Sonthonax

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RPG Superstar 6 Season Star Voter, 7 Season Star Voter, 8 Season Star Voter. Pathfinder Adventure Path, Companion Subscriber. 13,439 posts. 58 reviews. No lists. No wishlists.



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Wilderness Power!

****( )

The dragon shifter archetype could have been better(No Form of the Dragon III?), in fact I still don't understand why they didn't take away any of the nature themed abilities for more dragon related options. Also it would have been nice for the dragon and fey archetypes to use charisma instead of wisdom for AC or at least get a feat for it. Other then that the book has a lot of great options like alternate natural attacks for the shifter, animal companion archetypes, kineticist wild talents, flower power, etc..


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Options From The Fringe

***( )( )

Not a great book but still okay with some interesting options.


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Time to Hop, Skip, and Jump Your way Through The Planes.

****( )

A good solid book with some great options for the plane-touched races. Though I really wish the kineticist wild talents didn't require the planar infusion feat since the class is already strongly connected to the plane that you get your power from.


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Everyone's Kung Fu Fighting

***( )( )

Good solid book with some useful stuff but I am disappointed in the lack of unarmored AC options. Also the kineticist wild talents have ridiculous requirements. I could have thought of wild talents that that fit the martial art theme and didn't need to have multi-class, archetypes, feats, etc.


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Automantions, Clockworks, Golems, and Robots...Oh My!

****( )

Not what I was expected but interesting non the less. I really like the automations, too bad they came around so late in 1e's life time. The book is more a min-bestiary + players companion then a campaign setting book but I could always use more monsters so that is okay with me.


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Planar Fun

***( )( )

A good solid book as far as campaign setting information goes. But they should have made the book edition neutral with as little or no gaming rules. So the book could have more room for campaign setting information especially the dimensions/demi-planes that got at best a page of information.


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Taldar Land of Intrigue

****( )

Not one of my first choices(or second, third, etc.) but still a good read none the less.


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A Little More Potions and Little Less Poisons

***( )( )

Not a bad book but not great. I really enjoyed the new options for the 3 races, sorcerer bloodline, elixirs, tinctures and a few other things. Really would have liked more stuff for potions, elixirs, tinctures, etc. and less poison. Finally got a periapt of proof against paralysis but it sucks, it doesn't grant full immunity, and for 8000GP at that!


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Not Bad But Not Great

***( )( )

There are some interesting things in there but all in all the book is OK. Maybe one day we will get a mutant feat tree and/or some more mutant based archetypes.


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Not Ultimate But Still Wilderness

***( )( )

The Good
-The kineticist wood element being in a hardcover.
-The fey and ooze form spells.
-Racial feats and alternate racial traits.
-Large bear and the animal/plant/vermin companion and familiar section in general.
-Some interesting class options like alchemist discoveries, hexes, rage powers, etc.
-Some archetypes like the brawler's.
-Magical plants and herbalism.
-Some interesting feats like command animal and command plant.

The Bad
-The Shifter(I am too angry and disappointed to say any more.)
-Most of the Shifter archetypes especially the fiendish one being evil only.
-The loss of the plant race immunities. I can understand mind-affecting effects and polymorph, maybe even poison, but not the rest.
-The nerfing of some reprinted material.
-Too many archetypes and not enough(or at all) of other class options like hexes, rogue talents, bloodlines, mysteries/curses, etc.
-A lot of lacking feats or good feats with ungodly or strange prerequisites.


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Here Comes The Evil Eye.

***( )( )

Not bad, but not great ether.

The good
-I really liked the changeling heritages.
-Hag related bloodline, discipline, and some archetypes.

The bad
-Highly disappointed in the lack of new hexes.
-The arakineticist, could have used some interesting void wild talents instead of an archetype.


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Elemental Fun

****( )

I found this book to be a good product, not great, but still solid.


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Life Is Better Down Where It's Wetter

****( )

A good solid book about Golarion's oceans and seas and it also has some nice additional/expanded under water rules. While I do like some of the additional class options, spells, etc. I would have preferred less crunch for more world building.


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An Actual Sequel Book

****( )

A good solid sequel to the Adventure's Armory. I am especially fond of the poppets.


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Fun of The First World

****( )

This is a good solid book, not as good as legacy of dragons, but still worth while.


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Sometimes Less is Just Less.

***( )( )

While this is a good bestiary, it is not nearly as good as the others.

The good
-Kaiju, love these guys, wish there was more.
-Some cool new 0HD races such as the naiad and rougarou.
-Some interesting fey like the alp, boggle, and wild hunt.
-Some interesting plant creatures like the green man, giant sundew, and crypt flower.
-A lot of cool new oozes especially the oblivion.
-Several new proteans.
-Finally the nekomata.
-A lot of cool new vermin especially the giant starfish.
-Some really cool constructs including clockworks, golems, and the charnel god.

The bad
-Not enough types of dragons, giants, and 0HD races.
-No elementals (but I already new that).
-Way too many evil outsiders.
-Wasn't impressed with most of the monstrous humanoids.
-Disappointed with the new true dragons.
-Very few interesting undead and once again most are humanoid in form.
-I knew there would be much less monsters this time but still a little disappointed.

Other
-Was disappointed that the mountain giant wasn't colossal CR20 giant but at least we finally have it.
-Would have liked Krampus to have been a lower CR.


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Not Very Heroic or Interesting

**( )( )( )

I didn't really have much expectations for this one and yet I am still disappointed.


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Psychic Fun Time

****( )

Overall a good book with lots of options for all 6 six psychic based classes.

The Good
-A lot of wild talents for kineticist.
-The kindness phantom emotional focus.
-Some awesome prestige classes for the spiritualist.
-Cool feats for the mesmerist.
-Outsider spirits for the medium.
-Some great new spells and magic items.

The Bad
-The kinetic Invocation feat.
-Some other design issues with the kineticist options.
-No new psychic disciplines and/or phrenic amplifications.


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Elemental Power

****( )

I really enjoyed this book though not as much the First World one or Distant Worlds.

The Good
-Interesting information about the four elemental planes, it's denizens, and it's rulers(current and old).
-Some cool monsters including stats for one of the elemental lords.
-Some useful equipment/character options.

The Bad
-10 pages just isn't enough to cover a single plane.
-Wished we got stats for all 4 elemental lords.


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Healing Can Be Fun

****( )

Some interesting options for healing and curative related spells, powers, etc.

The good
-New kineticist wild talents, oracle mystery, witch hexes and patron, paladin divine bonds and mercies, bardic masterpieces, alchemist discoveries, warpriest blessings, and druid nature bond.
-New feats that allow you to heal yourself.
-Some interesting new archetypes.

The bad
-No new channeling, lay on hands, or healing enhancing feats.
-No healing focused archetypes for non-casters(except one monk and one ranger).


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Jewel of The East

****( )

A good solid campaign setting book with a lot of interesting information, not as good some of the others but well done otherwise.

The good
-Interesting locations and adventure ideas.
-Cultural history, norms, and taboos.
-Non-evil clerical/divine "working girls".
-Good artwork.

The bad
-Not enough cultural/desert themed monsters/races(stated up or talked about).
-Map issues.
-Felt like something is missing.

Other
-Not enough horses;)


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Birthplace of Freedom

****( )

Not bad, but it is hard to compete with some of the other campaign setting books out there.


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A Land...I mean World of Wonder

*****

I haven't enjoyed a campaign setting this much since Distant Worlds. I am happy that we finally got a campaign setting book focusing on the first world. It has a variety of interesting locations and strange characters mentioned in this book. I loved that it talks more about the gnomes' reason(s) for leaving the first world, about the Eldest, and even about the Tane. I am really interested about the dead/missing Eldest and the stranger things in this realm. I hope to one day see more books like this about the stranger or more interesting(to me anyway) places in this campaign setting.


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OK Book But Could Have Been a Lot Better

***( )( )

-Catfolk- Other then a few feats this section is beyond disappointing.
-Grippli- Wasn't very impressed with this one as well.
+kitsune- This section was better, it had some very good alternate racial traits.
+Nagaji- This one had a sorcerer bllodline, bloodrager bloodline, and naga based polymorph spells.
+Ratfolk- The only one of worth was the psychic discipline.
-Tengu- Only a few racial feats.
+Vanara- This one gets some good alternate racial traits, meditation feats, unchained monk options, and unchained summoner eidolon subtype.

I think that 4 pages for each race could work if they are actually used for alternate racial traits, racial feats, favored class options, and race traits. This is especially true in the over use of archetype, multiple giant art pieces and most spells. Also if your going to give archetypes to casting classes that a race has a stat penalty in, change the casting stat to something the race can use. At least every race got some favored class options if but if they had more room they could have had given every race the same classes.


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More Like Evil Adventures

***( )( )

This book feels more like Pathfinder's version of the Book of Vile Darkness then horror themed adventures. Also this is a very DM heavy book though I thought it would be 70% player 30% DM but is actually the other way around.

The Good
-I loved the Dread Lord, Hive, Trompe L'Oeil, Unknown, and Waxwork Creature.
-I like the Corruptions.
-I like the reprint/expanding of madness rules.
-I like some of the magic items like mantle of life, monster almanac, and elder sign.
-I liked a few archetypes like the two for witches.

The Bad
-Too many evil archetypes, spells, etc.
-Do not like the sanity rules.
-Do not like the fleshwarping rules for characters.
-Most of archetypes were lacking or unusable for players.
-Very few interesting spells that are player friendly.
-Very few interesting feats.
-Not enough character options related to specific class features like wild talents, bloodlines, rogue talents, oracle curses/mysteries, etc.

I feel this book was a missed opportunity for same great horror based player character options. Such as expanded options for void kineticist like fear effects, controlling/creating undead, etc. new psychic disciplines, sorcerer/bloodrager bloodlines, oracle curses/mysteries, hexes, phantom emotion focuses, etc. I could even see some interesting ideas for rogue talents, rage powers, slayer talents, etc. I would have been fine with reprints like the pestilence sorcerer bloodline, kineticist void element, and other fitting options from past books.


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