|Chris Lambertz Community & Digital Content Director|
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Bought this, and the Gyreblade description doesn't do it credit- it allows for fusing any two of the "classes that make or enhance weapons" with the explicit mention that it's requirements and class feature options should be expanded to include any other "makes or enhances its own weapons" classes in your game that they didn't include.
So kineticist/soulknife? Shadow blade/armorist? Or expanding it as suggested starseed/vital blade? Spirit warrior/ethermagus? Daeva/fiendbound marauder? Runeblade/shadow warrior?
Depending on what your individual game includes there's probably some combination that is interesting mechanically or thematically if those kind of classes are your thing.
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Part II of my review:
The momentus psychic warrior replaces warrior’s path with rising kinetics. As long as they maintain psionic focus, after the first successful attack, the momentus gains 1d6 active energy type bonus damage that bypasses power and spell resistance. With each successful hit, the archetype gets 1 temporary power point that can be used to manifest or augment powers with the active energy type. These temporary power points dissipate at a rate of one point per round, and you get basic kinesis of the element corresponding to the active element for class level round after triggering this. This can easily be cheesed as soon as you have more than one attack per round, as you can stack up infinite temporary power points by slaughtering kittens. This makes the core of the archetype-engine broken. Next. The Phobius mesmerist replaces painful stare with a dread-like untyped damage-causing touch attack, with hypnotic stare’s effects requiring a swift action and only deliverable via this touch. Consummate liar is replaced with +1/2 class level (minimum +1) insight bonus to Intimidate. The archetype may choose dread terrors instead of mesmerist tricks. At 6th level, terrors may be delivered through the touch attacks. They may have any terror active, altering mesmerist tricks and manifold tricks. Touch treatment is replaced with a fear-aura, and at higher levels, we have fear immunity and the ability to similarly fortify allies under trick effects.
Kyoudai Games’ Thunderscape-Thaumaturge also gets a new legend, the mystic, who has good Will-saves, Psychic Sensitivity, 2 +1 per level spirit points, and may use occult skill unlocks an additional time per usage period per Charisma modifier. When you gain this legend, you choose Charisma modifier +1 1st level spells from mesmerist, occultist and psychic, which you may then cast as SPs 1/day Emotion components, if any, must be provided. At higher levels, an array for 2nd, 3rd and 4th level may be chosen, and active aspect or folk magic traits granting SPs get +1 Charisma modifier uses while this legend is active. This is VASTLY superior to pretty much all other legends available to the class. For comparison: Sneak attack progression versus multiple levels of SPs and use increases.
So, this covers the archetypes – but before we get to the second major crunch chapter, it should be mentioned that the feat-chapter also provides means to e.g. combine akashic essence and residuum from Ultimate Antipodism in a potent, but overall plausible manner spending residuum for increases, etc. can also be found. Occult/psionic crossovers are another leitmotif here, with e.g. the means to expend psionic focus to temporarily enhance resonance or activate focus powers. Feats to enhance the interesting burden/boon spells may be found. There also is a feat to gain a Residuum pool that can be built upon for echo-lite action, and there are e.g. means to spend shadow points to enhance psychic conjurations, etc. Extending phrenic amplifications to other effects may be overkill, and there are more feats for additional daily use class features. Modifying summon monster with imprinted creatures…notice something? This book takes a TON into account – heck, there is even material for pact magic and Everybody Games’ Paranormal Adventures here. Using phrenic pool to enhance Psionic Fist/Weapon, spend residuum to decrease the cooldown of spirit granted abilities, etc. – some seriously interesting, but also sometimes VERY potent stuff here. There also is a feat that is a psionics/psychic crossover that nets you essentially an implement with a single resonant power – this tackles highly complex stuff. The chapter also features two new, nice flaws.
The lion’s share of this book, though, is devoted to prestige classes, 9 to be more precise – and if I went through these PrC by PrC, this’d be a 20+ pages review, so I’ll be brief. The first would be Astral Antiquarian with a ¾ BAB-progression, ½ Will-save progression and full spell/power-progression, as well as d8 HD and 2 + Int skills per level. This one can be qualified either by magic or psionic power, and object reading is a base theme. The PrC nets essentially an occultist-lite experience and provides 7 implement schools for psionic disciplines, including athanatism – and these actually are more interesting and precise than the previously noted archetype/class option tricks, featuring e.g. means to make undead temporarily susceptible to mind-affecting effects, dive into the mind of a corpse and rewind their memories. There are some seriously cool high-fantasy detective tools here, crystalline caltrops, energy torrents, etc. – it’s an interesting PrC, with the implements potentially interesting beyond the confines of the PrC.
Blackblade Breakers require a residuum pool, d1ß HD, full BAB-progression, ½ Fort- and Will-save progression and 4 + Int skills per level. This fellow is essentially a fellow specialized in defeating shadow-users. A solid little PrC, if not one that’s blow you away. Dreamsealers get d8 HD, 2 + Int skills, ¾ BAB-progression, full progression for spells/powers from two sources: These are interesting, in that they are psionic/psychic healers that can temporarily shut wounds via dreamseals – these instead act as temporary hit points, but are accompanied by essentially minor evolution packages, as the power of the dreamseal sports lesser metamorphosis/metamorphosis. Additionally, higher levels offer location-swaps, and yes, there are limits in place. This fellow is super-.interesting, and actually one of the PrCs I’ll be using. Kudos! The Eye of the Storm similarly has dual source full progression, ½ BAB- and Will-save progression, d6 HD, 2+Int skills per level. Either psychic or akin to the wilder, these beings may designate binder, casters, manifesters, etc. and roll a die, chaotically influencing their powers. Add primal magic events, and we have an interesting chaos-supporter.
The gyreblade gets full BAB-progression, ½ Fort- and Will-save progression, 8 levels of dual-source spell/power progression, 4 + Int skills per level. This class essentially fuses two manifested or summoned weapons – one is the flow, one the riptide; this lets e.g. a soulknife act as a transmutation occult implement or vessel for a kinetic blade infusion. And yes, this is kept in check, and the PrC comes with its own talent array: Verdant blade, shadow blade, shadow assassin, vital blade, etc. – there are plenty of lesser known class options that may be fused thus. This is wide open, and potentially interesting, but I’m not sure it’s necessarily a compelling one for most tables.
The shadowed packmaster gets full dual-source progression, ½ BAB- and Will-save progression, d6 HD and 2 + Int skill per level. This one is interesting, as it lets you undersummon creatures/astral constructs by expending other spells/power to create additional shadow creatures at decreased reality; higher levels add additional critters, though the table nets an additional increase at 9th level, which is not noted in the rules-text. That being said, there is some seriously cool stuff going on here, as these shadow beings may be expressed by the opposite element – acidic earth beings causing electricity damage and having the air subtype, for example. Furthermore, we have Astral Construct augment menus for these.
The souldancer gets 3/4 –BAB-progression, ½ Will-save progression, 8/10 manifester progression, d8 HD, 2 + Int skills per level, and it’s once more an interesting one – it’s a PrC focused on possession as an angle. Tribeminds get d8 HD, ½ Will-save progression, 2 + Int skills per level…and here we have the PrC that further expands upon the Liminal Self-based engine, creating a great class for solo-games, jack-of-all-trades-fans, etc. – this is a potent fellow, but once more an interesting and fun option. The trinity mage has a ½ BAB- and Will-save progression, 2 + Int skills per level – and its progression of spells/powers/etc. is kinda interesting, as the PrC is contingent on the notion of heavy multiclassing with three different power-sources as such alternating between progressions. The PrC gets trinity points, and so-called sequences, which grant benefits for varied source-resolution; essentially, the PrC provides options that make a thoroughly subpar choice interesting and play differently. They are potent, but they have to be potent to account for the dispersal of focus. This is an extremely tough design and acts as a kind of magic combo-system. Big kudos for this one, in spite of some minor rough spots.
The pdf then proceeds to provide some advice for campaigns tapping into luminal themes, as well as two new psionic powers, one of which is a shadow-based Astral Construct ability grant, and the second lets you manifest the luminal self and interacts with the feat. The pdf also features three astral construct menus and the metamorphosis stuff for reference.
Editing and formatting are good on a formal level, but the pdf does feature a couple of typos…and on a rules-language level, the book often manages to execute super-complex operations, but also stumbles a few times in ways that influence mechanical integrity. I seriously wished that a strict and nitpicky editor had gone through this with a fine-toothed comb. Layout adheres to a two-column full-color standard, and the pdf features some seriously nice full-color artwork. The pdf comes fully bookmarked for your convenience.
Christen N. Sowards’ love for Pathfinder 1 is readily apparent here, particularly for all the amazing things that the third party community has brought to the game. There are a ton of top tier complex multiclassing/overlapping options herein, allowing you to blend a vast variety of different options. As in all of his designs, it’s definitely “go big or go home” regarding themes. While there are problematic aspects herein, they never ever are boring. They almost always do something unique and creative. Even after all these years of PF1. That’s a serious achievement. Additionally, there is an undercurrent here – there are parts that aren’t great, yes. But there also are components that I genuinely consider to be genius. That seriously warrant getting this book – at least for me.
But what about you? Well, how many 3pp-resources are you using? If the answer is “a lot”, then chances are that this one will add some serious oomph to your game. The pdf provides quite a few potent options and requires some serious mastery of the Pathfinder 1 system – this book obviously is intended for veterans of Pathfinder 1, and frankly, it made me seriously ponder how to integrate its some of its content into my games – something that rarely happens anymore, because I just have so much. At its weakest, this book feels like an excellent first draft of a book, with quality oscillating from “almost perfect and inspiring” to “should go back to the drawing board for minor refinement before it’s fully functional/cool.” Honestly, I could warrant rating this as low as 3 stars for what it is – a mixed bag with brilliant highlights, but also some pretty nasty lows. Do not flat-out allow the entire book; the balancing is not always consistent, though in parts, this is system-immanently due to the vast amount of sources and crossovers herein.
That being said, let’s take the target audience into account; hardcore PF 1 fans with a ton of experience with 3pp-material. And this demographic? At this point, I think you fine people are system-savvy enough to iron off the rough patches and use this book as intended. As such, my final verdict will clock in at 4 stars, courtesy of the imaginative components and strength of the book’s visions. Quite a few components herein would be seal of approval level, but as a whole, this is as high as I can justify. Still, if you’re a PF1 grognard or simply a fan of novel things done with a d20-based engine, then give this a try. Chances are you’ll find something that’ll blow your mind.
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.