4 pages, 3 pages of content, 1 page ad)
Clockwork Monsters (3 pages)
Coming Next Issue (1 page)
Book Reviews (2 pages)
Banners of Zobeck (1 page)
It ends with a map of the Mead House for Beer Run and a 1 page ad for the new Patron Project Midgard. (2 pages)
Closing thoughts. This is my first magazine review and I will be honest I am not completely sure how to review one but here we go. The articles are well written and most are very interesting. While much of it is geared towards Open Designs own campaign world, most of it is fairly easy to adapt to any setting. Beyond the interviews, reviews and fluff pieces there is 1 article for both 4E and pathfinder, having both stats. 6 for Pathfinder, 5 for 4E, and 2 short adventures for Pathfinder.
There is 12 full page ads in the magazine. On page 19 there seems to be a error, it is a full page ad for Pathfinder tales fiction but almost all the words are little blocks instead of letters. That was the only error I noticed while reading the magazine. The artwork is fair to very good. All and all it is a nice mix of Midgard fluff articles, 4e and Pathfinder, though a bit leaning this issue to Pathfinder. KQ is really stepping up to fill the hole left in the hobby with the removal of Dragon magazine from general circulation. So whats my review? I am settling on a 4.5, there was that one error and while most of the stuff was interesting in some cases I felt they was to short and I wanted more about them.
Psioncis well meshed with the core rules.Dark_Mistress —
This product is 231 pages long. It starts with a cover, credits, and ToC. (5 pages)
*Note – (I wanted to point out, I was never a huge fan of Psionics, I was given this product for the purpose of this review. I have nothing against it they was just never my thing. This review is from the point of view of someone who is coming in that is new to psionics.)
Introduction (2 pages)
Chapter 1 – Races (12 pages)
Chapter 2 – Classes (18 pages)
Chapter 3 – Skills and Feats (18 pages)
Chapter 4 – Psionics (14 pages)
Chapter 5 – Powers (86 pages)
Chapter 6 - Prestige Classes (20 pages)
Chapter 7 – Psionic Items (28 pages)
Chapter 8 – Psionic Monsters (25 pages)
Glossary (2 pages)
It ends with a OGL and ad. (2 pages)
Closing thoughts. As I mentioned at the start I was never a fan of psionics, I had nothing against them. I just felt they never added enough, for the work required to add a new total system to the game. With this book combining a lot of the aspects like use of skills, resistances etc that in my honest opinion makes psionics a lot easier to adapt into more traditional games. The writing was good and I didn't notice any major errors, it was fairly easy to understand for a newbie just get into it. The layout was decent but there was a few spots where there was some wasted space, end of the feats chapter was a big one. A single feat on a otherwise blank page.
The art ranged wildly, some was color, some was black and white. Some was cartoony and other more traditional. The quality also wildly ranged as well. I honestly found the art to be a let down. It wasn't the quality but the clashing styles was more of a problem for me. This book basically takes the existing psionic rules and updates them to Pathfinder rules and meshes them much better with the game in my opinion. I think these rules as someone who was not a fan of psionics before to be a vast improvement over the old rules. Enough so that I for the first time in a very long time, will experiment with using them in my games again. To see how it goes. I am not ready to let them fully in, but the book did a good enough job that I will sprinkle them in and see how it goes.
The feats, powers, classes etc. They all seem well written and well balanced against the existing Pathfinder core rules. I didn't find anything overly powerful or overly weak. I am unsure how it stacks up with the previous books as I only have passing knowledge with the 3.5 psionic rules. My main issues with the book was clashing art styles and I thought the layout could have been done better. So whats my rating? I find this one hard to rate since I think it depends if you was already a fan of psionics or not. Personally I am giving it a 4 star review from my point of view. For fans of psionics that want something for their Pathfinder game I think you will be very pleased. For those that thought psionics had issues before but was not dead seat against them, you might want to check the book out, it might just change your mind. If you was one of those that just hate the idea of psionics in fantasy, well I don't think this book will change your mind.
Learning Curve: Apprentice-Level Characters (PFRPG) PDFFat Goblin Games
Our Price: $2.95Add to Cart
A well done book.Dark_Mistress —
Learning Curve by Tricky Owlbear Publishing
This product is 12 pages long. It starts with a cover, credits and Intro. (2 pages)
Multi-Class Characters (2 pages)
Core Classes (5 pages)
Additional Uses for Apprentice Rules (2 pages)
It ends with a OGL. (1 page)
Closing thoughts, using this to start off as a multi-Class character are first level seems like it would work very well. It looks like things are balanced fairly well between what you get at apprentice levels and what you get after you get another level. Instead of having you roll for hp, it has set hp you gain. At Apprentice levels you add the hp together of both classes and then again when you level again. Giving you max at first level and a avg for your next level.
The artwork is fair and black and white. The layout is clean and simple. I didn't notice any obvious errors. I did have one minor critic, while the product is written with the idea you will be playing multi-Class characters. It does have a section on how to use it for apprentice levels or 0 level PC's. Which is where the on critic comes in. Since the charts listing the classes have the second hp gain for the level up being a avg instead of max(since with multi-Class you would be 2nd level when you got that). I felt it needed a sidebar in the apprentice level section for using this for 0 level characters saying use the first hp total instead of the second. Minor but still something I felt needed to be added to be clear. Other than that I really have no critics of the book, it does exactly what it sets out to do.
Now some are going to ask how does this stack up to The Genius Guide to Apprentice-Level Characters by Super Genius games. Well they are similar products, but their main goals are slightly different, this more geared for multi-Class and the one by SGG more for zero level characters. Both products can be used for the other. I am not going to directly compare them though, I will say as a whole I personally liked this one better, but you can't go wrong with either one. So what's my rating? Well other than the one minor issue I think it is a well done, simple clean, easy to print product. So I am giving it a 4.5 review. If you like the idea of this product then I recommend it.
Great book for undersea adventures.Dark_Mistress —
Cerulean Seas by Alluria Publishing
This product is 290 pages long. It starts with a cover, credits, and ToC. (4 pages)
Chapter 1 – Undersea Basics (22 pages)
Next they get into buoyancy, it goes into great deal of the effects this has on characters and creatures under the sea. It also gets into drag effects of pulling a object or person along underwater. Followed by the effects of pressure has on living things. Next is current's riptides, and undertow, swimming speeds, terrain above water and at the bottom of the ocean. I don't know how realistic all of it is, but it is well written and seems like it would work very well and makes sense.
Next it gets into perils like poisons, diseases, blood in the water drawing sharks, water conditions like murk or whirlpools etc. It ends with a short section on undersea combat, with some differences. Like it being a 3D environment.
Chapter 2 – Undersea Races (20 pages)
Chapter 3 – Undersea Classes (34 pages)
Next it introduces three new classes. They replace the niche of some of the existing classes in new and interesting ways. There is nothing stopping you from using both classes in the same game though.
Next it gets into PrC's and which ones fit and what you need to change if anything and the ones that don't. It also includes three new PrC's as well.
Chapter 4 – Aquatic Skills and Feats (14 pages)
Chapter 5 – Money and Equipment (20 pages)
It follows this with a section on weapons, armor and undersea gears. There is simply way to much to list or even high light. They did a good job with the gear for the most part. Other than a few minor issues like Spiked Chain which honestly just would not work underwater. It even has a section on sailing ships. There is several new weapons, armor and a couple of dozen new gear items, not to mention many of the old stuff tweaked to fit the setting.
Chapter 6 – Magic of the Sea (34 pages)
Next it details all the new spells and spells that have changed such as fireball to mageboil. I tried counting but I lost count. There is around a 120-130 spells, I am honestly unsure how many are new and how many are altered. At a glance I would say close to 50/50. It ends with 9 new magic items and a few new magic item properties.
Chapter 7 – The Cerulean Seas (25 pages)
Chapter 8 – Mastering the Sea (10 pages)
Chapter 9 – Cerulean Sea Bestiary (72 pages)
Appendices (6 pages)
It ends with a OGL, 2 page character sheet, 4 cardboard mini's, hex sheets to make the 3D battle map with, a full page map, indepth index and back cover. (17 pages)
Closing thoughts. This is a very well written, very pretty book about undersea campaigns. The art work is mostly color and very good high quality art. The editing, layout and production values was top notch. Simply put if you ever wanted a book to help you run a undersea campaign THIS is the book to get. Even if you don't want to, this would be a great tool if you ever wanted to just run some adventures underwater.
Now the book is not perfect, there is a few minor issues where and there with it, like the spiked chain or the shells I mentioned. But most of them are pretty minor issues. My only real critic is honestly the price. I understand Alluria publishing is a small company and art is very expensive, after seeing the art in this book I am sure they spent a bundle on the art budget. But it is a bit high priced at 29.99 for a PDF. If that was the print price I would say fair price, for a PDF though? I felt a tad high. So whats my rating? Well just on the book it is easily a 5 star product, with the price I would say a 4.5 star. I know the price is a little high but I don't think you will be disappointed picking this up, if you find undersea adventures interesting at all.
Monster Menagerie: Rise of the Goblinoids (PFRPG) PDFRogue Genius Games
Our Price: $3.99Add to Cart
Best of the series so far.Dark_Mistress —
Mythic Menagerie: Rise of the Gobliniods by Super Genius Games
This product is 11 pages long. It starts with a cover, and forward. (2 pages)
It is a collection of new gobliniods to use against your players. Each one has a full page write up about them and a full stat block. (8 pages)
It ends with a OGL. (1 page)
Closing Thoughts. I think this is easily the best of the series so far. It is a mini monster book, that focuses on varies types of gobliniods. I honestly liked all of the monsters in this book. The art work is good black and white. I didn't notice any obvious errors, spelling or in the stat blocks. For the price this is a good pick up, if you want more gobliniods or just some more monsters to spring on your players. I recommend picking it up. So what's my rating? Well I am giving it a 4.5. It is very good, I would have liked to have seen a few more base gobliniods types like Tree Grim, but that is just personal preference.
The best in the series so far.Dark_Mistress —
In the Company of Minotaurs by Rite Publishing
This product is 22 pages long. It starts with a cover, and credits. (2 pages)
Introduction (1 ½ pages)
Minotaurs (6 ½ pages)
Player Characters (4 ½ pages)
The next part talks about classes and which ones are common. It also has a list of alternate favored class options. There is also two class archetypes listed, one for Barbarian and one for Monk. There is also a Sorcerers bloodline as well. It has everything you need to play one of them as a new race in your game.
Racial Paragon Class (2 pages)
Feats (½ page)
Weapons and gear (1 page)
It finishes off with a OGL, 2 ads. (3 pages)
Closing thoughts. I liked this book a lot. It really made the minotaur race interesting. Not just as villains but in general. The fluff was very well written, interesting and made me want to included them in my games. It made them come across as both noble and almost not evil, yet the evil taint beneath is plain to see, if you look closely. The art work was black and white and pretty good to good. Weapons all seemed well done, as did the new feats.
The Paragon race was very nice and can either be used for a PC's or to build minotaur monsters of varies CR's to challenge your PC's. Not to mention the fluff gave me lots of idea's for plot hooks. The two new base race options where well done, though the Taurian (minotaur) I felt was a little strong. Not even for a EL but a strong base race for a PC. Which is really my only real critic of the book as well. So what's my rating? Well finding virtual no flaws and the one minor issue I had was minor, though something GM's may want to consider before allowing. I am going to give it a 5 star, the fluff alone makes it a good pick up.
Book of Beasts: Monsters of the River Nations (PFRPG)Jon Brazer Enterprises
Add PDF $4.99
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A good monster book.Dark_Mistress —
Book of Beats: Monsters of the River Nations by Jon Brazar Enterprises
This product is 36 pages long. It starts with a cover, credits, and ToC. (4 pages)
Monster Entries. (21 pages)
Appendix Humanoids (4 pages)
Appendix New Drugs and Gambling (1 page)
Appendix New Haunts (1 page)
Appendix New Templates and Diseases. (1 page)
It ends with one ad, OGL and back cover. (4 pages)
Closing Thoughts. All and all I liked the book, the art is nice black and white art. Most of the monsters I thought fit well in the theme as did most of the rest of the book. The stat blocks are easy to read and understand and the book is laid out well. Other than the cover it is a plain simple black and white book, very print friendly. I do have a few minor critics with the book. The fluff with the giants in one part, in that they sleep in branches of tree's I thought was odd. They are 15ft tall that would be some massive tree's. I think they could have left that part out.
My only other issue was some of the stuff just didn't really fit a forest/river theme. The Hatethrall Demon and Avowed Reaver being the two big ones. The hydrus just seemed weird, it seems like it does what it does just because. Now the rest was well done, I would have liked to have seen a few more fey, natural and planet monsters myself but that is personal preference. So whats my rating? Well it is a good book over all, I have a few minor issues with it. I am giving it a 4.5 star review.
Trust me, I'm a Succubus
Solid old school adventure.Dark_Mistress —
Splinters of Faith 2: Burning Desires by Frog God Games
This product is 21 pages long. It starts with a cover, ToC, and credits. (3 pages)
Adventure Introduction. (5 pages)
Adventure Background (7 pages)
Location of the thief (5 pages)
It ends with a OGL (1 page)
Closing thoughts, it is well written and a pretty simple and straight forward adventure. Once the PC's learn of where to look for the thief, it is a fairly standard wilder adventure that ends in a mini dungeon. The art work is fair to good black and white. Monsters from the Bestiary is given basic stats, while monsters from any other book is given full stat blocks. So all you need to run this adventure is the Pathfinder RPG and bestiary.
It's a solid well written adventure. So what's my rating? Well it is a good solid, simple adventure but I also wasn't wowed by it either. So I am giving it a 4 star review. This product like most Frog God Games products has a very old school feel to it.
Nice collection of new magic weapons with a little somthing extraDark_Mistress —
30 Unique Magical Blades by Rite Publishing
This product is 16 pages long. It starts with a cover, and credits. (2 pages)
Next it jumps into the weapons. (11 pages)
It ends with OGL and 2 ads. (3 pages)
Closing thoughts. While it is called unique blades it is really weapons, while most of them are swords, not all of them are. There is some axes, spear, pole-arm’s etc in there as well. As you can see by the examples they are all normal magic items that fit the theme and history of the weapon, then with a little something more. Most of the weapons have images, I counted 29 images but I might have missed one. The art work is good for the weapons and really helps to give a sense of what they look like. The history and fluff is well done, the book is pretty, good layout, editing etc.
I really have no critic of the book, the only thing I have negative to say is more of a nitpick. I wish the book was about 2 pages longer and each weapon given a bit more in terms of history. What was there was good but I would have loved to see more, especially on some of the higher end items. So what's my rating? Well it gives what it claims in a stylish well done way, while I would have liked to have had even more, the product gives what it claims and does it well. So giving it a 5 star review.
Some nice options for barbarians.Dark_Mistress —
Class Options: Brutal Barbarians by Gun Metal Games
This product is 12 pages long. It starts with a cover, credits and intro. (1 pages)
Variate Rage power (1 ½ pages)
Wild Shaman: They keep rage but it is greatly reduced, but they gain a limited channel energy like clerics do in addition to rage.
New Rage powers. (1 page)
Alternate Class Abilities (½ page)
Barbarian Bloodlines (2 ½ pages)
New Feats (2 ½ pages)
It ends with 3 pages of reference tables and a OGL. (4 pages)
Closing thoughts. Most of the feats, new rage powers etc are well done. I didn't notice any major errors in the book. The art work is pretty good color art. Layout was ok and editing seemed fine. The two new alternate rage abilities where nice options. My only real problem with the book was bloodlines. I was a bit confused as I mentioned above on if you had to take the other powers listed or not. Plus the bloodlines seemed a bit strong, not much. But they added some new powers and one full time minor ability with no real draw back. Beyond the barbarian sticks out and people might react negatively to them. I loved the idea of bloodlines but not sure I like how they did them. The rest of the book was good, so worth picking up if you are looking for some barbarian options. So whats my rating? I am going with a 3.5 star. It is the second best one in the series but the price also jumped from 2 bucks to 3.50 for this book for only a couple of pages more stuff.
Book of the River Nations: Exploration and Kingdom Building (PFRPG) PDFJon Brazer Enterprises
Our Price: $2.95Add to Cart
Read my whole review for a true star rating.Dark_Mistress —
Book of the River Nations: Exploration and Kingdom Building by Jon Brazar Enterprises
This product is 2o pages long. It starts with a cover. (1 pages)
Exploration Rules (2 pages)
Kingdom Building (12 pages)
It ends with 4 pages of sheets, exploration map, city district sheet, kingdom stat sheet, and NPC sheet and a OGL. (5 pages)
Closing Thoughts. This is the exploration rules from Kingmaker AP 1, The Stolen Lands reprinted. The kingdom building rules is the rules from Kingmaker AP 2, River Runs Red, with 3 extra pages of information. Looks like a few more buildings and kingdom events are added to it. Other than the new sheets which are helpful and 3 pages of new buildings and kingdom events, it is just the information from the two Kingmaker AP's combined together in one book in a print friendly format. Again I find this one hard to rate as it depends a lot if you have the AP's and if being able to print the information is important to you.
My one critic is I wish the kingdom events had been it's own chapter. That way you could print it out and give everything but the events to the players, that would have helped make this better and more useful. As it is for 3 bucks, if you don't have the AP's and want some quick and simple kingdom building rules, then I would give it a 3.5 star. If you have the AP's but would like the new buildings and events and want a print friendly copy, then I would give it a 3 star. If you just want a print friendly version or just want the new buildings etc, then I would give it a 2 star.
Trust me, I'm a Succubus
Book of the River Nations: Mass Combat (PFRPG) PDFJon Brazer Enterprises
Our Price: $2.00Add to Cart
Read review for rating complete rating.Dark_Mistress —
Book of the River Nations: Mass Combat by Jon Brazar Enterprises
This product is 12 pages long. It starts with a cover. (1 pages)
Armies (4 ½ pages)
Running Mass Combat (2 pages)
Sample Armies ( 2 ½ pages)
It ends with a army stat block sheet and a OGL. (2 pages)
Closing Thoughts. This is mostly a reprint of the mass combat rules from War of the River Kings adventure from the Kingmaker AP. I looked at the two of them, there is roughly 5 pages of stuff in the AP. This book minus OGL, sheet, cover and art. Has roughly 8 pages. Which is a couple of pages of extra stuff. I didn't notice any obvious errors and the art is fair black and white art. The layout is clean and very print friendly. This is a tough one to rate. While most of the information is reprinted and slightly reworded, some of it is new. If you have the AP with the information this gives you a print friendly way to print out just that information and it has a little extra. For those people it is likely a 1-3 rating depending on how important it is to have a print friendly copy. For those that don't have that AP then this would be all new stuff and a lot more useful, in which case I would likely give it a 3-3.5 rating.
So in short if you don't have the AP in question and you want some simple quick mass combat rules this is worth picking up, then I would give it a 3.5. If you do have that AP and would like a little extra and a print friendly version then it is still worth two bucks but not as good of a bargain then, then I would rate it a 3. If you have the AP and have no use for printing it out, then likely this is a product for you, in which case it is a 2. Most of the extra information is sample armies but not all of it.
Trust me, I'm a Succubus
Advanced Options: Inquisitors' Judgments (PFRPG) PDFRogue Genius Games
Our Price: $3.99Add to Cart
Advanced Options: Inquisitor's JudgmentsDark_Mistress —
Advanced Options: Inquisitor's Judgments by Super Genius Games
This product is 8 pages long. It starts with a cover, and intro. (2 1/2 pages)
New Judgments (1 page)
Greater Judgments (1 page)
The Justicar (2 pages)
New Feats (1 ½ pages)
It ends with a 1 page OGL. (1 page)
Closing thoughts. The layout, editing are good as you would expect from SGG. The artwork inside is nice black and white artwork. Most of the new judgments where good to very good, I wasn't a fan of the ones that add bonuses to things like trip though, I found them kinda meh personally. The new feats are well done, the class is a interesting variation of a spell-less version of the inquisitor. Not sure it was needed but for those that wanted such it is a nice addition. Taken as a whole it is a solid SGG product. I am giving it a 4 star review.
The Faerie Ring: Along the Twisting Way Prelude (PFRPG) PDFZombie Sky Press
Our Price: FREEAdd to Cart
Nice intro to the fey.Dark_Mistress —
The Faerie Ring: Along the Twisting Way by Zombie Sky Press
This product is 14 pages long. It starts with a cover, credits and intro. (5 pages)
The Realms of the Fey (3 ½ pages)
The Fey (5 pages)
It talks about how fey might do good things for bad reasons or bad things for good reason, how they are totally alien in their way of thinking. This section does a good job of making the fey feel truly alien yet familiar at the same time. It introduces 13 subtypes of fey, with a paragraph about each, then moves into their hierarchy
It ends with a half page OGL. (½ page)
Closing thoughts, this is really just a introduction to the fey. There is not numbers or stats and is suitable for any game system. It does a very good job in capturing the complex nature of the fey, making them both alluring and scary at the same time. This gives just a taste of the fey leaving you wanting more, of course this is only the first part of a series of PDF's about the fey.
The layout was nice, as was editing. I didn't notice any obvious errors. The artwork is for the most part good, there was one image I wasn't found of. Mostly it was a totally different style of art that just didn't fit with the other art I felt. It is a very pretty book, blue background with nice borders. Which brings me to my only real critic of the book, it would be just brutal to print, it could really use a print friendly version.
So what's my rating? Due to the one jarring piece of art that didn't fit the rest very well and the lack of a print friendly copy, I am giving it a 4.5 star. If you are a fan of fey then I recommend the book, just realize you won't be printing it out.
Nice location.Dark_Mistress —
Evocative City Sites: Voell's Garden by Rite Publishing
This product is 27 pages long. It starts with a cover, and credits. (2 pages)
The Garden (7 pages)
NPCs (8 pages)
It finishes with a OGL and blown up maps to be printed out to be used with mini's. One page ad and back cover. (10 pages, 7 pages of maps)
Closing thoughts. I have mixed feelings about this one. On one hand I really liked the garden and thought it was pretty cool. I would have liked some more random tables with the garden though on plants that could be found or maybe even plant monster types. The editing was good, layout was pretty good. Art work was fair to good and the maps where well done. My only real problem was the NPC's. I would have liked more information about them. A short history, advice to RP them. Maybe some motives or goals.
It makes for a interesting location to drop into your campaign but to truly use it, the GM would need to do some prep work on the NPC's. In closing I am giving this one a 3.5 star review. Lots of potential but needs a little work.
A very nice adventure with a good mix of mystery, RPing and butt kicking.Dark_Mistress —
Retribution by Raging Swan
This product is 71 pages long. It starts with a cover, credits, and ToC. (5 pages)
Introduction (3 pages)
Part 1 Sanctuary (8 pages)
Part 2 Signs (20 pages)
Instead of having location encounters, it has events broken up by day. Leaving the PC's to do what they want each day, with the events happening on certain days/nights. This section is RP heavy and very sand boxy. In addition there is 5 possible encounters of the more traditional sort. I don't want to spoil the adventure so I won't comment on how they come about. There is a lot of side bars with advice to help deal with just about anything the PC's may or may not due and with how things may or may not turn out. This section was very well done.
Part 3 Darkness (12 pages)
Appendix One – Cymer (6 pages)
Appendix Two – The Folk of Cymer (6 pages)
Appendix Three – New Rule Items. (4 pages)
It ends with a OGL, one page of ads and a back cover. (3 pages)
Closing thoughts. I like the adventure a lot. It has nice elements added from the winter storm, it has a very good mix of RP, mystery and butt kicking heroics to give a little something to everyone and let every character have a moment to shine. The mystery was pretty well done, the villain was interesting, the NPCs where interesting. The final fight, they don't have to kill the villain. They can RP and talk sense to him... or just kill him. The fact there is a option though is very nice. Plus the villain is not a black and white bad guy. The PC's might actually understand his motives, not his methods but his motives.
I didn't notice any obvious errors, the editing was good. The art work is good black and white art. The maps are decent black and white maps, solid nothing fancy but very usable maps. It would have been nice to have a player friendly version of the priory map. Add in all the free web extras on the company site. (the give their URL and inform you of them, so go get them). It is a very good adventure with a nice mix of things. I plan to use it in my up coming game. So whats my rating? I am giving it a 4.5 star review. Why not a 5 star with all I said? Mostly cause I look at it and think with just a bit more polish here and there and it could have been even better.
Advanced Feats: Cavaliers CreedDark_Mistress —
This product is 16 pages long. It starts with a cover, ToC, and credits. (2 pages)
Introduction (2 pages)
New Feats (5 ½ pages)
Character Builds (3 ½ pages)
It finishes with a OLG and ad. (2 pages)
Closing thoughts. I liked this book, this might be the best book in the series so far. Most of the feats can be used by most classes, but all of them are useful to the cavalier class. There was really no feats I read that I thought. I would never take that or why would I use a feat on that? There wasn't really any feats I felt would become must have feats either, though a few of the teamwork feats I see being very popular.
The layout, editing, was very good and it is a very pretty book. There is really no artwork hardly other than the cover and one section of shields. Though the borders are very pretty and not to bad on a printer. There is several side bars where the author talks about why he did what he did and all the feats have comments on why they was done etc. It was not really needed but interesting to read. Being unable to really find a flaw with the product I am giving this a 5 star review. This product would be useful to many classes and pretty much any melee combat class and very useful to cavalier players.
Urban Adventures: The Road to Revolution #2—The Bloody Fix (OGL) PDF0one Games
Our Price: $6.99Add to Cart
A amazing adventure.Dark_Mistress —
The Road to Revolution by 0onegames
This product is 64 pages long. It starts with a cover, credits and ToC. (4 pages)
Introduction (4 ½ pages)
Starting the Adventure (7 ½ pages)
There is also 5 hand outs, broadsides(news papers) of goings on in the city. A rumors table, of rumors the PC's might here around the city while the investigate things. This section also introduces a young boy to help the PC's out, he knows the city and the people in it well. They go into great detail how to use him, to annoy and endear him to the PC's all at the same time.
Part one The Investigation (22 pages)
There is 8 location based encounters, they may or may not involve combat depending on how the PC's handle things. There is also 3 event based encounters, one may happen several times.
Part two of the adventure (7 pages)
Part three of the adventure (8 pages)
Next is a new monster. (7 pages)
It ends with a handout, ad, OGL and back cover. (4 pages)
Closing thoughts. I loved this adventure, I really did. It was a well done mystery with a lot of twists and turns that totally make sense once you know whats going on. Plus the PC's should figure out the whole story and the history to the adventure as well. It is well written, I didn't notice any obvious errors in the adventure. The layout was good, artwork was black and white and good.
The adventure is a pretty dark and mildly disturbing adventure. It is bloody, gritty and very sad in parts. If a GM pulls things off well and gets their players to emotionally invest with their characters in this adventure, I think it will be something they talk about for some time. The only downside for this adventure is. It doesn't work very well with evil characters, or players that are into hack and slash. This is a very story and RP driven adventure. There is a lot of location maps scattered thru out the book.
So whats my rating? Well I really have nothing at all bad to say about this adventure. I just loved it. So I am giving it a 5 star review. It should be noted while this is a 3.5 adventure there is free download for Pathfinder conversion.
Not a bad pickup to mine idea's from for the price.Dark_Mistress —
The Noble Base Class by Little Red Goblin Games
This product is 11 pages long. It starts with a cover, credits, OGL, and quote. (4 pages)
Next is the class it's self. (4 ½ pages)
Next it gets into Moral Damage. (½ page)
New Feats (2 pages)
Closing thoughts. For less than a buck it is not a bad buy. The cover art is pretty good, the rest of the art is fair sketch art. The background parchment look while pretty would be just brutal on a printer and there is no print friendly version. This is also a massive file size for it's small size 45mb file size for 11 pages. It needed another round of editing, for the most part it was pretty easy to understand, it still could have used another round.
The base idea of the class is sound. The extra wealth I think is to be sure the noble has more magic than normal to help make up for the class. It is a bit of a weak class in any campaign that is not very heavy social based. With the wealth bonus it helps. Moral Damage is a clever and interesting idea that I liked, I do wish they would have added a few more ways of dealing the damage though.
I would have liked it if they had, had more ways for the noble to help others. Perhaps leadership ability that let them direct others to give minor bonuses to what ever they are doing etc. Commanding Persona good idea but they should have made it so they could effect more people at once as they got higher level. Cunning Linguistics, I think it should have come at first level and just added bonus languages every other level or something to show off their education.
The feats needed some work. Vixen I think should have effected more social skills than it does. Then perhaps make Femme Fatale add a extra level of attitude change with diplomacy check. The last two feats I just didn't like as to use them requires you to multi-class, which in Pathfinder is rarely a good idea.
So whats my rating? I am going to have to give it a 2.5 star. It is not bad, and it is worth for the cheap price to pick up to mine for idea's. But I think it needs work. I would like to see Little Red Goblin Games maybe get some playtest feedback and then revisit this calls. I do think with the moral damage they have the makings of a interesting class but one that still needs work.
Another good edition to the series.Dark_Mistress —
Evocative City Sites: Clockwork Tower by Rite Publishing.
This product is 41 pages long. It starts with a cover, and credits. (2 pages)
Introduction (7 pages)
NPC's (5 pages)
Next is a OGL (1 page)
Followed by 24 pages of maps blown up to be printed and used as miniature maps. There is also a zip file that includes another set of such maps in I believe A4 format. (24 pages)
It ends with 2 pages of ads. (2 pages)
Closing thoughts. The layout and editing was well done. While a couple of the parts I found confusing to understand in the IC section. That is because the NPC is reading a letter he wrote to himself that he doesn't remember writing. Yeah confusing I know but also very cool with whats going on with the tower. The artwork is fair to good, a mix of new art and public domain art.
This is a very inventive location and idea. I actually really love the idea, but because of what it is, I find it hard to review. I don't want to spoil things, but by not spoiling them leaves me unable to talk about a lot of the book, beyond expressing opinions which I dislike doing. But with out having a choice, I can save I love this book. This is something I can see using and my players having a lot of fun exploring.
Now there is one critic I have with the product. There is something wrong with the clock tower mechanical devices that is causing it to not work right. In the book it talks about how the PC's can fix the devices and make it start working correctly. Which makes sense, unfortunately it doesn't give you any advice on how to help run things if your PC's do that. Because if they, it will have a pretty dramatic effect on things and the varies stories going on.
Now I am not asking for a in depth information but a nice blurb by the author saying. I can't cover every possible thing that might happen, but if I ran it then I think this would happen. Followed by a few suggestions. Maybe a half page of such would have really helped. So whats my rating? Well I really liked this product, but a GM honestly needs to do some work and decided what would happen if the PC's fix the device before hand, before they run it. Or it could leave the GM caught flat footed. So because I feel it does need some extra work to use this very good product I just can't give it the 5 star I want and have to settle with giving it a 4 star.