Sign in to create or edit a product review. Pathfinder Player Companion: The Harrow Handbook (PFRPG)Paizo Inc.Print Edition Out of print Add PDF $9.99 Non-Mint Unavailable One of my FAVS!!Monkeygod —This book is without a doubt one of my absolute favorite books from Paizo. When I got it, I tore through it, as I love the Harrow concept and couldn't wait to read this book, cover to cover. Not only are there a lot of really cool mechanical options, but the 6 "chapters" focused on each of the symbols in a Harrow deck are awesome. Each one gives a really nice description of what a person who feels a connection or is guided by a particular suit might be like, giving lots of ideas for great role-playing moments. Its an fantastic book, and if I could give it more than 5 stars, I totally would!! I absolutely love this book! I bought a print copy after reading the reviews and I was definitely very happy I did. The Quasit, the Shadow Demon and the Succubus are my favorites, though really every single entry is really well done, and all the mythic abilities are incredibly awesome. There's some minor errors, like missing words but it really doesn't take away from the book, at all. Also there are three spots where an ability is duplicated: The Incubus' Seductive Whispers, the Kalavakus' Mythic SLAs and the Gulgerak's Stomp all are listed twice, but unless those were supposed to an entirely different ability, its really no big deal. I had meant to review this awhile ago, but totally forgot, so I apologize for that. As the title states, this part one of my review. I have not fully read this over, but read the vast chunk of the mechanics and wanted to at least toss up a basic review, as I was given this pdf for free so I could review it. I really like this book a lot, there are plenty of options and variants to pretty much build your perfect Dhampir, regardless of origin or class. I had initially asked for this book, as I am playing a Dhampir in a game here on the boards, and I got good use of this book. One thing I liked a lot was the Undead bloodline variant, as not only is that the class I am playing, but I always felt Grasp of the Dead coulda been better. While Domination is obviously vampire-centric, its a solid replacement, period. Much like its Genius counterpart that originally introduced us to Hellfire, this short, simple product is amazing. Five well thought out feats that let everybody play with Hellfire, from the Alchemist to the Wizard literally makes this something every class could benefit from. This is without a doubt one of the coolest and unique creations I've seen in a long time, if not ever!! The concept of Hellfire has been touched on here and there, in a few different products over the years and editions, but always in little amounts. The GG to Hellfire Magic decides to take this long standing tradition and fully explore it in a series of spells available to pretty much every spell caster, save Druid and Ranger, which makes sense as a purely destructive, planar force. Though a Druid casting Hellfire Lake is kinda cool. I like the idea of the evil additions to each spell as well. Most aren't overly major bonuses, but offer just enough of a boost to make them tempting. Which I imagine was the idea. The art is also amazing, which is always appreciated. I know there's already a Bullet Points that gives us five new feats(gonna read that next), but I would dearly love to see even more support for this incredible product. Maybe some more spells, more evil options, I don't know. Though I do agree with the idea that options like a Hellfire Bloodline or Subschool would dilute the mystery/ancient/forbidden feel of Hellfire Magic. Holy Harpy Droppings Batman!! This is amazing! Its kinda cool, in my opinion, how these variations are ordered in increasing awesomeness, with the Humongous one being last. Again, this is just me, but I really think that one is the coolest and most useful. Whoever came up with the idea for this product deserves a raise!! This is a nice, solid product that offers plenty of rogue talents regardless of your build. Dramatic Entrance, Ear to the Streets and Urban Network all appeal to me a good deal. Without a Trace and Urban Explorer are both rather handy as well. Danger sense is just awesome. Talented seems to be too powerful to be a normal talent, and either should be advanced or limited to just one talent. All in all, I really like this and am looking forward to seeing what else these guys come up with. Here's hoping Rangers are coming soon! This is nice solid product that allows a little extra customization with your Fighter. The options to swap out Bravery are pretty cool, and I can think of a few PCs I play with or builds I could make that would prefer one of these over the basic class feature. While none of options are amazing, or must haves, they are pretty sweet and for just a dollar, I had no problem buying it right away. I hope that this product leads to not only more of these "Little Archetypes" but I also wouldn't mind seeing a few more options to replace Bravery sometime in the future. A very awesome book, that is simple and elegant in what it offers. The feats are all pretty solid and I like how a fair amount are more flavorful, roleplay oriented as opposed to straight power boosts. I *highly* recommend this book for anybody looking to build a Witch, or any caster for that mater. I really like this book a lot. While the Class itself is very narrow, it is also really flavorful and fun, appealing to my very sneaky side. The new feats, skill uses, spells and magic items are really niffty and useful, as well as being unique enough to stand out from all the rest we've seen. There are however three complaints:
Perfect Performance might have been better at 20, but even that lacks some oomph when compared to a lot of the other capstones out there. 2) the lack of any real new equipment. the discussion was neat, but if that's all you were going to include, why not just save that for something else, and add in pages of actual material, or cut those pages entirely? I understand your desire to include new equipment due to the glut of stuff out there, but this book seems like a great way to introduce really innovative and fun new mundane items that would greatly aid both the Masque and other stealthy characters without needing magic. 3) I wish Bluff had an expanded use. I'll be damned if i can think of anything else, but I doubt i would have thought up of the new uses for the skills that you did include. overall, even with those three complaints(strong though they may be) this book is definitely going to be used by myself a fair amount, and almost definitely by my other gamer friends for our upcoming game. 4 outta 5 for sure. This book rocked!! Most of the feats are good, while some are just downright freaking cool. Nothing too overpowered, nothing too insane. Trickster Mage is the one feat i feel could use a little cleaning up. It's one of the more interesting mechanics I've ever come across, but I think it's a little too clunky. Overall, this book was a damn good buy. I bought my first 7 books from Super Genius just today and if the other 6 are at least half way as good, I'll probably end up buying the entire line!!! |