2.14.2011

EZG reviews Advanced Feats

Hello everybody!

After reviewing some rather big files, I needed a break from huge reviews and thus, today I'm going to present to you the two installments of the Advanced Feats series (apart from Cavalier's Creed, which I already reviewed here) that I consider good additions to any given campaign, I.e.:




Advanced Feats: The Witch's Brew


This pdf is 14 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving 11 pages of content.

The pdf, as all advanced feat books, opens with a introduction and discussion of the class.
After this short discussion, we get the meat of the book, 30 new feats for Witches.

The feats are:

Ability Damage Resistance: Reduce all ability damage by 2 points

Counterspell Feedback: Damage casters when countering their spells
Craft Magic Tattoo: Tattoo yourself and others with spell effects

Delay Spell: Delay the effect of a spell

Discriminating Spell: Alter a spell to affect or not affect a chosen race or creature type

Dispel Mastery: +3 bonus to dispel checks

Expert Healing: Heal 1d4 damage using a healer’s kit

Extra Familiar: Summon an additional familiar

Familiar Concentration: Familiar can maintain spell concentration

Familiar Development: Familiar gains abilities as if 2 levels higher

Familiar Feat: Familiar learns a feat

Familiar Focus: Familiar’s abilities are based on your character level

Familiar Range Extension: Familiar’s range extends to 100 miles

Familiar Reincarnation: New familiars know the spells of former familiars

Familiar Training: Familiar can utilize your feats

Guarded Casting: Fight defensively while casting spells and activating magic items

Hexing Familiar: Familiar performs hexes

Improved Caster Level: Increase CL by 4, up to character level

Infer Spell: Learn spells from spell trigger or spell completion magic items

Linked Resistance: Gain your familiars spell resistance for 1d4 rounds

Mass Effect Spell: Single target spells affect multiple targets

Opportunity Counterspell: Counterspell without a readied action

Potent Hex: +1 to hex DC

Rememorize: Change a prepared spell in 1 hour

Robust Health: +4 to saves against poison and disease

Seduction: Gain bonus to Bluff, Diplomacy, and Charm spells

Serve Two Masters: Gain a second set of patron spells

Signature Focus: Create an expensive item that replaces costly spell components

Soul Mate: Sense when your soul mate is in danger and gain a bonus to skill checks used on them

Touch Mastery: Use spellcasting ability score on touch attacks

Usurp Spell: Gain benefits of spell countered

Comments on select feats:

Ability Damage Resistance: Ok, why does this not have a prerequisite? 2 points ability damage less? That's a godsend at lower levels! Why doesn't it explain how this resistance comes about? A little fluff-blurb would have gone a long way to make this feat feel less metagamey.

Counterspell Feedback: Cool idea, neat balancing. I would take it.

Delay Spell: Another very good and strategic idea I like. Players will LOVE this.

Discriminating Spell: Another feat I like, as I use the mechanic already in my rather dark and grim home-campaign, where I've substituted alignment-based attacks with character belief-based ones. Neat.

Expert Healing: A godsend for low-magic campaigns that don't feature your med-kit cleric/druid at every corner.

Familiar Development feats: I liked them, as they make the witch feel more unique and her familiar different from e.g. the Wizard's one. It also forces hard choices on the PC: Use the familiar and risk it being hurt? Etc.
Infer Spell: While I like the idea, I somewhat have a mild disdain for the execution - learning spells from any items with one check seems wrong to me, but that is just my personal preference.

Mass-Effect Spell: Gold for buff/debuff casters and a nice alternative to all the mass X spells.
Opportunity Counterspell: Steep requirements, cool payoff. Never build your high-level caster without it.

Rememorize: Nice feat if you don't use the alternative rules of replacing spells in 15 minutes.

Robust Health: Great idea to help against poisons etc without conferring immunity.

Seduction: Just up my alley, this is a roleplaying feat as in opposed to roll-playing. Plus: I like some potentially adult themes in my games. Nice.

Serve Two Masters: This feat screams "character backstory"-development. I like it.

Usurp Spell: Complimentary to "Parry Spell", this feat is a good idea.

The pdf also has three sample builds, the Arch Witch, the White Witch and the Wicked Witch.

Conclusion:
Editing and layout are top-notch, gone is the parchment-like printer-unfriendly layout of "Secrets of the Alchemist". I didn't notice any typos. The cover artwork is the only one in the file and nice, although it didn't impress me either. All in all, I felt that this installment of Advanced Feats is superior to the one on the alchemist, mainly because I didn't find any feats I considered unsalvageable/broken. While "Rememorize" collides with the alternative rules I use and while "Ability Damage Reduction" still feels plain wrong to me, my overall impression is that this book focuses more on the Witch and making the class more unique, make her stand out more etc - i.e., it is more focused. Due to this focus and the overall improvement of both content and layout, I'll settle for a final verdict of 4 Rudii. While not perfect or as good as "Cavalier's Creed", this is a worthy addition to any Witches arsenal.







The second installment I really enjoyed, was:


Advanced Feats: Visions of the Oracle


This pdf is 17 pages long, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisements.

As all pdfs from the advanced feats series, this book beginns with a hort discussion/introduction to the class in question.

After that, we get the meat of the book, the 30 new feats:
Armed Touch Casting: Deliver touch spells using a melee weapon

Battlecaster: Cast spells as part of a full attack

Charmed: Add +5 bonus to a single dice roll

Concentration Spell: Extend the duration of your spells through concentration

Conditional Curse: Curse class feature Your curse hinders you only about half of the time

Divine Resistance: Gain resistance to divine magic

Dormant Spell: Cast helpful spells that remain dormant until activated

Elemental Boost: Spells of your chosen element are infused with extra power

Extra use: Use any class ability an extra 1/day

Magic Sense: Sense magic energies and identify spells you save against

Meta Spell: Learn metamagic versions of spells

Mystic Retribution: Zap enemies who interrupt your spellcasting using residual magic

Penetrating Spell: Your spells overcome energy resistance

Potent Ability: Add +1 bonus to the DC of your supernatural and spell-like abilities

Potent Divination: Your detection spells are faster and stronger than normal

Preserve Scroll: Cast a spell from a scroll without destroying it

Prophetic Dreamer: Your dreams sometimes echo the future

Quick Healing: Provide first aid and treat wounds and poison as a move action

Savage Critical: Your critical hits strike harder on a natural 20

Scroll Mastery: Gain a +4 bonus to CL and Use Magic Device checks to activate scrolls

Scroll Metamagic: Add metamagic effects to spells read from scrolls

Somatic Weapon: Satisfy somatic components using a chosen weapon

Spell Retention: Never lose your spell when interrupted

Spiritual Armaments: Create spectral equipment when you summon or animate the dead

Strange Revelation: Learn a revelation from a mystery other than your own

Tactical Spellcasting: Move before and after spellcasting

Touch Spell Control: You are less restricted in how you hold a charge from touch spells

Transfer Spell: Change the range of a spell from personal to touch

Two Wand Technique: Activate one wand in each hand as a single action

Wand Casting: Cast spells with a wand in your hand, augmenting spells of the same school


Comments on the feats:

Armed Touch Casting/Battlecaster: Nice options to give the Oracle some Gish-like qualities.

Charmed: 1/day +5 to a single die roll after it is made. This ranks among the most simple, generic feats possible, but in contrast to e.g. +1 to all saves, I can see PCs clambering towards this feat. It's elegant, simple and useable in many a situation without unbalancing the game.

Concentration Spell: Feat that enables the caster to use the iconic Gandalf self-sacrifice à la "YOU SHALL NOT PASS!", among others. Iconic and cool.

Conditional Curse: Makes your curse condition-specific. I don't like this feat at all, as the curse is, at least in my opinion, what defines an Oracle just as much as all the abilities. Allowing a player to weasel out of it, at least under certain conditions, detracts from the feeling of the class. I guess it's a nice feat for power-gamers.

Dormant Spell: A minor version of a contingency, this is gold for tacticians and coercing PCs into the service of dubious oracles.

Extra Use: Use a class ability one additional time per day. While generic, I think this feat might be abused in e.g. level-10-PrC-abilities etc. It's ok, I guess, but COULD potentially detract from the appeal of some signature abilities. On the other hand, PCs could actually use these abilities more often, making their choices matter more. I guess it evens out and works.

Magic Sense: God, I hate this feat. 30 ft. range of sense to identify items that are magical and spells in effect, plus, if you succeed a save, it lets you know what happens if you had failed a save. While the range is not too large, it does not specify whether e.g. doors or walls block the magic sense and makes detect magic as well as some plot-driven usages of magic almost completely obsolete. And don't get me started on NPC-items/non-violent meetings with potential villains/magically disguised/polymorphed enemies. If this had been restricted to blind oracles, I could have lived with that, but as written, I'd ban this feat.

Meta Spell: lets a spontaneous caster learn metamagic spells at their modified level without enhancing the casting time. Unfortunately, e.g. the empowered spell counts as a regular learned spell, rendering this feat useless for spells your character already knows.

Mystic Retribution: If your spellcasting is interrupted, the enemy is zapped via a touch attack. Damage scales with the spell-level lost. Now we're talking! This is both iconic, cool and balanced. Plus: It scales with the level, being useful at all levels. An excellent feat.


Preserve Scroll: Sacrifice spell levels to preserve scrolls. Great idea, balanced mechanics, nothing to complain about.

Prophetic Dreamer: This is a roleplaying feat that is very rules-light and I love it. I've been using a similar feat in my homebrew campaign for years and it has opened whole new venues for me as a DM to tell stories, create pressure and/or give PCs a fighting chance against terrible ambushes etc. I'd love a book with just feats like that.

Quick healing: First aid, treat wound, treat poison as a move action. Another feat that is a boon for non-magical healers/low-magic campaigns that actually do care about non-magical healing. Two thumbs up!

Somatic Weapon: Use a weapon to satisfy somatic spellcasting needs. Why hasn't this been done before?

Tactical Spellcasting: "Shot on the run" for spells with casting time "Standard action" - iconic and cool, this feat enables you to run from cover to cover while casting. Another instance of "Why hasn't this been done before?"

Two Wand Technique: Use a wand in each hand. While the feat per se requires some actions to get the wands into your hands, I can already see the wandslinger builds springing up. Not my cup of tea, but if you're so inclined, go ahead. However: If you also have the Wandcasting feat, enabling you to use somatic components with your wands, this feat quickly becomes danderously powerful and I'd disallow the combination.

After that, we get 3 sample Oracle builds, the Visionary Healer, The Phoenix and the Savage Seer.


Conclusion:

Editing is once again top-notch, I didn't notice any typos. Formatting and Layout are at the peak of the series so far - especially the layout is a beauty to behold. The same goes for the extremely cool cover illustration that somewhat disturbed me - great work! With regards to the crunch presented herein, I have to say that I'm a bit skeptic towards some feats (Two Wand Technique...) and I utterly HATE Magic Sense. However, the plethora of the material presented herein is actually quality-wise at the top and more than once I thought "that's it!" while reading the feats. A gripe I had with e.g. the Summoner-book and the Alchemist-book, the fact that they didn't feel as geared to the class as they could have been is not present herein - while many of the feats may also be of use to other classes, most have a definite "Oracleish" feeling to them and/or are storytelling/style gold. Due to the minor problems I have with some feats, I'll settle for a very solid 4.5 Rudii for this installment of advanced feats.






All right, that's it from me for now, next time, you'll hopefully get another big one.

As always, thank you for reading my ramblings,

Endzeitgeist out.




2.04.2011

EZG reviews Sunken Empires (Took long enough!)

Hey everybody,

although it might seem different to you, I've been busy with preparing/writing reviews - unfortunately a lot of them for not exactly the most stellar products. You'll see. To rinse myself of the feeling of being an unappreciative nagger, I've finally completed a review of a product very dear to my heart, namely OD's

Sunken Empires

This book/pdf is 82 pages, 1 page front cover (in the dead-tree version blank inside), 1 page editorial/ToC, 1 page advertisement, 1 page SRD, 1 page back cover. That leaves 77 pages of content.

Disclaimer: I was a patron of this project but due to real life, didn't contribute that much to this project.

The pdf is full-color with some b/w artwork here and there, while the dead-tree version is b/w.

The book kicks off with an informative 2-page introduction to the creation of the aboleth as a monster by David "Zeb" Cook, its original creator.

Then, we get a chapter of 8 pages on lost cities in real world myths and legends, namely Atlantis (D'uh), Lemuria and Mu. This chapter also details a sample lost city, Ankeshel and the city of archeaologists, tomb-raiders etc. that spawned from it, Cassadega. 1 page is taken up by an absolutely gorgeous, full-color map of the twin cities. While I didn't care too much for the information on real world empires (most of which I already did know), I loved the Ankeshel-write-up and think that most people may benefit from this chapter.

Chapter 2 deals with pelagic Characters, i.e. characters that are especially competent/adapted to frequent underwater expeditions. (14 pages)

Within, we get a new race, the Maerean (Half-Merfolk), who gets +2 to one ability score, low-light vision, multitalented, keen senses, count as both merfolk and human and are capable of living both in water and on land. This race left me under-whelmed, probably because of my utter hatred of "environmental races", I.e. races that negate environmental perils. HOWEVER: This race does not really negate cold or pressure, so it does not wholly fall into this despised category. We are, thankfully, spared aquatic dwarves and gnomes and the like and instead get some cool and useful bits and pieces: All the classes get alternative class features for pelagic characters. Barbarians get rapid swimming as well as 7 new rage powers. Bards get 3 new bardic performances. Clerics get 5 new domains (Deep, Glyph, Fish, Ocean, Sea Monster). Druids get advice on aquatic animal companions and rapid swimming. Fighters get underwater armor training, a bonus to swim checks and aquatic weapon training. Monks get a new ability for their Ki pool, fast swimming, can prevent animals and magical beasts from attacking them, get more breath, gain "Ki swimming", water walk and later can even turn their body to water. Paladins can use lay on hands to replenish breath and grant weapons the "Wavesplitting" quality as well as get an aquatic mount. Rangers get access to the net-and-trident combat style, can move easier through difficult terrain, get better at killing undersea foes and scent. Rogues get 6 new Rogue Talents and 3 new advanced talents. Sorcerors get3 new bloodlines: Aboleth, Vril and Ocean. The Aboleth and Vril bloodlines count amongst the best bloodlines I've read so far. Wizards get two cool new schools, the glyph school and water school. Both arcane casters can profit from the new familiars presented later in the book.

We also get a whole slew of new feats:

Aboleth Spawn - Use acid splash as a spell-like ability

Antiquarian Tinkerer -Use Disable Device to operate ancient technology

Aqualung - Hold breath for extended duration

Artifact Hunter - +2 bonus on Appraise and Knowledge (history) checks

Bioluminescence - Use hypnotism as a spell-like ability

Born to the Water - Increased swim speed; +2 to Con checks

Call Leviathan - Add template to summoned aquatic creature

Castaway - +2 bonus on Knowledge (nature) and Survival checks

Cranial Manipulation - Increase number of Hit Dice affected by enchantment spell

Deep Diver - Decrease damage from cold and pressure

Depth Affinity - Immune to cold/pressure damage

Elemental Connection - Spells cast in water are more powerful

Fisherman’s Eye - +4 bonus on Perception checks underwater

Fish Skin - Heal at double rate when in water

Glyph Familiar - Your familiar also benefits from personal spells

Glyph Reader - +4 bonus to operate ancient technology and magic

Hydromancer - Add water descriptor to prepared spell

Improved Net Fighter - Control entangle opponent as a move action

Agile Netter - Opponents in net are flat-footed

Ioun Stone Bond - choose ioun stone as your bonded item

Leviathan Slayer - +2 to attack/damage against Large aquatic creatures

Like an Eel — Make Acrobatics checks instead of Swim checks

Long Distance Swimmer - +4 bonus to avoid non-lethal damage when swimming

Merchant Adventurer - +2 bonus on Appraise, Diplomacy and Linguistics checks

Net - +2 to DC of check made while entangled

Pattern Glyph - +1 to DC of pattern spells

Quick Brace- wielding a Brace weapon as immediate or swift action

Quick Fold - net Fold a net as a move action

Rebuke Sea Creatures - Channel energy can be used to make aquatic creatures flee

Roil -Channel energy can be used to create area of turbulent water

Rigging Monkey - +2 bonus on Acrobatics and Climb checks

Sea Dog - +2 bonus on Knowledge (geography) and Profession (sailor) checks

Strong Swimmer - Bonus to Swim speed.

Swim-by Attack - attack while swimming

Underwater Caster - +4 on concentration checks to cast spells underwater

Unhampered Casting - Bonus to cast spells underwater without components

Vril Heritage - Use mage hand as a spell-like ability

Water Fighter - No penalty to attack with selected weapon underwater

Waterstep - Briefly walk on water

Waterwise - +2 bonus to Knowledge (nature) and Perception checks

Wave Fighter - Ignore underwater fighting penalties for one weapon group

Will to Live - Use Will save instead of Constitution check to avoid drowning

Metamagic

Englyph Spell - Add glyph spell to other spell

Shielded Spell - No concentration check to cast spell underwater

None of these feats felt over-powered and all have their place and contain their own little stories/information on the characters and even better, come with a little bit of cool fluff at the beginning - Nice! Also: I'd probably take Aqualung just because the name is a nice nod to Jethro Tull. ;P I also liked the new ranger fighting style that could also be used in gladiatorial settings. However, several typos and minor editing mistakes (e.g. "Avoiddrowning"[Sic!]) have went by the proofers here, somewhat impeding my enjoyment of the chapter.

Chapter 3 deals with new aquatic equipment and technology of lost cities. (12 pages). Oh boy. THIS CHAPTER ROCKS!! Big time. You get new armor, weapons and equipment, from seashell armors over diving suits to several new weapons. And you get an awesome smattering of new special & alchemical substances like a stick with an explosive coral at the top or shoggoth polyps. Each of these little items spawned some great idea in my mind and made me want to implement them right now. They are gold, pure and simple. We also get Orichalcum as a new material for weapons, armor, etc. and new lost technology in the form of Ankeshelian Vril weapons and associated equipment. Oh boy do they succeed at making far-out weapons feeling both like technology and yet utterly alien. Their firearms rocks and don't feel at all like gun-powder weapons and for all of you who don't like rifles and the like: They are powered via special vril batteries and you can easily restrict/ ban access to these in your home-game. This is one of the most concisely-written equipment chapters I've ever read. My only gripe here is: I want more!

The next chapter gives us the obligatory new spells and magic items. (16 pages) While I am usually skeptical towards new spells as a result of 3.5-glut, this chapter manages both to introduce cool new spells that e.g. enable you to cry at lower levels with the risk of losing your sight as well as spells that might fuel adventure plots or flat-out help you survive in the water, even at lower levels. Then came the magic items. People who frequently read my reviews know that I'm quite fiercely opposed to magic item-glut, too, and that I abhor the fact that too many generic magic items detract from the wonder one is supposed to feel when encountering them. I' happy to report that these items all have this quality of inventiveness, of sheer coolness, that makes you actually want to introduce them to your campaign, and not only to give your PCs another bonus. One of my favorites is e.g. a dried-up blowfish that circles adventurers and hurts attacks. How cool is that?

The penultimate chapter details the sunken environment (7 pages). It begins with an introduction and advice for GMs to plan underwater campaigns according to level. This section unfortunately features a piece of stock art that feels just out of place. This chapter also details new environmental zones that include information on natural hazards, how e.g. dunes affect movement, the tides, algae etc. - it is guaranteed to enrich your campaigns for years to come and another prime example of extremely concise writing. The hazards alone are plain awesomeness.

The final chapter details new creatures of the deep (17 pages). Unfortunately, this chapter does not kick of with the usual kick-ass full-color artwork, but it does feature original b/w artworks for most monsters. The artworks were ok, but didn't make me gasp for air. *puts 2 bucks in the bad-pun-box*

The monsters are:

-Bone Crab (CR 2): Aggressive crabs with hive-mind

-Bore Worm (CR 7): Killer Barnacle-like creature, include a variant

-Cnidari (CR 4): Jelly-fish-like abberration: Disturbing, cool race.

-Coral Drake (CR 8): Chameleon dragon-like creature, has a very cool breath weapon.

-Doldrum (CR 8): Evil Elemental. Felt rather bland to me, as the type of creature has been done x times in Ravenloft

-Drowned Maiden (CR 7): A classic trope in a very nice incarnation.

-3 new Statblocks for new familiars (Cr 1/3): Only one piece of artwork is given. Anthropod familiar stat-block gets 4 alternate creatures, Cephalopod also gets 4 and Fish gets 5. You can now have a squid familiar. How cool is that?

-Fish, Dunkleosteus (CR 7) and Giant Angler Fish (CR 5) share a page and get only one piece of artwork.

-Goblin Shark (CR 3): This shape-changer brings the goblin-brand havoc beneath the waves. And is kinda creepy in the awkward, cute goblin way.

-Isonade (CR 16): A legendary monster that unfortunately only features its fin in the artwork. I would have loved to see the whole creature.

-Wharfling (CR 1/2) and Wharfling Swarm (CR 4): Pilfering, diseased, hairless rats. I like them.

We also get a page of aquatic variants of known monsters, which is a nice way to make the familiar new.

The final pages of the book are taken up with an ecology of the Aboleth, complete with a b/w artwork and 4 Aboleth variants. While I liked the prose and the rules and this definitely is one of the better ecologies, I have to say that this ecology suffers from my frame of reference: "Lords of Madness" and "Secrets of the Mimic" have spoiled me so much with regards to these critters, that I didn't get that much out of this article.

Conclusion:

Sunken Empires is an awesome resource, there is no way around it. If you are even remotely contemplating on adding aquatic elements to your campaign, this is the place to go. It is densely and concisely written, there is a huge wealth of information contained herein. However, the book is not perfect: While the artwork is mostly awesome, there are some stock-art pictures that just feel utterly out of place. Some of the monster-artwork didn't impress me either. Layout is just plain beautiful and serves to enhance the sense of wonder one should feel for the new environment and items. Editing, though, is below the high standard of this book - there are several typos and some other editing glitches that irked me, doubly so due to the quality of the information contained herein. While some of the chapters rank among the best I've ever read, I could have e.g. done without the recap of Atlantis, Mu, Lemuria etc., but I recognize that for some DMs these chapters might be useful.

What I don't understand is this, though: If there is such a beautiful pdf, why is there no option to buy a more expensive copy of this book in full-color? Bringing this to the table and showing of some of the amazing chapter lead-in artworks would certainly enhance the overall experience. My final complain is, that I would have loved to see more, which is more of a compliment than anything else.

While I love the mundane and Ankeshelian equipment as well as the hazards, spells and magic items, some of the other components of the book felt slightly short of this status of genius.

Due to the fact that there are some minor issues with editing and some variations in quality with regards to the information presented herein, I'll settle for a solid 4-Rudii-score and heartily recommend you purchase this very good, but not quite perfect book. Chances are, you won't regret it.




I won't stop here, of course, as there is still the Web-enhancement to go!

Sunken Empires Web-Enhancement


This pdf is 8 pages, 1/2 page is taken up by SRD.

The pdf kicks off with 5 new spells:

-Cold Snap (Drd 3, Sor/Wiz 3): Damage enemy with cold, Con- damage, staggered

-Dessicate (Drd 2, Sor/Wiz 2): Damage enemies, especially aquatic ones and fatigue them for a short time.

-Protean Return (Sor/Wiz 9): Temporarily transform enemies into primal goo.

-Stone Strike (Sor/Wiz 2): Use burned out Ioun stones for ranged attacks.

-Wave of Mutilation (Clr 6, Drd 6, Sor/Wiz 6): Deal damage and Cha-damage.

We also get 5 new magic items:

-Clarifying Goggles: Help see under water

-Eight-Finger's Ink: Tatoo that helps you grapple and increases your unarmed grapple damage

-Radiant Nimbus: Actually 3 different items, these flames contain lost knowledge

-Satchel of Seawalking: Use magical salt to harden water

-Sharkskin Vest: Makes you shark-like

Then, we get more lost technology of Ankeshel! YES! Sorry. I just loved the original ones to death.

-Ankeshelian Arciary: Verbally record information. Gold as a story-telling device for GMs.

-Thalassos Box: Ankeshelian First-aid kit.

-Velourian Psychograph: Helps you determine whether one lies, can be used as a lie detector with the option of punishing lies.

Then, we get special underwater attacks to use in place of standard attacks:

-Asphyxiate (Self-explanatory)

-Breaching Charge (Jump from the waves like a Dolphin and attack)

-Kickback (Self-explanatory)

-Share Breath (Save allies who drown)

-Spin (spin opponents not securely standing)

-Turbulent Charge (Use your mass to make the water turbulent while charging)

We also get a new critter, the Faege (complete with its very own b/w artwork), a CR 4 aquatic fey that might be mistaken for a cloaker or a stingray. They also get a CR 4 variant.

Conclusion:

Patrons got this file for free, so I'm not entitled to complain about the price. Formatting is good and kept in the 3-collumn horizontal style. The B/w artworks are nice, as is editing - I didn't notice any mistakes.

The spells, apart from Protean return, didn't impress me that much, though, and while I love the equipment, the Faege as a creature is nothing I'd use in my homegame. For what it is, it is a good, cheap file, though. I'll settle for a solid 4 Rudii.





All right, that's it for now. I feel somewhat better now and will return to typing more reviews for you fine folks. If you haven't checked out Sunken Empires until now, I hope you'll do so now. Next time on this blog, I'll review the 4 Advanced Feats books by OD I haven't written about yet.


As Always, thank you for reading my ramblings,

Endzeitgeist out.

1.31.2011

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.