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Flavorful if not Accessible to Players

3/5

This book is...ok.
More of a GM's book than a PC's

While it presents a number of construct related character options, it doesn't really make coructs any more accessible for PCs; you still need to be quite high level and exorbitantly rich to really get into them.
Those who thought they would finally be able to march their golem army like the necromancer's shambling horde or the conjurist's heavenly legion are going to be disappointed.

A good chunk of the book focuses on Shory constructs.
An interesting bit of lore, but one ultimately tied to artifacts, making following in the Shory's footsteps a thing that serves best as a campaign focus rather than a PC option in any existing Adventure Paths.
That said, they are pretty cool.

The character options for construct flavored characters are...well, lukewarm.
There are better options in a number of preexisting books.

All in all, good for a GM or if you REALLY want to make a golemmancer.
If you have a casual taste in constructs, I can't really recommend.


More than Monks

5/5

Honestly, I had low expectations for this book. I mean, with the Brawler and the Monk and a plethora of unarmed options for other classes already existent, where could they go from here?

Boy was I wrong.

This book is A+ material, not only opening up martial arts to even more classes but providing all sorts of truly inspiring character options.
Never before have I given serious thought to being a luchador...


5/5

It you're one of those people who likes the chapter break splash pages in the hardback rules books for the flavor and life they bring to the setting and the iconics characters, then this is a go to series for you.


PRAZE SERENREAK! HAIL DANSLOBBERK!!

5/5

Simply a must for fans of the Curse of the Crimson Throne adventure path.


The Good, The Bad, and The *Spoilers*

3/5

The Bad
*This book contains a large amount of reprinted material. I mean a LARGE amount. Some chapters (such as the Hellknights) are as much as 85% reprinted from other source material.
*Some of this reprinted material that probably should have been updated for synergy with new materials since their original printing has not been so. For example, the reprinted Hellknight Signifier still requires either the Warrior Priest or Arcane Armor Training feats, neither of which have been updated either, thus meaning that psychic magic users and actual Warpriests still have issues getting into the PrC.
*organizations that have receive greater attention in the past (again, such as the Hellknights) receive less new material, and in some minor instances strait up reference other resources from which they take materials ("For more information, see Path of the Hellknight...," from which these spells are reprinted).

The Good
*Same high-quality publication that you've come to appreciate from Paizo.
*The new material is TOP NOTCH. New archetypes and PrCs are flavorful and fun, making you want to play them.
*Some of the old stuff that was reprinted was updated for better compatibility with newer options.
*New and expanded options for favored old organizations (The Hellkights *did* get two new archtypes).
*Compact resource with multiple options all in one book (The silver lining to the reprintings is that no longer do you need to cross reference multiple resources. Hellknight and Hellknight Signifier are only a page away from each-other).

The Ugly Spoilers
*Due in part to the decision to make each organization post Adventure Path, three organizations that were introduced in APs contain MAJOR SPOILERS. The Council of Thieves (Council of Thieves), The Gray Maidens (Curse of the Crimson Throne), and the Silver Ravens (Hell's Rebels) chapters all contain major plot details from their respective APs.
*Due to the way the organization stat blocks are arranged and the fact that the organizations are presented as post AP, many organizations contain minor spoilers for Curse of the Crimson Throne and Hell's Rebels.

The Verdict
Solid book for those with few materials and hardcore collector-fans, probably better as a PDF for those with large libraries.
And I cannot stress this enough

***STAY AWAY FROM THE SILVER RAVENS CHAPTER IF YOU ARE PLANNING ON PLAYING HELL'S REBELS***


Inner Sea Gods Minus A Star

4/5

Honestly, how much you will like/use this book depends on the mileage you got out of Inner Sea Gods.
Take whatever rating you would put Inner Sea Gods and subtract a single star: That is the rating of this book.
I LOVE ISG, so this book is still of great value to me.
However, it falls a bit short of it's predecessor.

Why's that?
Each minor god get's the ISG treatment, but only to a degree.
*We open up with a Deific Obedience and some boons, all of which are flavorful but many of which are near impossible to complete regularly (Good luck finding two unblemished white roses and a nearby stream every day you adventure).
*We then get a sidebar about the god, paladin and antipaladin codes for the god, but oddly not for every god that could have paladins/antipaladins (What makes an antipaladin of Ghlaunder special?).
*The next portion is fairly straitforward:
Understanding the God, the Church, Temples and Shrines, *picture of a worshiper*,a Priest's Role, Adventures, Clothing, Holy Text, *Picture of the deity*, Holidays, Aphorisms, Relations with Other Religeons, Realm, Planar Allies. Nothing too odd.
*Variant casting abilities for the faithful are mentioned at the tail end of A Priest's Role, except for the dragon gods, who have none mentioned.
*Heralds for those who have been printed in Adventure Paths (Brigh, Milani, Besmara, Zyphus) are referenced to the appropriate AP; other heralds are described but not stated.
*The sidebars from ISG about deity appropriate spells, items, feats, etc is completely absent.
*Mechanical resources beyond Deific Obedience are also absent; players looking for faith specific magic items will need to dig through ISG (though it looks like each minor god does get at least one magic item there) and conjurists looking to invoke their god's servitor race or herald will need to work with their GM more than Core Deities.
These points all drag down the overall usefulness of the book.

That said, this book DOES provide some wonderful background information of each minor god.
no longer will we be tormented with figuring out just what to call followers of Zyphus (the answer is Zyphens).
Dahak is fleshed out into something other than a draconic parody of Rovagug.
The mysterious Alseta and Naderi are finally unveiled! (The mysterious Sivanah is still mysterious. That's her shtick).

Oh, and Achaekek assassinates another building...


Being an AGENT of evil

3/5

What this book is: a list of options for characters who plan on working with an evil source. An agent, of evil, if you will.
What this book is not: a guidebook for evil characters. Pick of Champions of Corruption if that's what you need.

Agents of Evil is a great book for those looking to engage an evil, or at least morally ambiguous, campaign but aren't ready to go full mustache twirling, baby eating, "hail Asmodeus!" monster. It comes with a plethora of story feats that play off of the fall of morality, some class options for clerics and summoners that let non-evil ones work better with the wicked, and a few other goodies that fit right into settings like Skull and Shackles and Reign of Winter.

That said, if you want your character to fully embrace darkness... well, this book isn't that. For an AP like Way of the Wicked, where the PCs are supposed to be fully in the dark side of the alignment axis, this book's "slightly darker than gray" themes won't satisfy you. Champions of Corruption will serve you better.

The reason for the three star review isn't the part of the moral spectrum it chooses to cover, it's about the multiple directions this book tried to go and the fact it really didn't satisfy any of those directions.
I cannot call it a rules book (like I would the Weapon Master's Handbook); there are chapters that are only one quarter mechanics or rules.
I cannot call it a fluff book (like I would Champions of Balance); no given concept is given extensive extensive coverage. A given idea (such as dealing with evil as a method of survival) is given merely a paragraph, rather than a column or page.
I cannot call it a lore book (as I would the Books of the Damned or Numeria: Land of Fallen Stars); while Golarion specifics are mentioned, there's just so much that this book tried to cover that no given topic was given its due.
In the end, the book just feel confused.

Final verdict; just like its subject matter, it's not a BAD book, but it's not a particularly GOOD one either. If you are on the fence, I suggest borrowing a copy before you commit to it.


Ulfen Woman With A Big Ol Axe

5/5

What more could you want? I seriously love this figure. The pose, the colors, the sculpt, it all just feels 'right.'


Ok, I know it's cold in here and all but....

2/5

Just opened some Reign of Winter pacs and boy was I surprised when I pulled the Maftet.
While the rest of the sculpt is fairly decent though relatively unremarkable, the chest area is...pronounced.
I suppose the only decent way I can put it is that she is obviously very cold.
Now, I realize that Pathfinder is not necessarily aimed at a younger audience, and I personally have no aversion to such topics, but it seems a bit excessive for the set.


Hit or Miss

3/5

Depending on what you are playing, this book is either a five star or two star book.

In an organized play environment such as Pathfinder Society or in a campaign with little crafting time, this book is fairly underwhelming. many items are prohibitively high costing for low level characters and just not powerful enough for high level ones. There are a few gems here and there, but just not enough to warrant buying the book for most players.

That said, in a campaign that offers time for crafting this book is solid, especially for Alchemists (no surprise there). Players who enjoy crafting, especially the little nuances, will greatly enjoy this book. There is enough information available to play a game within a game as you track alchemical reagents, time spent crafting to the minute of the day, and even tools available. The book also offers different backgrounds of alchemy, from Katapeshi Drug alchemy to Varisian Fireworks to Daggermark Poisons. To that end, it could be called Inner Sea Alchemy in all honesty.

In the end, the book gets 3 stars from me. It's invaluable for that niche of people who will use it, but the average player won't need it.


Good Sculpt, Terrible Paint

2/5

I have a friend who REALLY liked Sandara Quinn, so imagine my luck when I pulled two of her! As it turns out, not very.

The sculpt of the figure is a really cool one, pulled strait from her bio entry in the Wormwood Mutiny. The mini even has a translucent plastic "spell" in her right hand, as per the image. This is sadly where the figure's strengths end.

The paint job on not one, but BOTH of the Sandara minis I had were abysmal. The eye (only one is visible) on each was off center and cartoonishly big. The hair looks hastily done, and the skin on her arms and face are splotchy. I know that this is a pre-paint and that production values vary, but the quality is well below what Paizo and Whizkids has shown in the past.

Unfortunately, the shoddy workmanship in the paint eclipses the awesomeness of the sculpt. Two Stars.


Fondle-Troll Returns...

2/5

A nice figure, but the sculpt is too small, recollecting the troll from th first Pathfinder Battles installment. He couls stand to be a bit bigger, so that he at least matches up to the Ogre mini.


The Scoop on Kroop

5/5

I will use this figure for all of my fat-man-with-chicken characters I play. Time to roll the poultry-mancer.

Jokes aside, the figure IS Kroop. While I normally would rather a figure for a character the players are more likely to fight, the pudgy cook is just so brimming with personality that I'll make an exception here.
Solid sculpt, solid paint job. And a chicken. Five Stars.

*Edit* THis figure is also stupidly usable. There are plenty of portly tavern keepers, blacksmiths, and gluttonous nobles for whom there simply are no good representations. Send in the Kroop!


Exactly What Was Needed

5/5

This figure does not disappoint. It perfectly portrays the wizened old druid. Sculpt is spot on and the paint-job is excellent for a pre-paint.


A story for sure

3/5

Part 3 of Eyes of the Ten is... interesting, so say the least. It goes over the top, and sadly probably peaks retirement a little too soon. I had a grand time with this one, but that was probably in part to the group I play with

Spoiler:
So three guys and a stuffed owlbear are in a portable hole strapped to the back of a shield falling at terminal velocity towards the surface of Mars...
I could see this, as well as the other retirement scenerios, just not working out at conventions due to time constraints.


Decent, but disappointing...

2/5

Eyes of the Ten part 4 is a well written scenario with plenty of "think outside of the box" moments, but I just don't see it as nearly as exciting or grand as part 3.

Spoiler:
I mean, after you've been in an airship battle on Mars, where do you go from there?
The fights are memorable, but I feel that this would have been better served as Part 3 than the final point.

The chronicle sheet wasn't much better. It ultimately left me disappointed and upset.

Spoiler:
You recieve TONS of gold and PA...for a character that will no longer be being played. Unless you managed to compleate a large amount of compleately ambiguitous objectives, NOTHING on this sheet will come up again, as none of it other than the ultra-special boon carries over. While this boon IS pretty unique, I would have liked to see something, anything, carry over to a new sheet to mark that I have made it through retirement.

My suggestion? Keep the Ultra-special boon, but give the players something to remember their experiences by. A simple boon that carries over to a designated character, such as a single Wayfinder.

In the end, a good senerio worth playing, but a poor choice for the final one.


Flimsy but fun

4/5

As others have mentioned, this senerio is a departure from the norm.

It has issues, many of which are touched on in the Discussion, and it absolutely NEEDS a DM to be well prepared AND a group of players who have an interest in role playing.

That said, if you have these elements, it's a barrel of fun. Even a combat oriented character such as myself can get involved in the mystery with little problem.