Wolf in Sheep's Clothing

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RPG Superstar 9 Season Dedicated Voter. 674 posts (691 including aliases). 11 reviews. No lists. 1 wishlist. 3 aliases.

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At some point, every party has headed to or met at the 'tavern'. Usually this is nothing more than some place for the PCs to loiter before heading back out to the dungeon. If you want to make it a little more interesting, this is a good starting point.

Simon's Dinner Theatre provides everything you need to have a fun and vibrant atmosphere for the PCs to return to between adventures. With a full cast of NPCs, potential events, examples of plays, and a small list of rumors, everything you need to create an interesting environment is provided.


A nice little quest for aspiring adventurers. This definitely isn't your normal item retrieval quest and definitely not any monsters to kill.

You might ask "Why would I want an adventure without horrific monsters and dungeons?" Well, every adventurer needs to go to town and relax, and this gives you something fun to do when the heroic party needs to take a break.

I normally rate things like this based on how much I want to use it and how easily it can be used. This is about as easy to use as it comes and provides a fun adventure out of the dungeon.

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Scratching an itch you didn't know you had.


First off, simple checklist: Divine Casting, Check; Full Caster, Check; ½ BaB, Check; No armor and only simple weapons, Check; Divinely inspired class features, Check.

To get to the specifics, the Priest has a D6 Hit Die, 4+Int mod Skills per level, Low BaB and only good Will Saves. The Priest is proficient with all simple weapons, but not with any armors or shields. The Priest also has a full spell progression with increases at odd levels rather than even. The Priest also gets the traditional Channel Energy, Orisons, and Aura. The Priest does have some new class features though, a Sacred Bond, daily Divine Gifts, and a few bonus feats. Oh, I almost forgot that the Priest has access to a few more bonus languages than is normal for their race; Abyssal, Celestial, and Infernal.


The Priest is a full caster (Wisdom) that utilizes the cleric’s spell list and a system similar to the Arcanist (Limited Prepared Spells, Slots to Expend). In addition to the spells prepared every day, the Priest also prepares 1 or 2 domain spells per spell level as well as treating the level appropriate cure/inflict spells as prepared. Given that some domain spell lists are usually better than the typical list; this can be useful with the right deity. The normal prohibition on casting opposed aligned spells still stands, as well as the typical rule for being within one step of the deity’s alignment. Oh, can’t forget orisons, those 0 level spells you can use all the time that never run out, those are also available.

Divine Gift:

Alright, a new class feature here, very flexible too. Divine Gifts are special swift action (in most cases) blessings that aid the Priest a limited amount of times per day. The most basic is the Anointed Spell, which boosts the caster level and DC of the next divine spell the Priest casts by half her wisdom modifier. Ascetic’s Blessing allows the Priest to be treated as having any one metamagic feat available when casting her next divine spell. The feat is available, not automatically applied, so you must still spend the higher level slot. The casting time is not increased, but you still must meet the prerequisites for the feat. Divine Intervention allows you to use an immediate action to allow a reroll for you or an ally within 30 feet. Divine Wings allows you to get some feathered or fiery wings for a very short time, just enough to get out of trouble. Supplant Spell lets you swap out one of your prepared spells for a different one, possibly the most versatile ability to use for a Divine Gift.


Like I mentioned earlier; you select three, get the powers and options for domain spells as you keep leveling.

Sacred Bond:

The holy symbol of a Priest is a little more important than it is to a normal cleric. If you don’t have it on you, you have to make concentration checks to cast the spell, or lose it. Normally, you would expect the bonded object to cast an extra spell per day like a Wizard… but this is a little more interesting than that. The object can be used to change the Target of a cure/inflict spell (NOT Mass versions) from the normal creature touched to one creature, but with a range of Close. If the sacred bond is damaged, it is restored to full HP the next time you pray for spells. If it is broken or lost, well, it costs 200 gp per Priest level and a week of time.

Channel Energy:

This ability isn’t gained till 2nd level, and advances slower than the Cleric, but it does run off of Wisdom rather than Charisma. So, slight reduction in how much healing/damage you can pump out, but it does reduce how many ability scores you need to bump and increase the Save DC when appropriate.

Bonus Feats:

You only get 3 of these (6th, 12th, 18th level), and they are all limited to specific Channeling feats. Useful for picking up Selective Channel and Powerful Channel, definitely.

Capstone Ability: Hallowed Vessel
*SPOILERS* I can’t tell you everything cool in here.


Extra Divine Gift lets you use that class ability more often, considering the usefulness of the class feature and the few times you can use it, this is probably worth it. Powerful Channel allows you to channel as a Full-Round Action that provokes to increase the die from a D6 to D10. Average bump of 2 per die, so if you only need to make a small 5 ft. step, this is easily worth it.

Archetype: Chosen of Nature

Changes some skills around, spell list uses Druid rather than Cleric, and scraps the Channel Energy progression from 6th level on to get Beast Shape and Plant Shape uses per day. Quick to change out, easy to understand, thematic changes; looks like a winner to me.


Definitely worth the $3 to scratch an itch that you couldn’t quite reach with the traditional classes. None of the powers seems specifically overpowering but most everything is very flexible. When I read through the abilities, I tried to think of ways I could make my inner GM scream, but upon careful reading of Ascetic’s Blessing any worries I had were laid to rest.

Extra credit: Once again, the artwork is excellent and other than the very small typo in the spells prepared table, I didn’t see any problems.


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Useful Mechanics for Creating a More In-Depth World


Disclaimer : I received a free copy of this PDF

This short but very interesting read contains a good deal of information relating to the history of currency as well as the mechanics for everything from creating currency, detecting counterfeits, and establishing a system for credit. I get it, most campaigns probably wouldn't get much from this, but this could be used to create added depth to the setting or as a potential start for different plots.

The first section goes over the crafting of currency, the crafting of dies, costs for presses and stamps, and the most expensive way to make currency; the minter's rod. Even though the rod can make it quickly, you still need to be sufficiently skilled minter to create the coins properly. Counterfeiting is covered next, with the appropriate notes about how it is made and how illusions can help. Of course, depending on what the money is made of, counterfeiting may be a nearly impossible feat to accomplish profitably. Towards the end of this section, it discusses the fine details of coins, their size and weight, as well as how many coins different containers can hold. It even has a little table for your Bags of Holding and a note for the Handy Haversack.

The next section covers Banks. Banks come in a few different types: Private, Government, Religious, Illegal. Private banks are usually owned by a wealthy individual but could also be run by a company or similar enterprise. Government banks are usually run locally but are part of a national entity and backed by a treasury. Religious banks offer the lowest interest rates, cheaper services, but also expect tithes... but who would want to steal from this bank and earn the ire of a god. Illegal banks are criminal organizations, have very high interest rates and are definitely something you would want to stay paid up on or you might get knee-capped. After the banks you get to types of accounts, loans, account tiers (whose values you might want to adjust if NPCs are ever expected to use a bank), and a few examples.

The last section has a new creature that would love to eat all your metal stuff (Not rust it... eat it), a magic item to access your vault from anywhere, as well as a section on establishing credit, be it through tabs, promissory notes and letters of credit. I'll leave some of this for you to discover on your own though.

While the normal campaign might not get a whole lot out of this, you could definitely create depth in a setting, establish a system of banking and currency different from the normal, and even create some elements of a campaign around counterfeiting operations.

EDIT: Now that I've had some time to use it in world-building, this is even more valuable than I thought. Moved up to 5 stars.

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A Great Resource


As someone that loves playing the card game, and loves to try different characters, this is one of the best resources ever.

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More Tiny Dragons!


Disclaimer : I received this as a free copy.

This happens to be my first "Letters from the Flaming Crab" product, and I must say this is a pretty cool one to start it off with.

NEW DRAGONS: All of them are Tiny size, but that is about the only similarity between them.

The Coral Dragon loves to hoard pearls and due to their fickle nature are not easy to befriend, and usually try to poison unwary and probably unknowing trespassers.
The Ectoplasmic Pseudodragon is a wingless dragon with a psychic touch. This little dragon looks and sounds closer to a frog and likes to live in swamps. They eat the common fish and insects but also like to steal sweets. They have also been known to hunt down malicious spiritual presences.
The Koi Dragon more closely resembles an Imperial Dragon. As you would think, these dragons like to inhabit ponds and generally feed off the plants. They will occasionally snag a small fish or rodent though. They are somewhat vain though and will live in cultivated ponds to be admired.

Three more dragons are detailed; the Monarch Faerie Dragon, the Packice Dragon, and Swandragon.


The Bonded Oracle - Oracle Archetype delays the benefits of the curse, but you start with a familiar that has a different appearance and an additional ability. The ability and appearance is modified based on the mystery you choose. Additionally, at 5th level you gain the Improved Familiar feat.

The Tiny Dragon Tamer - Witch Archetype limits the witch to choose a lizard familiar and replaces patron spells and quite a few hexes. This familiar gains access to some of the witch's spells, increased durability, an improved familiar at level 5, the ability for the dragon to buff up, and some exclusives hexes.

Two familiar archetypes are also included; the Intermediary and Scavenger.


Dragonstones are interesting magic items that require the cooperation of a dragon and another intelligent being.

The stones scale in power, based on the dragon's HD, vary in uses from luring unintelligent fish to producing ice or light. It requires both the wielder and dragon to use standard actions to unlock and use.

CONCLUSION: All in all, it seems like a pretty interesting book, the stat blocks for the dragons are laid out perfectly, and the 2-column layout looks wonderful.

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I purchased this seeking a base class to represent the Arcane Trickster. What I got though was far more than that, especially considering the $2 price tag.

This is a fairly short PDF, only 5 pages of content, but it is all presented beautifully. The 2 column format along with a wonderful use of bold and italics really make this a solid presentation. To top it all off the art used is great, especially the cover art and the Trickster presented on page 7.

To get to the heart of the PDF, the Trickster is a solid 6th level caster with quite a few options for customization. With 6+ skills and a sizable amount of class skills, and the Crafty class feature giving you the option to boost a single one by a little bit, there is not much to desire in skills. The D8 HD with light armor and shield proficiency means you can keep the AC up decently without relying on too many defensive spells. The medium BAB will give you some of the same issues with hitting that similar classes have, but with clever use of spells, feinting, and sneak attacking, this can be helped. Spellcasting is where this class really shines. Tricksters are spontaneous casters with a limited amount of spells prepared per day. The spell slots determine how many spells you can consume for any spell level, but with a spellbook to record them in, you can compile a large amount of spells. No worries, the Trickster can still cast there spells while wearing light armor and utilizing a shield without incurring arcane spell failure.

As for other class features, the Trickster has more than a few popping up. I’ll leave the most interesting for later, but there is still plenty to talk about. Sneak Attack and Trapfinding are staples for this class and are available from first level. Crafty gives a competence bonus to one of five skills, and every 3rd level you get to chose where to put another +1. Evasion, Uncanny Dodge, Imp. Uncanny Dodge pop up at different points, but that is par for the course when it comes to this type of character. Every 6th level a bonus feat allows the Trickster to pick up some skill related or magic related feats. Sneakspell allows the Trickster to combine a touch spell and a melee sneak attack into one awesome use for a standard action; the only drawback is that if you miss, the spell is wasted. This drawback is addressed much later with Improved Sneakspell. Ranged Legerdemain allows you to use Sleight of Hand and Disable Device at a range of 30 ft, but it increases the DC by 5 and the Trickster must have 5 ranks in the appropriate skill to use it at all. Filch/Redirect Spell allows the Trickster to temporarily seize control of a spell that must be directed. Surprise Spells allows the Trickster to throw out some serious damage against flat-footed opponents by adding there sneak attack damage to the damage of the spell. The capstone ability increases the minimum (and thus the average) sneak attack damage, auto confirms critical threats, and allows the adding of metamagic feats to sneak spells without increasing the casting time.

The awesome thing I skipped earlier is gained at level 2. It is the Forte of the Trickster. Depending on the Forte you pick, it may be like playing an entirely different type of class.

The Acrobat Forte removes the armor check penalty for multiple skills, or gives you a bonus if you aren’t wearing any armor, and you are always considered to have a running start for jumps. Eventually you can roll two dice for acrobatics checks and choose the better result a few times per day as well as get a bonus to AC and move at full speed through threatened squares without increasing the acrobatics DC.

The Arcane Accomplice will never be alone with his trusty familiar. This familiar is a little trickier than your normal familiar as well. It can use Sleight of Hand and Disable Device as Class Skills and it also gets a weaker version of sneak attack so long as it is within 30 ft. of the Trickster. The dice rolled are only D4s but who else gets a flanking and sneak attacking buddy. At 5th level this familiar shares your Teamwork Feats and at 9th he can move before and after delivering a harmless touch spell.

The Beguile Forte is for those Tricksters that want to get in the enemies face. This forte improves your save DCs on spells cast on foes denied there Dex. Bonus to AC, increases your likelihood of penetrating of Spell Resistance. At 5th level, successfully using Bluff to feint in combat renders the Trickster’s next attack made on or before his next turn. At 9th level, the action economy of feinting improves.

The Spell Pilfer Forte allows the Trickster to steal arcane spells as they are being cast. The Trickster must pass a Spellcraft check to identify the spell (DC 15 + spell level) but if they do, they can force the caster to pass a will save or lose the spell. The trickster adds this spell to their list of known spells and the opposing caster loses it temporarily. The Trickster can cast the spell, so long as they have available slots. At 5th level the DC of the Will save increases by the Trickster’s Wisdom modifier and at 9th the Trickster may pilfer spells of a higher level than they can cast, but still cannot cast it.

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Ever want to play as a Fey?


I wanted to give my players the option to play as a Fey, but I didn't think the gnomes or elves were close enough to what I wanted. Well, this product starts off with a first person introduction to the "First Folk" by a captured fey. After the enlightening read about the "First Folk", their was no doubt in my mind about how very different they were from any other race.

This is my first product from Rite Publishing, definitely not my last now either, and the information they provide beyond the fluff is extensive. Following the information standard to any race, a large selection of alternate racial features follows. Beyond this they provide a racial archetype for the Witch and Taskshaper.

The most interesting part of the race is their racial paragon class. The class design is very interesting, a D6, 6+, 1/2 BAB, light and simple prof, with good Ref. and Will saves. No spellcasting. This seems like a bad idea, but after running one for a little bit and talking it over with the player it works just fine. With a novice player, the staggering amount of choices may overwhelm them or lead to some poor choices that lack synergy, but not every class should have a high power floor. Sometimes it can be a nice challenge for a more experienced player.

If you want something more akin to fey than gnomes, and might like to bring fey closer to being adventurers and less something that adventurers kill, then this should work wonderfully for you.

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Path of Iron


Path of Iron Review:

This is my first in depth review, borrowing a similar format from *hat tip* EZG. I happened to enjoy the book that much that it inspired me to do this. Hopefully I do it justice.

Path of Iron comes in at 165 pages. This includes 2 for Front Cover, 1 Credits, 1 ToC, 2 for Introduction, 1 OGL, 5 for the Index, 1 for Special Thanks, and the Back Cover. That leaves us with 151 pages of content.

I will mention that the art is great and the formatting is very clean and precise.


Part 1: Classes

First off are the classes, starting with the Archivist. This class has a D6, ½ BAB, 2+ Skills, with Good Fort and Will saves. They are also proficient with simple weapons but no armor. The class’s ability to use Rune Magic though is what really makes him shine. Rune Magic is a new system and as such I’ll get into the Rune Magic more specifically later on. At first level the Archivist picks his Study (think favored school) which helps determine what other special abilities he gets and how he can utilize his abilities. He does get an ability that helps with versatility and quickly adapting to circumstances, but it can only be used 1/day until higher levels. Bonus Feats round out the list, but they must be selected from a list with a focus similar to the Wizard’s Bonus Feats.

Next up is the Saboteur, a D8, 6+ Skills, ¾ BAB, with good Reflex and Will Saves. The Saboteur is proficient with all simple plus a few other weapons (including all firearms) and light armor, but not shields. A saboteur is allotted an amount of “spells per day” in the form of traps. These traps can be dispelled with dispel magic, can also be spotted and disabled like traps as well. Intelligence is used as their ‘casting’ stat, and as such you could end up with a large amount of skill points to use. Later on, the Saboteur can deploy these at range, combine traps to make more powerful ones, the traps last longer, and can be set off from range. Another ability of the Saboteur is the Marked Target. This allows the Saboteur to gain a variety of buffs against the target, can be used against any target in sight, but only one can be maintained. At higher levels, more marks can be maintained, the marks can be changed, and near the end of their career, even mark a target with two marks. Every even level the Saboteur gets a Trick with abilities ranging from the boring Assassinate (yeah, I said boring) to Duality, an ability that allows the Saboteur to split in two; though the exact wording prevents gross misuse and a short duration allowed per day. Those were just taken from the first page, of four and a half pages worth of tricks. Just the tricks feature alone allows for a very customizable character.

Last up is the Vanguard, a D8, 4+ Skills, ¾ BAB, with Good Fort and Will Saves. The Vanguard is proficient with all Simple and Martial Weapons, all Firearms, Light and Medium Armor, and Shields (but not Tower Shields). The Vanguard can cast Vanguard spells while wearing Light or Medium Armor and using a shield. The Vanguard is also capable of casting spells up to 6th level. Most notable of all, the Vanguard starts off with a construct companion. The companion functions similarly to the companions gained by many other classes but with their own set of abilities. As the Vanguard gains levels, it can imbue spells much like a contingency into equipment, apply augmentations to their construct, enhance augmentations with resonances a limited amount of times per day, as well as share Teamwork Feats with his companion. All in all this offers a very solid 6th level caster to the roster.

To finish off this section, it wouldn’t be complete unless a section with new FCBs is present. These follow the normal format and types with the forethought to create a Saboteur FCB for Kobolds. Nice attention to detail there.

Part 2: Archetypes

Almost every class gets a bit of a mention in this section. I’ll mention a little bit about each; hopefully enough to spark curiosity in the full read.
Alchemist (Metallurgist): Gains the ability to create salves, a different type of extract that is applied to objects rather than imbibed.
Archivist: Focused Studies are replacement sets of abilities for their Associated Study.
Bloodrager (Forgeborn Bloodline): A bloodline focused on the power of metal magic.
Fighter: Two Archetypes that can be combined (if I noted the prereqs right) into a rather interesting weapon shifting technique (new combat feat type) master.
Inquisitor: Rune Magic with small modifications to other abilities based on the rune design.
Magus: Lotta Archetypes here; Heavy Armored Shield Basher, Heavy Weapon Attacker, Ranged Spellstriker, Dual-Wielding Spellstriker, and lastly a Rune Magic user.
Monk (Zen Marksman): Two words; “Gun Monk”.
Ranger (Entrapper): New combat styles and as well as an archetype to replace spells with Saboteur traps.
Saboteur: A few here; Traps to summon monsters, a demolitions expert, and a dungeon explorer.
Shaman: Metal spirit, access to some new spells, new hexes.
Skald (Ancestral Warrior): This is a fairly heavy archetype that creates a warrior blessed by his ancestors, a special weapon, and a destiny to seize.
Sorcerer (Forgeborn Bloodline): Powers focused on metal.
Vanguard: One archetype focuses on being a more effective battlefield healer, but the other more interesting one replaces the companion with a bonded item that significantly increases their combat abilities. The last is great at transmuting materials, and as his level increases, any type of material.

Part 3: Feats

As far as general feats, there are some nice original feats here from Flanking Specialist to make it easier for allies to flank, to Polearm Expertise which allows the attacking of adjacent foes with a reach weapon.
The real gems in this section are the new feat types.
Metaconstruction Feats apply to traps created by Saboteurs and Entrapper Rangers.
Metascript Feats alter the scripts cast from Rune Magic users (I know… we haven’t gone over that yet in detail, almost there)

Lastly I will mention the Technique Feats. These I find easier to explain by going through one set of feats. Let’s go with the Shinigami set. (All sets are named after iconic monster types)
Shinigami Technique: Focuses on hard hitting scythe attacks. When you kill a creature you can take a swift action to move up to 10 ft. So, we can knock one enemy out and get within full attack range on the next victim. A side benefit of this is that you can take Spring Attack and Whirlwind Attack without meeting the prerequisites but only use it while wielding a scythe and using this technique.
Next is the Shinigami Reap. AoA-less coup de graces and no penalty to Scythe attacks when using Power Attack in conjunction with Whirlwind Attack. Also, one foe outside of your reach by 5 ft. can count as within your reach for this attack. So, now when we down an enemy or finish one off, you can do a short move and be ready for a hopefully, very effective whirlwind attack. To finish this chain off we have Shinigami Pursuit. The movement can now be moved as an immediate action before your next turn, also up to half your speed rather than only 10 feet, as well as without provoking those pesky AoAs. To top it off, you can move up to your speed as part of the full round action to coup de grac or initiate a whirlwind attack. You do provoke AoAs for this movement.

That was just one of twelve chains. Want to wield oversized weapons, Titan Technique. Want to bash with tower shields, reduce their penalties, and defend with them better, Archon Technique. Hopefully that explains how they work better than referencing pre-existing feat types.

Part 4: Spells

Like any good supplement, more spells are added to the pile. The metal descriptor has been added to some spells as well as a list of previous spells that it should be added to. Here are some of the notable additions:

Titan’s Wrath – Colossal greatsword plummets point first into the ground, damaging enemies, creating difficult terrain, and possibly knocking people prone and covered with debris. Yes… you can try and pull the sword from the ground; with a DC 60 Strength check.

Destructive Shatter – More powerful shatter that, when it destroys an object or crystalline creature, it explodes violently dealing damage to nearby creatures.

Chain Gang – Limits motion between creatures that fail reflex saves by preventing them from moving farther apart from each other than when they failed the save.

Full Salvo-Conjures multiple muskets that immediately fire at a nearby target, each musket gets one shot and they benefit from feats that apply to firearms like Weapon Focus and Clustered Shots.

Part 5: Rune Magic

First off, only characters that have the Rune Magic class feature learn runic magic, a rune spell is referred to as a “script” and those that employ them are called “scribes”. A scribe’s class level determines how many scripts a scribe can learn, what kind he can learn, and how often each day he can employ each of his known scripts. The scribe must have the requisite ability score to use the script and in order to learn a script the scribe must know at least one script from every level below that. The scribe may learn a particular script more than once which nets him an additional set of castings each day.

All scripts require a scribe to speak (similar to a verbal component). Scripts do not require a somatic component, and as such armor and shields do not interfere with scripts. You are required to concentrate to cast a script.

The biggest change with this system and you may have noticed some odd wording before and a distinct lack of ‘scripts per day’. Well, a scribe does not have spell slots like a normal caster. Instead he may cast each script that he has learned a certain number of times per day based upon his class level. For example, a 5th level archivist can cast each 1st level script twice per day and each 2nd and 3rd level script once per day. Like other casters, scribes do receive bonus scripts based on a high ability score, but the bonus castings are not given to each script, but must be split among them in whatever order they desire. It should be noted that scripts follow most of the same rules as spells for countering, but without the use of feats or specific scripts/spells, they cannot be used to counter the other type.
There are different designs of scripts, similar to schools of spells with subdesigns when appropriate. Alteration changes the physical form. Creation is used to create, repair, or even heal. Destruction harnesses energy to destroy people, objects, or even suppress magic. Invocation utilizes the forces of nature, and in some cases creates simulacra of animals and plants. Manipulation can alter time, gravity, the cosmic forces of alignment, and even teleportation. Revelation deals with the matters of the mind, detection, scrying, and thought.

Regardless of what type of script used, they are some things they have in common. All scripts require the scribe to speak in a strong voice. When he casts a runic script, his words are given form in the shape of runes that appear on his belongings. A silence spell or a gag ruins this as well deafness imposes a 20% chance of failure.

Alright, still with me after all that. Let us all take a second to gather our thoughts, because Rune Magic isn’t done yet. *Deep breath* Alright, the next little quirk of rune casting, and a great addition to the complexity of the system is Overloading. Each script has a section that lists Overload effects. In order to Overload a runic script, the scribe must have a Runic Charge. When you cast a script, a rune of the corresponding design appears on a piece of equipment; but no piece of equipment can hold more than one rune and if the piece of equipment leaves the scribes possession, it is not available to be used. A script that is overloaded as well as Fundamentals does not generate runic charges.

Another great extra is engraving. Engraving takes 10 minutes, or an additional 10 minutes if it is already 10 minutes or longer, and the process takes up all of the scribe’s attention. When the engraving is finished, the scribe overloads the desired script with the maximum amount of runic charges possible based on his level. This does not consume the runic charges the scribe may already have. This is great for those utility abilities that you need to use when time is not an issue. The best part, metascript feats may be applied, except for Quicken Script.

Part 6: Magic Items

I will not go into too much detail here, I need leave something out. Suffice to say that new items and special abilities were added to augment the new classes and systems.

That’s it for me. Hope you enjoyed the read.

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Breaking the Mold


EZG has provided a wonderful in-depth review of this product, so I will keep it short and sweet.

Ethermagic- With a base class or archetype to fill just about any role in the party, this system gives you nearly limitless options for building characters that utilize a fast replenishing but easy to burn resource. Of course, for the GMs that love throwing something creepy at their players, there is an archetype for that too.

Composition- Bard doesn't fit you for a singing caster? No worries, this has you covered. From singing to break-dancing (seriously) this will provide you with the resources to build the musical maestro of your dreams.

Truenaming- This was a favorite of mine from 3.5E, in concept at least. This provides a familiar approach to the concept, but with the balance to make it enjoyable. If you are like me, you have probably had a day where you wish reality would bend to your word. With this, at least you can live that through a character.

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Perfect Resource for Building Different Martial Concepts


Since so many reviewers have given this an excellent treatment, I'll be brief.

As a GM and rarely a player; I am always looking for ways to provide meaningful options for my players. This resource gives numerous options to martial characters that allow them to fill varying roles in the party without the need for multi-classing.

Each of the three base classes are also provided with archetypes that can help change them in meaningful and sometimes drastic ways. The feats and prestige classes also help other classes get something out of this new resource.

As a last note; in which does not effect my evaluation of the content in the product, just the presentation of it. The book is wonderfully laid out, but I did notice that on at least one occasion a heading for a new section is at the very bottom of a page, and the text for that section is on the next page. This made it difficult to spot the section I was looking for when the headings were on a separate page from the entries. This is a rather small complaint though.

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A Path Worth Travelling


The other reviewers have done a wonderful job in providing analysis for this product. I will keep mine brief.

After reading the product description, it made me remember my love of the shadow magic from 3.5E. I read through the PDF over a week and I was surprised at how well everything meshed.

A very interesting new base class; Check.
Archetypes for existing classes; Check.
Feats, Spells, Magic Items; Check.

When it comes to the editing, this is top notch and the art is fantastic as well.

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Traditional Magic Reimagined


This is probably my single favorite supplement to use in Pathfinder. Spheres of Power provides the framework to drastically alter the magic system, and gives you the tools and examples to make it your own. If you want to try a magic system that is intuitive and lets you create magic users of almost any type, give Spheres of Power a try.