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Good beginner level mystery

4/5

A very simple and short mystery, easy to run, with good combat encounters, but predictable overall. Experienced players will likely figure out the truth of the adventure early on, so the enjoyment mainly comes from the background story, interaction with NPCs, the different locations, and combat encounters.


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Tough and gruff overall

5/5

Get this one if you are looking for a stubborn, bad tempered, hard-drinking race; they are great to have around in a fight, but difficult to deal with in any other type of encounter. Great to use as NPCs or PCs, lots of good roleplay opportunities.


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As bleak as you would expect and more!

5/5

An adventure of lovecraftian horror, as the characters unravel the mystery, their sanity will be threatened, their skills will be tested against the terrors, both real and surreal, within this dreadful place of decadence. For mature audiences, it is a tale with an elevated chance of long-term dire consequences, and questionable choices.


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Space frost worm evolution.

5/5

You get to play as a possible evolution of a space frost worm; very nice! With appropriate background information, new tech, feats and stat related info, everything wrapped up in a good graphical layout, you can't go wrong with this one. It's specially good if you want PCs or NPCs that are mysterious and born travellers, and that are also quite a lot into duels.


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Customization with an avatar.

5/5

Currently, one of the most customizable available classes for the Pathfinder rpg, a combination of Cleric, Oracle and Summoner that can support any role needed by the party, or even become a full-time dedicated class as a frontline combatant, diplomat, scout, etc., if required; this is accomplished by focusing on a particular ability score specialization. Not to mention that you have a walking representation of a deity fighting alongside you, with many features and specific spell-like abilities. Not for beginners (the customization options can be overwhelming), but surely a pleasure to use if you have a few game sessions under your belt.


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A cohesive site based investigation

4/5

Offering a basic structure that you can use with pretty much any fantasy roleplaying game, this adventure can be kept as short or as long as needed, if you are willing to expand upon that which is presented; it contains no stats, so running it as it is, it's perfectly suited to get a campaign started, better if it's a city or town based campaign. The beginning of the advetunture was too narrow, in its use of a particular railroad, and the conclusion is left too ambiguous. Considering that, it's still worth a try if you want something affordable and easy to run.


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Get it if you want hybrid psionic classes

4/5

Where hybrid psionic classes are concerned, it's probably (currently) the most unique psionics product. If you ever craved for diverse ways to combine divine, arcane and psychic energies, this is the book for you. It's too bad they do not tell you which sourcebooks you need to use some of the classes, you will need to check the system reference document for that, if you are not familiar with the other psionic sourcebooks. Still, worth the purchase, specially because of the versatility of the different classes, a lot of them bypass limitations and resistances, because of their unique blend of psionic and non-psionic effects.


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Not noble, but rougishly good

5/5

A nice pace that combines a little investigation with deadly encounters, this adventure will show you just what kind of nasty things shady guilds can do to you, when you stick your nose where it doesn't belong.

Not as dark as other adventures by William Tucker, it still manages to be quite ruthless and gritty. Pick it up if you like messing with ruthless thieves guilds.


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Recovery dice versatility

5/5

A great way to turn the somewhat passive recovery dice mechanic into a tactical consideration; it's a different way, to spend your recovery dice in encounter related situations, such as dodging, getting save bonuses against different effects, enhancing your combat capabilities, modifying crit damage, etc. There are many tips on how to handle these options and make your game deadlier if you wish. Get it if you want more choices for what your characters want to do.


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Can you master your accursed fate?

5/5

This class wields the power of its own cursed destiny and bad luck. A difficult class to master, but devastating considering the debuffs and penalties it will drop upon the enemy, the real challenge lies in keeping away from your allies, as your accursed presence harms everyone around you.

One of the most interesting support classes that I have seen so far, with unique features that take advantage of the most unlikley things, like cursed magical items and effects.


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Don't waste your time with average crits, get this one.

5/5

A truly masterful delivery! This product turns critical hits into a great, gory way of enhancing your character's story, as he cuts a bloody path through the enemy lines. With Laying Waste, criticals not only deal damage, they also impose hindrances, penalties and disadvantages that will surely decide the outcome of a particular encounter, unless they are treated appropriately. Some of them can cause sure death.

Get this if you want your crits to do more than just dish out extra damage, keep in mind the effects are graphical and violent, and that's what adds to the awesomeness.


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Elves are extra awesome with this book.

5/5

This is a really good elf supplement, the variety of things you can use to customize your elven characters is staggering; you could have an entire party composed of elves, and they would all feel quite different. The story and racial background details make elves mysterious and deadly, to the point they could feel more like outsiders or extraplanar beings.

The information for both 5th Edition and Pathfinder is useful and clearly laid out. It feels that it leans a bit more towards the Pathfinder side of things, but that's minimal. An impressive amount of subraces, abilities, feats, archetypes, classes, spells, equipment, and so much more, without even taking the meaty background information into account.

Elf lovers rejoice! This is one of the best supplements of this particular race, you kinda wish they give this same treatment to the other standard fantasy races.


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Useful and colorful feats.

5/5

A practical and affordable, short and concise repertoire of feats, an excellent addition for your library if your party of player characters (or NPCs) is composed of Fey beings.

Drawing inspiration from folklore and legend, while giving it the Pathfinder treatment, only someone who hates Fey related material won't find this useful.


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5th edition choices.

5/5

The title is pretty self explanatory. If you ever wanted more options for almost any situation in your 5th Edition game, this is the book to get. Experienced players may recognize or may have already thought of their own variants and rules, taking inspiration from older editions, but this book presents a significant amount of exclusive subsystems and mechanical elements.

If you need more ways to handle character generation, skill successes, item crafting, combat options, and a bunch of GM tools to customize the game according to the campaign\'s flavor, look no further. This adds a bit more complexity to the game, but in consequence promotes choice per action as well.

The material here is quite easy to convert to other d20 based systems, if you ever need a few extral rule variations. Fifth edition options gives you the right choices for rules customization.


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A darker take on goblinoids.

4/5

A darker take on goblinoids, this adventure is not for the faint of heart; you will see some of the darkest and most vile goblinoids and bugbears on this side of the multiverse.

With dangerous wilderness encounters all over the place, many goblinoid and bugbear specific feats and relics, as well as a new bugbear deity, the usefulness of this module goes beyond its macabre storyline; a useful tool in any goblinoid campaign.

It's not fully mapped however, being more on the event driven side rather than following a site based structure, so some players could find that disappointing; you do get a couple of maps (a general map and a detailed map of a site), but for the rest of the encounters, you will have to make your own maps.

A creepy adventure that shows that you can take a standard fantasy enemy and make it nefariously fresh again.