Free Copy of KQ #11 - but only for a week!

From now through February 9, they can go to the KQ Store and use the coupon code KQ11Gift to download a free PDF copy of Kobold Quarterly #11.

Issue #11 features the creepy Ecology of the Vampire, John Wick’s amazing take on dwarves, DM Advice from Mike Mearls, Robin Laws, Jason Buhlman and others, the Wish spell in 4th Edition, the Spell-less Ranger Pathfinder core class, 4E Paragon Paths for Minotaur, Kobold, Hobgoblin and Bugbear PCs,  and more.

To top it all off, #11's cover is by one of my favorite artists, Richard Clark!

Go to the KQ Store, add issue #11 to your cart, and enter the coupon code KQ11Gift at checkout to snatch a PDF copy of your own.


EZG reviews Ruins Perilous & some other new Rite Stuff

I know I've been posting a lot of Rite Publishing reviews - possibly becuase they crank out so much good stuff. Next week, you'll get something different once again, possibly even some of the long reviews.

30 Haunts for Houses

This pdf is 14 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 2 pages advertisements, leaving 9 pages for the 30 haunts.

The pdf kicks off with one page introduction to haunts, including some insightful designer's note.

The haunts presented herein range from CR 1 to CR 15.

Common Haunts:

-Common Door Haunt: Slams doors shut

-Common House Haunt: Minor poltergeist effects

-Common Phantom World: Strange, obscuring hallucinations

-Graverot: A spark of unlife in a corpse

-Hindering Haunts: Delay PCs in crucial moments

-Lonely House Haunt: Charm PCs into staying for the night...

-Phantom Blade: Haunted remains of a trap

-Reluctant Portal: Hard to open/close portal

-Solid Phantoms: Phantoms that block PCs

-Weedy Well: Lure PCs

Associated haunts (haunts that belong together):

-Charred Man: Potentially lethal killer

-Fire Starter: Creepy little haunt

-Unrepentant Smoker: Lets smoke billow forth


-Biting the Hand that feeds: Make animals rebel

-Black Bile: Cool manifestation

-Chain Haunt: Poltergeist chains

-Envious Armor: Your fighter with LOATHE this haunt. I love it.

-Faithful Phantom Hound: A faithful phantom creature; great adventure seed/ idea for deceased PC-companions

-Feel my Pain: Brutal, pain-inducing haunt

-Gurglers: Creepy, almost Pow/Lovecraftian haunt

-Heartstopper: Great nod towards one of my favorite Poe stories

-Hot Handle Haunt: Fire walk with me

-Lich's Lover: Anguish of a woman can kill you

-Mumbling Malediction: Lethal, nice focus point for a haunted house

-Open Grave: This haunt has a cool effect and works different from what you'd expect

-Rats in the Wall: Iconic take on a classic motive

-Restless Sleep Haunt: Insomnia-inducer

-Scrawl: Scribbles appear with a twist

-Shadowmaker Haunt: Undead-creating haunt

-Spinning Spiders: This haunt is really cool and includes a spinning chandelier. Go figure. :)

The pdf closes with a NPC (CR 4) for ghost-and haunt-related adventures, who was built via the excellent rules for Divine Channeling from RiP's "Secrets of Divine Channeling". All necessary information is given for you to run this character without access to the supplement, though.


When first reading this, I was a bit baffled by the common haunts being...well...common. However, that is exactly the premise - the 10 haunts presented in the beginning are supposed to be very generic for ease of inserting it into your campaign. The other haunts were more creative and, in spite of the limitations in word-count, some of them managed to evoke a creepy atmosphere or were mechanically interesting. The thin line between "generic and boring" and "generic and easy to implement" - 30 Haunts for Houses walks it with ease and for the better. Editing and formatting were top-notch, I didn't notice any errors. Presentation and layout adhere to the high Rite Publishing standards. Art is ok and mostly from public domain. The NPC was a nice bonus.

So what's my final verdict? Due to the low price and extreme usability, I'll settle for a solid 4 Rudii. This is, as of yet, the best haunt-supplement out there. For a sequel, I'd like to see more complex haunts or a file containing only common/generic haunts and files containing haunts linked by a theme as well as more associated haunts - the 3 associated ones make for a whole encounter in and of themselves.

Faces of the tarnished Souk: Ahnkar-Kosh, the Unstoppable

This pdf is 13 pages, 1 page front cover, 1 page editorial, 1 page SRD and 2 pages of advertisements, leaving 8 pages of content.

This pdf presents Ahnkar-Kosh and acts as both a nice stand-alone product or as an add-on to Coliseum Morpheuon.

The pdf kicks off with a page containing the background of Ankhar-Kosh, including information for CM's Dreamburning mechanics and a note on how to and how not to use this bodyguard.

Ahnkar-Kosh comes in 3 vastly different incarnations for different levels:

The first one is the whopping CR 21 dreadnaught protector quickling manimal ankylosaurus armiger and his stat-block takes up 2 pages and is a beauty to behold - AC 64. 'Nuff said. He IS the ultimate bodyguard. All his skills and special abilities are aimed at keeping his charges alive and he packs a mean, mean punch. He also comes with 3 unique magic items and 2 feats reprinted from Super Genius Games products (1 page), a cooperation I'm just loving.

The second one is a CR 14 protector quickling manimal ankylosaurus fighter 5, taking up 1 page.

The third incarnation is a CR 7 manimal ankylosaurus. It takes up half a page.

The pdf closes with 3 templates, Dreadnought (CR+1 to +4, depending on the HD), Quickling (CR+1) and Manimal (great nod towards the cult-series in the name, btw.!) CR+1, including some ideas on how to implement them.

The pdf also features the new spell Create Manimal [Drd 6, Sor/Wiz 7], which makes a manimal out of an animal.

Conclusion:Editing and formatting are top-notch, I didn't notice any mistakes. The b/w-artwork is great.

If you say Rite Publishing, the first thing that comes to my mind is far-out, imaginative design. And stat-blocks. Big, beautiful, bad-ass stat-blocks. Coliseum Morpheuon features a huge array of great, powerful characters and this pdf is an awesome addition to this setting/adventure and I hope we'll see more in this series.

My final verdict will be 5 Rudii - I'm just in love with this beautiful, deadly CR 21 incarnation.

Ruins Perilous Level 1, Room 1

This pdf is 24 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 1 page advertisement, leaving 20 pages of content.

To adequately review a file from the "Ruins Perilous"-line, I first have to explain the interesting and ambitious business model the series utilizes: You donate a certain amount of money to the project. If you donate at least $3.00, you get the following in addition to the pdf:

- The exterior image or side view of the room

-A monster token

-The high resolution JPEG of the map (with and without grids)

- The PDF of the Map Pack so you can print out your maps at home to scale (in full color or grey scale)

Once a level is completed (about 18 rooms), a version of the level for maptool will be provided for free to the supporters. If the goal for a room is not met within 60 days, the money will be refunded.

That being said, in the Questhaven Campaign Setting, the Ruins Perilous also work as a testing ground for the Questor's Society as well as the big, bad dungeon.

Now that this is out of the way, let's get to it!

The pdf is full-color and kicks off with a one-page map of the first room, followed by the encounter of this installment, containing a new little creature as well as two pieces of artwork.

After that, we get the map-section cover and a how-to for using the maps contained herein. (2 pages)

The map-pack contains a one-page map of the room, complete with grid, 6 pages of full-color blown-up maps of the room for use with miniatures as well as 6 pages of the same map in a printer-friendly, blown-up b/w version.

The pdf closes with 2 in-character written pages of introduction and advice to survive in the ruins.


Formatting and layout are top-notch and as far as maps go, this is the full-color equivalent of the excellent maps we've come to appreciate from e.g. the ECS-series. I found one glaring editorial glitch - in the editorial, the file says "Level 1, Room 4", which should be "Level 1, Room 1" - in the beginning I thought I accidentally opened the wrong file. Prose is nice, as in most RiP-products. The encounter per se is ok, although it didn't make me gasp in excitement. For what it is trying to be, though, this file does a good job - it's a nice first encounter for the dungeon. Due to the low price if bought separately and the beautiful maps, I'll round my verdict of 3.5 Rudii up to 4. If you don't plan on using the maps, detract a Rudi.

Ruins Perilous Level 1, Room 2

This pdf is 27 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving 24 pages of content.

The encounter of this installment, complete with a little map, takes up 3 pages and once again features a new creature, a magical beast cat-creature that is quite simply one of the coolest CR 1 critters I've read in quite some time. The encounter also comes with an artwork of one specific feature of the dungeon that will have PCs wonder or at least pause for a second.

After the encounter, we get a 2 page-replica of the introduction to the Ruins Perilous some may already know from the first installment.

The map-part starts with the cover and a quick how-to. (2 pages) It features a one-page map of the encounter as well as a over-blown version of the map for use with miniatures that takes up 8 pages. There is also a printer-friendly b/w version of the miniature-friendly map that takes up the last 8 pages of the pdf.


Editing and formatting are top-notch, I didn't notice any mistakes. Layout of this full-color pdf is once again beautiful and the maps are up to the high RiP-standard we know from the ECS-line. Only that around here, they are in color. The encounter presented here is more complex and intelligent than the one in this files predecessor and thus also more rewarding. While the encounter didn't absolutely blast me away, I have to consider the low price and the intention of this product - It succeeds at its intention and is very cheap and thus my verdict will be 4.5 Rudii. If you don't plan on using the maps, detract a Rudi.

All right, that's it for this week, I'll see you next week, as always, thank you for reading my ramblings,

Endzeitgeist out.


EZG reviews the Book of Monster Templates & 101 Weapon Properties

Hey everybody,

while I'm not yet doen with some of my larger upcoming reviews, I at least managed to get two done that have been quite a task to put together. I hope you'll enjoy them!

Book of Monster Templates

This book is 111 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD and 1 page back cover, leaving 106 pages of content.

The book kicks off with a introduction (1 page) to the monster templates with advice on how to apply templates quick as well as mentioning some interesting facts about the format in which the templates are presented: An explanation of the unique sample creatures provided, quick tactics, the monster's point of view of itself, Lore DCs, monstrous feats (each section has some of them) as well as (thank the 7 heavens!) ecology-sections. I hate it when monsters are presented as creatures in a vacuum and thus welcome the addition of these sections.

The templates range from -50% CR to CR +3. I listed their CR-modifications, the name of the sample creature, the CR of the sample creature and the respective bonus material.

-Accursed Creature Template (CR -50%, Broken Beast, CR 12, Monstrous feat: Stomp)

-Aware Arcana Creature Template (CR=double highest effective caster level, Aware Arcana Fireball, CR 6, Aware Arcana Merged Cup of Dust and Feast of Ashes, CR 10, 3 new feats to create the living spells, 1 new associated item)

-Betrayer Creature Template (CR+1, Iudas, CR 6, Monstrous Feats: Improved Feign Death and Improved Hidden Healing)

-Bloody Maw Creature Template (CR+1, Jaws of Winter, CR 6, Monstrous Feats: Greater Belly of the Beast, Vorpal Bite)

-Body Jumper Creature Template (CR+3, Bisiir "Discord's Essence", CR 21, Monstrous Feat: Hidden Possession)

-Boundfury Creature Template (CR+2, Guilded Guard of Gone, CR 7, Monstrous Feats: Greater Pain, Greater Penalize)

-Civilized Creature Template (CR+1, Genteel Spines, CR 14, Monstrous Feats: Telekinetic Flight, Telekinetic Shield)

-Darkseed Creature Templates (CR+2, Bloody Blades, CR 7, Monstrous Feats: Dark Endurance, Dark Strength, Faster Healing)

-Distortion Creature Template (CR+3, Mutilating Beast, CR 4, Monstrous Feats: Improved Scare, Greater Scare)

-Drachenchor Creature Template (CR+3, Gellid Dirge Lich, CR 12, Monstrous Feat: Spell Leech Storehouse)

-Dreaded Creature Template (CR+2, Kah the dark Captain, CR 14, Monstrous Feats: Painful Scars, Inflict Terror)

-Earthbound Creature Template (CR+2, Fettered Giant, CR 10, Monstrous Feats: Towering Assailant, Quick Fling)

-Eldritch Spawn Template (CR+3, Eldritch Glutton, CR 7, Monstrous Feats: Dream Sleeper, Insane Insight)

-Entropy Infused Creature Template (CR+1, Wasteling, CR 9, Monstrous Feats: Sinkhole, Cave-In; actually several templates in one, negative-energy quasi-elemental nod towards Planescape)

-Eternal Creature Template (CR+1, Eonian the Incessant, CR 3, Monstrous Feats: Improved Breaching, Greater Breaching)

-Exemplar Creature Template (CR+3, Atelier's Vengeance, CR 19, Monstrous Feats: Improved Perfect Health, Improved Magic Reduction)

-Hatemonger Creature Template (CR+2, Hatelarren, CR 4, Monstrous Feat: Compelling Oratory; additional disease, variant template Strifemonger parasite)

-Havenfury Creature Template (CR+1-3 depending on base creatures CR, Black Ghont, CR 18, Ritual: Asylum of Wrath, Mosntrous Feat: Improved Corrupt Language)

-Irresistible Creature Template (CR+1, Sir Horace of the White Bull, CR 12, Monstrous Feat: Quicken Devastating Blast)

-Jagannath Creature Template (CR+3, Restless One, CR 13, Monstrous Feats: Spit Victim, Improved Spit Victim)

-Jaunting Creature Template (CR+2, Abhorrent Wink, CR 5, Monstrous Spells: Dimension Hop[Brd 2,Sor/Wiz 2], Teleport Attack [Sor/Wiz 7])

-Mythic Creature Template (CR+2, The Undying Storm, CR 7, Monstrous Feats: Dying Curse, Improved Self Resurrection)

-Phalanx Creature Template (CR+1 or +2, Apellon & Aptemis, CR 12, Monstrous Feats: Power Throw, Crushing Volley)

-Phlogiston Construct Creature Template (CR+0, 4 different Phlogiston batteries, Dynamo, CR 7)

-Positive Energy Creature Template (CR+2, Lifetrap, CR 8, Monstrous Feats: Improved Animate Objects, Improved Energy Instill)

-Protector Creature Template (CR+1, Heaven's Guard, CR 14, Monstrous Feats: Improved Shield of Destiny, Improved Protective Aura)

-Ritefury Creature Template (CR+2, Wrath-wake, CR 7, Monstrous Feat: Improved Animate Object)

-Rune-Carved Creature Template (CR+2, Carcera of the Ruins Perilous, CR 9, Monstrous Feat: Masked Shapechanger)

-Tax Collector Creature Template (CR+2, Fishwife of Fees, CR 6, Monstrous Feats: Tax Hike, Expanded Domain)

-Trickster Creature Template (CR+1, Eshu the Deceiver, CR 5, Monstrous Feat: Greater Shapechange)

-Unsighted Creature Template (CR+2, Bloody Beggar, CR 15, Monstrous Feat: Greater Gaze of Unlight)

-Weapon Construct Creature Template (CR=+1 for every two enhancement bonuses of the weapon, Bloodhex, CR 8)

The book closes with tables for templates by challenge rating as well as sample creatures by challenge rating as well as a short glossary. ( 1 page)


Editing and formatting are very good, I didn't notice any major flaws. Layout is clear and concise, the b/w artworks range from "meh" to "awesome".

I loved the classic Advanced Bestiary by Green Ronin and that's why I preordered thsi book as soon as it was announced. Just let me say: I didn't regret it for even a second. This is perhaps the best monster book out there for Pathfinder right now - each and every template is either mechanically extremely cool, does something that hasn't yet been done, features captivating prose and some very interesting sample creatures, often all of them. The sheer amount of "bonus" feats provided also helps variability in encounters. I'm going so far as to say that even if you as a DM are too lazy to use templates yourself, the sample creatures themselves are worth the price. Most of them are written in a way that makes the average DM come with at least one adventure. Just take a look at the sample creatures in the above list as well as the list of monstrous feats - you get an awesome amount of content for your bucks and most feature the unique, imaginative style I've come to appreciate in the best of Rite Publishing books. Should you have passed on this book until now, go get it. My final rating is 5 out of 5 possible Rudii - possibly one of the best monster resources out there.

101 Magic Weapon Properties

This pdf is 25 pages long, 1 page front cover, 1 page editorial, 1 page SRD, 2 pages of advertisements, leaving 20 pages of content.

The pdf begins with an old-school table of the weapon qualities for use with your trusty d%.

After that, we get the qualities:

-Adaptable: Can be used with weapon-specific feats

-Afflicting: Crit = Bestow Affliction, DC scales

-Ambush: Self-explanatory

-Anchoring: Deny Teleport

-Awoved Death: Vow to slay an enemy

-Bane Burst: Even more damage against banes

-Bane, lesser: Minor bonus against bane

-Blastback: Bullrush hit enemies

-Blood bonded: Bound to a bloodline

-Boomeranging: Hit the enemy from behind with your returning weapon

-Breaker: Item-destroyer

-Burst,Chosen: Works like Burst for chosen enrgy type

-Bushwhacking: Attack from hiding

-Ceremonial: 4 abilities in one, choose at the beginning of an encounter

-Clinging: Magical net enchantment

-Contemplative: Add Wis-mod to attack a number of times per day

-Consecrated: Extra-strong on holy ground

-Counteracting: Better CMD

-Counterstrike: Riposte after a missed attack by an opponent

-Crippling: Crits do Str-damage

-Dark: negative energy damage

-Deflecting: CMD to deflect rays

-Dessicated: Kill Oozes, Water, etc., can destroy liquids

-Dislocating: Teleport attack

-Disorienting: Penalize hit enemies

-Disorienting Burst: Burst of above, more penalties

-Dispelling: Guess what?

-Dispelling Burst: Guess what? in Burst form. Jep, I'm Captain Obvious.

-Equalizing: Negative levels for stronger opponents

-Energy, Chosen: Change energy-type via standard action

-Energy Ray: 1/day blast a foe, scales with your level

-Energy, Seething: Upgraded Version of a normal energy weapon.

-Enhancing: enhances the DC of one of your abilities

-Fast Bracing: Set against charge as immediate action

-Fast Returning: Make full-round attacks with your returning weapon

-Featherlight: Weapon can be used as one category lighter

-Fiendfang: Chose energy and ability damage - this weapon does both, plus bonus to deals with evil outsiders

-Force: Adds [Force]-descriptor to attacks, additional damage, hard to break

-Fortunate: Reroll an attack 3/day (typo here)

-Friend: Weapon is better for a specific race, skill-set etc.

-Foesight: Identify most powerful foe in 60 ft.

-Girded: Hard to break

-Gripping: Better against disarm

-Good Fortune: Use stored luck bonuses. Unfortunately doesn't mention how to recharge them

-Guided: negate 20% miss chance

-Hardened: Harder weapon.

-Heartseeking: Iconic e.g. vampire-slaying weapon

-Hexing: Penalize hit enemies

-Hexing Burst: More penalties, Hexburst

-Hindering: Potentially cancel out an ability of an enemy

-Homing: Ignore cover less than total concealment

-Ill Fortune: Stores Ill-luck, can dispense it one enemies

-Infectious: Transmit diseases

-Interfering: Hamper spell-casting

-Ioun: Weapons floats around you like an Ioun stone

-Leviathan's Foe: Extra damage against bigger creatures

-Loyal: Attuned to a specific wielder

-Maiming: Instead of killing your enemy, blind, maim, etc. him/her

-Mage Tuned: Only good for 1/4BAB-chars, for them +4 luck to attacks

-Maneuverable: Second Combat maneuver with half BAB as part of a combat maneuver

-Maneuverable Burst: Bonus to CMB and higher Crit-mod

-Necrofeed: Channel necromancy via weapon

-Paired: Two weapons that help their wielders help their respective comrade

-Parrying: Negate a hit on you or an ally with chance to get hit yourself

-Perilous: Cascading Critical

-Poisonous: Poison spell, scaling DC

-Potent: More damage and higher crit-mods

-Precision: Grants Critical Focus feat

-Preferential: Rangers do more damage against favored enemies

-Preferential Burst: Big brother of the last ability

-Preserving: Do damage to undead or heal allies

-Providence: +1 on saving throws, + 1/day reroll

-Psychic Burst: Dazed on a Crit, scaling DC

-Rapid Reloading: Reload one step faster than normal, Bows and slings get an additional attack at highest BAB 5/day

-Rapid Striking: Additional strike at half BAB

-Retribution: If hit by enemies, the weapon gets better against that foe

-Revitalizing: Use enhancement bonus to heal wounds

-Selective: Choose from two rolls on a critical fumble chart/ card deck if such is used

-Serpent: Transform weapon into snake

-Shatterblast: Ranged sunder with thrown weapon

-Spell Echoing: Duplicate past spells 3/day

-Spellreaving: Unravel spells/spell-like abilities

-Slayer: Attuned to a creature, slays it.

-Smiting: Improves any kind of smite

-Spellbane: Extra damage against spellcasters

-Spellcarrier: Thrown weapon hold touchspell for a time

-Spellstealing: Dispelling weapon that can steal a spell on the enemy.

-Spell Well: Hold touchspell for a time

-Soul Stealing: Can steal the soul of slain enemies, preventing resurrection, clones and the like

-Starshine: Pathfinderized version of one of my favorite weapon qualities. :)

-Summoner's Foe: Dismiss hit summoned creatures

-Sworn: Swear to slay an opponent and gain bonuses

-Tentacle Rope: Use disarm or trip with a net like it was a whip

-Terror: Make enemies shaken, DCs scale

-Toxifying: Improves poisons on the weapon

-Transmutable: Change material of the weapon/damage type

-Twin: When within 10 ft. of another, these weapons improve.

-Voidwrought: Pathfinderized version of another one of my favorite weapon qualities.

-Weaken Resistance: Each successful hit makes SR of the creature deteriorate

-Wrathful: Works when raging, +1d8 damage

-Wrathful Burst: Big brother of the last quality

The pdf closes with 2 new spells, Bestow Affliction(Clr 4) and Teleport Attack (??? 7), the latter of which unfortunately does not say whether it is arcane or divine, though I suspect arcane.


I am dead tired of the commodity-magic-items and weapons that seem to have taken hold of so many games and this is a step in the right direction - these are qualities your PCs won't necessarily expect in a weapon and there, at least in my opinion, should be more books like this out there. The abilities never felt overpowered or useless to me. The artworks of the weapons (this is a full-color pdf, btw.!) are beautiful and while I usually don't like obviously computer-generated art, for this file, they work excellent. However, there are also some downsides to report, namely some editorial glitches, a typo in the "fortunate" weapon description as well as the missing class-descriptor in one of the spells. Additionally, while not required, I would have loved to see some IC-introduction or some more far-out abilities. While some qualities really rocked and I loved seeing an updated version of material from "When the Sky falls", I nevertheless felt that this book could have been even better. My final verdict, for what the book is and due to the fact that it comes with a 22 pages B/w printer-friendly version, will be a solid 4 Rudii, a good buy if you want to add some options to your magic weapons.

Ok, that's it from me for now, expect to see more soon! As always, thank you for reading my ramblings,

Endzeitgeist out.