
Endzeitgeist |

Conclusion of my review:
Editing and formatting are okay - not particularly flawless, though - there is quite a bunch of punctuation errors, inconsistent formatting etc. to be found here - mostly not influencing the ability to understand the rules, though. Layout adheres to TPK Games' elegant, printer-friendly 2-column b/w-standard with glorious pieces of original b/w-artwork. The pdf comes fully bookmarked for your convenience and unobtrusively hyperlinked.
TPK Games' mastermind and author Brian Berg knows dark fantasy and knows the undead - his prose is exquisite and while most campaigns will balk at reintroducing an iteration of the death-god Nergal into their pantheon (and thus lose some of the cool fluff's bonuses), the races per se can be easily transported into a setting. And the base races per se are interesting - while I would not advise on flat-out making the book available to PCs, the races support diverse playstyles, even offering new options for campaigns (deathless souls, baby!) and are diverse enough to feel very distinct from one another. While the templated races require special playstyles, the others feel like they can fit in respective campaign niches and while the wording of their write-ups has a flaw here and there, the problems per se are not that pronounced. The archetypes are a mixed bag, the racial paragon-classes on the nicer end of the spectrum.
But alas, there are problems. This pdf's issues can be summed up in one word: Feats. If I didn't know any better, I would think that a completely different author wrote these. Brian Berg usually tends to get feats right, but the ones herein brim with issues - breaking balance, failing kitten-tests left and right, sloppy wordings - these feats often utterly break otherwise nice, balanced classes, providing sometimes a power-level that is ridiculous, sometimes failing to specify their limits/benefits and one even breaking potentially any campaign's logic. Yeah, that bad.
So on the one hand, we have some truly awesome prose, cool concepts and neat ideas with minor issues and then a whole class of crunch that is almost universally flawed in its execution. This book has potential, oh yes, it does, but it also feels rushed, like it was abandoned halfway through. As much as I love some of the content, I can't rate this higher than 2.5 stars, rounded up by a slight margin to 3 for DMs. As for players - you MUST ask your DMs, who should consider carefully which part of these rules to allow in your game...low-powered games and those very conscious of precise wordings should round down instead.
Reviewed first on Endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com#s shop.