The main thing I really enjoyed about this book is the alternate capstones . Though there are some interesting class features and even stuff for Ninjas. It does make make me sad that 1e is ending especially how much great stuff has been coming out lately.
This is one of the best player companion books I have seen for a long time. I would give it 5 stars just for the bloodrager/sorcerer bloodlines let alone the kineticist stuff, Wyrwood love, occult epic rules, and so much more.
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..
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.
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.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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).
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.