Ultimate Ethermagic

Ultimate Ethermagic

This massive book clocks in at 94 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving us with a massive 91 pages of content, so let's...wait. First, here's my

DISCLAIMER: I have a history with ethermagic. When Bradley Crouch first made the ethermancer, I was skeptical - another warlock-style "blast all day"-class? Urgh. In my experience, they boiled down to inflexible blasters that at the same time made logic for the very existence of bows et al. tenuous at best, were utterly OP OR resulted in plain boring gameplay. Upon diving into the class, I realized two things - a), it is a complex class indeed and b), I'd have to playtest it to properly judge it. And oh boy, did it playtest well! One of my players fell totally in love with the class and wrote an optimization guide for it. The only reason I did not completely gush about it was the existence of quite a few options that did not make much sense for the ethermancer. Fast forward to the Strange Magic Kickstarter, of which this is the first release. At this point, I had seen half a year of ethermancer in action in my main campaign and started tinkering with the system to expand it. When Bradley asked me to join the KS as a guest author alongside Jason Linker, I jumped the chance. I feel obliged to mention that I was compensated for my work on this book. However, there are significant bunches of content I had no hand in whatsoever. Additionally, I have before criticized products I contributed to and thus, will do my best to analyze, break, etc. this system, just like in all my other reviews. I felt obliged to mention this and should you consider my involvement a conflict of interest, feel free to tell me so - I am confident, however, that analysis of this book will suffice to prove the validity of the points I make in this review.

All right, that out of the way, let's dive in! If you are familiar with the basic ethermancer, you'll be surprised to see that the first class herein is NOT the old one, but rather Jason Linker's Ethermagus. But before I jump into the meat of the 3 classes, let me explain how ethermagic works, all right?

Ethermagic can be explained as pricking a whole into the fabric of reality, channeling the very stuff that separates planes and realities in a unique manner - the ability to channel this power is measured in etherpoints, or EP - so far, so common. However, unlike many similar resources, EP regenerate each round, depending on the formula of the respective base class. The EP regeneration rate is also featured for convenience's sake in the respective class-feature-tables. Ethermagic is generally treated as evocation magic and tight rules for counterspelling ethermagic are provided - though regular caster should be advised not to try to outcast an ethercaster. Additionally, much like spells, manifestations are grouped by level - the higher your level, the higher the level of manifestation you may learn. Wait, what? Manifestations? Well, yes. Etherspells have two components - the etherheart and the manifestations applied to it. Etherhearts are gained at specific levels in the class progression and allow the respective class to do different things - think about them as a chassis, to which manifestations can be applied. To use a manifestation, an ether-using class needs to have at least a cha of 10+manifestation-level and the save DC is 10+highest manifestation level used + charisma modifier, analogue to spells. However, not all etherhearts become available to all classes. Let me give you a run-down:

The most basic of etherhearts would be the lesser blasts - these have a close range and constitute touch attack rays that deal 1d3+cha-mod bludgeoning damage, +1d3 for every caster level beyond 1st for the ethermancer. Ethermagi and etherslingers have significantly less scaling at 1/2 and 1/4 class level respectively. Up to 3 manifestations can be applied to them and there is no minimum number of manifestations.

Greater blasts, exclusively available to the ethermancer, have the same range, but deal 1d10+cha-mod damage, +1d10 for every 2 caster levels beyond the first. Like its lesser brother, a total of 3 manifestations can be added and there is no minimum number of manifestations.

A further, pretty basic etherheart available to all ethermagic users would be the alteration etherheart - this can be considered the utility/defense etherheart with a range of personal and a duration of 1 min/level. Duration deserves special mention here - with the exception of one etherheart, etherspells cannot be dismissed. Additionally, alterations can be modified by exactly one manifestation and only one alteration can be in effect at a given time.

The Bestow etherheart would in effect be similar to the alteration etherheart in that it sports a duration, requires exactly one manifestation to be added to it, but unlike alteration, bestow etherhearts in effect reduce the maximum EP-pool for as long they persist - essentially, the EP used in maintaining the etherspell are only regenerated once the etherspell has run its course. Unlike alteration etherspells, those cast via the bestow etherheart need to be delivered via a touch attack and cannot be targeted at the ethermagic-using class.

The Genesis etherheart, available for ethermancer and etherslinger, conjures objects out of thin ether - once again, exactly one manifestation can be added to the etherheart. The effect is permanent, as long as the object remains within close proximity of its creator, however, like bestow effects, EP remain reduced for as long as the genesis etherspell exists. Unlike any other etherheart, a genesis etherspell can be dismissed at any given time.

The ethermagus' exclusive etherheart, Voidmeld, also has a personal range and applies to the void blade of the ethermagus (more on that later). It also reduces the ethermagus' maximum EP analogue to Bestow for as long as it persists, but unlike it, voidmeld etherspells can be dismissed by dismissing the void blade upon which they're cast. Unlike all other etherhearts, voidmeld etherspells have a base casting time of only a swift action, as opposed to the default standard action. (Which can be superseded by manifestations applied - only the highest casting duration counts.) Another peculiarity of the voidmeld etherheart would be the fact that one may apply as many manifestations as one likes, provided the total of their combined levels remains below the highest manifestation level the ethermagus knows. Once again, only one voidmeld can be in effect at a given time.

You may have noticed that obviously, etherspells seem to scale with levels and this is reflected in their cost - to cast an alteration etherspell, for example, one has to pay the base cost of the etherheart, plus the EP-cost of the manifestation applied. The base EP-costs of the etherhearts scale with levels - in the case of alteration, the base cost would be 1+ 1/4 caster level, rounded down. There is one more restriction imposed on ethermagic - you cannot learn more manifestations for a given etherheart than you have at a lower level - if you for example know 2 3rd level blast manifestations, you can't learn another manifestation unless you have at least 3 2nd level blast manifestations - think of it as a pyramid rule for each etherheart.
While all of this may sound complex (and the math behind it *is* complex, believe me...), it's really easy to understand once you wrap your head around it - whether by a manabar or pool or by cooldown timers, the ways to visualize the system are plentiful.

Okay, before I go into the basics of manifestations, let's take a look at all the classes and goodies herein, all right?

The ethermagus comes with a 3/4 BAB-progression, good fort and will-saves, d8, 4+Int skills per level, proficiency with simple weapons and light armor (and no spell failure chance in light armor), a maximum manifestation level of 5 and an ether regeneration rate that scales up from 1 EP per round to 7 at 20th level. An ethermagus has access to the voidmeld etherheart at 1st level, learns the lesser blast etherheart at 2nd level and the alteration etherheart at 5th level. Ethermagi learn up to 12 voidmeld manifestations, 13 lesser blast manifestations and 9 alteration manifestations over the course of their 20-level progression. At 10th level, lesser blasts executed by the ethermagus receive a damage-bonus equal to 1/2 class level.

Additionally, starting at 1st level, ethermagi can manifest void blades drawn from the ether - these can be either light or medium one-handed weapons that deal either slashing or piercing damage, chosen upon the manifestation of the blade. The entry also features information on hardness and hit points. Starting at 4th level, all void blades receive a +1 enhancement bonus, +1 every 4 levels thereafter and at 11th and 20th level, their damage dice increase by one step. At 7th level, the void blade receives the defending quality and at 9th level, the ethermagus may expend 3 EP to temporarily entangle targets hit by your blade.

At 2nd level, ethermagi may execute so-called etherstrikes, delivering lesser blast etherspells with their void blade analogue to spellstrike - and yes, the wording gets it right. At 3rd level, the ethermagus can regain 1 EP whenever he reduces a target creature of at least 1/2 class level HD to 0 HP or below via an attack with the void blade or a lesser blast etherspell. Particularly interesting, at 11th level, the improved ether surge allows for the addition of one non-stacking additional non-shape manifestation to the next lesser blast he executes.
At 5th level, the thoroughly solid ether variant of spellcombat (sans concentration penalty-ambiguity!) is gained. At higher levels, the ethermagus additionally receives a bonus to concentration checks made in ether combat and at high levels, double the opted penalty is received as a bonus instead.

Continuous exposure to ether hardens the ethermagus' musculature and thus, the class receives a +2 bonus to one physical attribute at 13th level, another +2 to a score not chosen at 13th level at 17th and at 15th level, the ethermagus may 1/day knock a foe prone and pin the foe; +1/day at 20th level, where this can also be executed with blasts. A decompressing shock can be used with EP to end this prone condition/pinning, but deal nasty damage. The capstone, beyond aforementioned effects, can now also be shaped and create/dismiss the void blade as a swift action.

The class comes with excessive FCOs for core races, plane-touched races, puddlings, orcs, hobgoblins, drow, kobolds, vishkanya, kitsune and vanara.

Kickstarter backer Mathew Duckwitz has sponsored the Mad Evangelst archetype, who replaces spellcombat and its follow-up abilities with a metamorphosis pool of class level + cha-mod. Upon slaying targets, the mad evangelist may expend metamorphosis points equal to the slain creature's HD to revive it as a zombie under the control of the evangelist after creature's HD rounds. To maintain the revived creature, the evangelist has to spend the points again upon their regeneration, essentially making this a kind of minion pool. At 3rd level, these revived creatures may be modified at metamorphosis pool cost via an array of so-called "Aspects of the Master" - an array of options that becomes expanded at 6th level and every 3 levels thereafter by +1 aspect. Some of these aspects have the [variant] descriptor, denoting that only one such piece can be applied to a given zombie - somewhat akin to tinker designs.
From touchy cilia to flanking prevention sores, applying various templates (aforementioned variants) and similar tricks, the aspects allow for some damn cool modifications...and they have rather cool synergy with the base class - think of it as a cooler version of the Battlefield Defiler archetype for the magus, with truly unique, customizable zombies.

Instead of aberrant musculature and bonus feats, the evangelist also may choose from an array of gifts from beyond - from developing a vast plethora of eyes, to fast healing and even an ether powered gaze attack, these gifts are pretty damn awesome - mostly due to simply not being boring - want an example? Well, fast healing sounds bland, right? Well, this kind of fast healing can be activated reflexively to e.g. survive the effects of being vorpal'd as a severed head - if the head is healed to max HP within one minute, it regrows the body and is fine; Otherwise it dies - now come on, is that a unique, cool last-second save mechanism or what? Or what about a whippy tentacle that can be used to deliver voidmeld manifestations as an exception to the void blade only rule? Yeah, pretty awesome! Also rather interesting from a mechanical standpoint - at 14th level, the mad evangelist becomes immune to either fear, disease or poison - but at the cost of susceptibility to the other two!

The second archetype would be the Void Stalker, essentially a more roguish ethermagus with increases skills per level. In addition to light and medium weapons, these guys may select double weapons as void blades and receives sneak attack at 2nd level, +1d6 every 3 levels thereafter, but pay for these tricks with the lesser blast ether heart, etherstrike and ethercombat. Rather cool - they can dim the lights (at the cost of 1 EP per round and no ether regeneration), greatly boosting stealth and even providing a miss chance at higher levels instead of ethersurge. The void stalker also receives a rogue talent at 4th level (advanced talents at 13th level) and every 3 levels thereafter, but may not choose the same talent twice and cannot select ninja tricks, but pays for this flexibility with the alteration etherheart - which is good, since the combo-potential would have been pretty insane - but don't fret: The iconic ultraviolet shift is gained at 10th level (in a unique modification with reduced costs, analogue to the stealth-enhancer mentioned above) and uncanny dodge, evasion etc. should help get over the absence of this etherheart. The vorpal capstone is also nice.

Next up hereafter would be the voidstar - instead of a voidblade, 3+1/2 class level void star shuriken constitute the targets of the voidmelds of this archetype and receives an increased limit of voidmeld manifestations to apply to these shurikens, scaling up to +3 at 13th level. Instead of etherstrike, 5th level grants the ability to treat said stars as either silver, cold iron or adamantine for the purpose of bypassing DR and instead of void shield, this one receives keen shuriken - while this looks nasty on paper, the math checks out - nice, kind of ninja-ish/halfling-ish throwing specialist.

Ethermancers are the full casters of the bunch and since I have already written a more than excessive review on them AND already explained the basics of ethermagic, I will refrain from going through this guy in detail - though it should be noted that the previously somewhat uneven multiuniversal philosophies (the taking of which also determines the capstone!) have been streamlined and expanded - limited x/day reduction of EP-costs for bestow etherspells, increased raw damage output for less- or unmodified greater blasts, resistance reduction - these class features have been upgraded from "well, that exists, too" to cool enhancers that can be used to increase the effectiveness of various playstyles - increased hit points, limited instant EP-regeneration equal to cha-mod etc. - so much choices and by now, they're actually pretty hard and diverse, eliminating one of my gripes with the original iteration of the class. A fortification-like scaling effect and a 1 immune, 2 susceptible choice is still in the ring. The FCOs are more diverse than before as well!

Kickstarter backer Alexander W. Corrin has granted us the etherfuser, a class that can generate a fusion pool by reducing the maximum EP available on a point by point basis, allowing you to essentially trade the regenerating EP for the non-regenerating FP in the form of ether jelly. This gooey stuff can be used to create etherfusions that are treated as etherspells of the highest manifestation level known with a range of 30 ft., etc., but unlike etherspells, they scale with levels in an additional way - they unlock modifiers over the levels. The fusion that nets temporary hit points on a round by round basis can thus e.g. be increased to provide more every round and/or also net minor DR. What about curing ability damage and freely diving the points cured among damaged attributes? Defense buffs? Setting targets on fire?

Well, things get better - the archetype receives a unique, FP-enhancing philosophy (accessible only via a feat, alas - the general class feature is not gained!) AND learns a variant of lay on hands powered by ether jelly AND even the option to learn mercies (and duplicate the effects of cruelties via an etherfusion...), modifying even extra mercy et al. to properly work with this unique new take on healing. Essentially, these guys are ethermancers that can spontaneously reduce their pool to provide healing for their allies - damn cool concept and glorious execution!

Next up would be the Herald of Creation, essentially a specialist of alteration and genesis etherhearts, complete with increased EP-regeneration while under the effects of alterations, 2 unique multiuniversal philosophies (one of which allows for alteration-blankets at increased costs a limited amount of times per day) and thus also two new capstones - essentially the first of what I'd call specialist-archetypes. The second would be the Herald of Madness, who receives access to gifts from beyond, with some overlap with aforementioned mad evangelist, but also quite an array of exclusive gifts that help the different playstyle - hanging on walls, better touch attacks - rather cool options, including a +2d4 initiative boost, which may see you staggered on a roll of twice the same number - rather nice gamble! The archetype receives an exclusive philosophy for more gifts, the option to lace his bestow etherspells with confusion effects, but also makes the spell mind-affecting. Then again, bestowing is so much easier with a handy tentacle growing from your body... Oh, and the capstone has a confusion-causing aura as well as an aberration apotheosis. The final Herald would be the Herald of the Void, who is a specialist of greater manifestations -but more on that system later. The interstitial philosopher then would be an ethermancer who forgoes greater blasts, aberrant physiology and aberrant form in favor of more multiuniversal philosophies and feats for massive flexibility.

The third base-class in the book would be mine, the Etherslinger, so let me explain to you the basics of the class - essentially, I noticed that gunslingers don't play particularly versatile or interesting. I love a bunch of the design decisions of the class to death, but especially in low powered campaigns and low levels, the action economy penalty, the costly ammunition, the inability to use guns with stealth - all these conspired to make the class less interesting than it should be. On a design perspective, at high levels full BAB touch at close range makes hitting ridiculously easy and the auto-granted deeds, while cool, do not allow for much customization - per default rules, there's not much variety between gunslingers. This class is designed to get rid of all of that and more. The class thus receives d8, 3/4 BAB-progression, 4+Int skills, proficiency with simple weapons and firearms and light armors and bucklers, the latter sans spell failure. Etherslingers receive class level + cha-mod EP and EP-regeneration equal to 1/3 class level, rounded up. The etherslinger's caster level is equal to 3/4 her class level. Her blasts only scale up every 4 levels, but has no etherheart at 1st level - so what does she do with the EP? Well, the class receives a linear set of base abilities called etherslinging that improves in a linear way over the levels - up to cha-mod EP can be spent per round in etherslinging abilities. These allow the etherslinger to expend EP for skill-bonuses, bonuses to her next attack...and more importantly, make the use of firearms more versatile. How?

Well, first of all, the etherslinger can repair her starting gun with ether clear as an EP-costing standard action - no more "damn, I botched, now my gun is done for the battle"-crap. (Oh, and it can be further hastened by also expending grit - more on that later!) Additionally, the etherslinger may stabilize the gun to decrease misfire rates. Now at 3rd level, the etherslinger may directly generate etherbullets and propellant in her gun - these do not cost anything! No more annoyed eye-rolling at the slinger for the expensive ammunition and bullets. These ephemeral bullets, though, at least at low levels, dissipate beyond the second range increment, thus not invalidating regular bullets. At 9th level, they increase their range and at 17th level, proper sniping with these bullets becomes possible. Better yet, the action-type required to reload them can be lessened by the expenditure of EP and grit and at higher levels, free action reloads can be executed. Have I mentioned the ability to select damage types at higher levels, including elemental damage-types starting 13th level? Additionally, the etherslinging allows you to treat your guns as if they had an increased capacity for etherbullets - capacity +1 at 5th level, +2 at 15th level.

An etherslinger also receives a grit pool of up to wis-mod points of grit that follow the usual rules, but do not apply to deeds - instead, the etherslinger, beyond the ways to expend grit via etherslinging, has several unique tricks that require at least one grit or that require the expenditure of grit. Speaking of which - while the etherslinger needs guns to cast etherspells (now that's gun-obsession for you...), the class can also gaze 1/day as an immediate action at her gun to regain 1 grit, +1/day at 10th and 20th level. So, instead of grit, etherslingers receive etherslinger talents - one at 2nd level, +1 for every 2 class level after the 2nd. These talents range from passive gains of abilities while she has a minimum amount of grit available to special, active tricks that let her combine the casting (or duration-extension) of an alteration manifestation with a ranged firearm attack. What about shooting targets with the firearm and transporting the otherwise woefully short-ranged bestow etherspells to the target? Beyond that, there are quite a few unique things this class can do: What about shooting haunts and determining their destruction conditions? Making your guns water-proof and functional for that underwater adventure you've been dreading? Wrapping allies in bestow effects while you put bullet holes into the opposition and spontaneous doppler dodges? Etherslingers can also cushion their own fall by shooting at the ground, cause misfires of opponents? I also made a couple of Lucky Luke-talents that allow the etherslinger especially fast draws of the weapon, particularly compelling for those planning a lot of ambushes.

Slightly increased damage output for blasts, using grit to temporarily boost your EP-regeneration rate provide a distinct array of options and builds. A pet-peeve of mine can also be eliminated - know how a firearm-user on board wrecks any infiltration? Well, talents for the etherslinger allow them to actually participate in scenarios like that, silencing their bullets - yes, these guys can go full-blown hitman with magical silencer! Like those movies or books, where special ammunition is prepared? Well, etherslingers can do just that - against creature types and even specific creatures, with increased damage output. The cost for stabilizing guns can also be permanently reduced by talents and causing flashes of light, ricochets and the like do sound like fun don't they? Indeed, the class can also learn to treat the target of the firearm as the origin of an etherspell (relevant for shaped blasts). But, as you may have noticed, the class is not primarily about damage output - it's about terrain control, versatility and non-crippling firearm use and both the blasts as well as the talents support that - but I have failed to mention so far the exceedingly cool option to shoot bullets into unoccupied squares, creating essentially Schrödinger's bullets - as soon as a hapless fool steps in the square, the bullet is unleashed, allowing you to generate either short-lived traps or, if you choose to select a couple of talents, energy-damage dealing minefields. In playtest, mining dungeon corridors for escape or for holding positions proved to be ample fun indeed, not to speak of the nasty ambushes you can make with these short-lived pocket-dimension bullet-mines. High-level etherslingers may also destabilize their guns, increasing misfire and critical threat range and yes, making ether facsimiles of her gun is not beyond the capacities of the etherslinger - nasty surprise for those bandits that caught and disarmed all of you...

Oh, and then there are the capstone talents...what about e.g. the one that lets the etherslinger know when an intelligent creature willingly utters here name and means her, allowing her to teleport to the target? Yeah, there are quite a few of tricks like that here...have I mentioned that the class receives access to all non-class-exclusive etherhearts? Now I know this may look very powerful on paper, but MAD, small power pool, etc. result in a balanced overall contribution - most importantly, though, one that is versatile and fun. I am extremely proud of this class and I guarantee it's playing style is much more rewarding if you prefer variety over repetition and a certain level of complexity and tinkering.

One final note for the WuXia-aficionados - yes, there is a feat in here that grants you a grit-powered ki-pool (and the option to spend that ki on spontaneous bonuses to AC), opening quite an avenue of even further tricks if you want to use books like "Heroes of the Jade Oath", "Dragon Tiger Ox", etc.

(Feel free to tell me about your etherslinger's exploits via endzeitgeist.com's contact tab - I'd love to hear how my baby is doing out there! One last piece of advice - stay out of melee...)

We also receive a whole slew of new feats, which have since the original ethermancer-pdf's inception been redesigned and vastly expanded - from vastly improved base-feats to glorious feats that allow etherslingers to gain a small time-manipulation genesis manifestation to changing voidblade damage to your etherstrike etehrspell's energy type, the vast array of feats allows for some damn cool combinations indeed - including casting a limited array of alterations as spell-like abilities a couple of times per day!

Now the manifestations - oh boy! Not only are there * a lot*, they also are exceedingly flexible, from temporary EP to energy-damage buffers to reflexive damage and even tricks to convert energy damage into ether - the amount of fine-tuned and expanded alterations is awesome to see, especially since the choices that before were sub-par for the ethermancer now definitely work well for the ethermagus and etherslinger!

It should also be noted that especially alteration and bestow have received quite an array of damn cool options, many of which could be considered exceedingly interesting - what about e.g. making the target a conduit for madness - potentially spreading confusion to those nearby? Or what about trapping a target creature in dream combat with a deadly shadow of the subject's mind's own making? What about becoming a haste-like hyperspace beacon that can extend its benefits to the closest ally? What about linking two creatures with quantum indeterminacy, allowing them to swap places? Ever wanted to enable your allies to blast foes as with batteries of comets? Yup, now you can! Or what about making your allies into laser batteries that pummel foes with potentially blinding rays of light? The heretofore rather underrepresented greater blasts by now have a whole array of unique manifestations that can only be added to them. What about e.g. bouncing blasts? Yeah - damn cool. Speaking of which - genesis has also seen quite an array of new, cool options. Take e.g. the option to generate an anti-gravity (or gravity) well or making a blade with a stored blast etherspell inside? (And yes, the well allows you to use the rope of teh well to pull buckets of gravity from it...I laughed so hard when I read that...) Or perhaps you fancy a sand-filled hourglass wristband that allows you to increase your actions, but have time take its toll thereafter - pretty cool! Speaking of which - making ephemeral copies of objects can be quite helpful when playing investigation-heavy scenarios. Or how about making a book of ether that stores your knowledge-skill for you, allowing others to benefit from it, but at the cost of not having the knowledge available for yourself? What about a short-range beacon to which to teleport back to?

The voidmeld etherheart, completely new, has a vast array of new tricks at your disposal - from fishing crits to power lesser blasts to breaking the +5 enchantment limit (and yes, the math checks out and is NOT broken) and receiving a non-kitten-able hit-healing trick are part of the deal. And you know you always wanted to hit something with the force of a black hole's event horizon...right?

Now I mentioned Greater Manifestations - these are an optional system you may elect to ignore, but in my opinion shouldn't - two options are provided: 1) An ethermancer may lose a manifestation and a multiuniversal philosophy slot to learn one of these. Option 2) opens them for all classes, including ethermagus/slinger via a feat - whether you allow limited access, full access or none - all left in your hands -and that is awesome. Greater manifestations can be cast 1/day and essentially constitute the true "OMG, did you see that?" hard insta-death, crowd-control etc. tricks - 5 feats can be taken to enhance them/learn them and yes, the aforementioned multiuniversal philosophy also comes with an apotheosis. And greater manifestations are damn powerful -reducing the next etherspell's cost to 0? Yep. Black Hole? Check. But the very cake is taken the new and advanced Clockwork Universe: You choose a sun and planets that provide varying passive and active effects as you craft a miniature galaxy - and yes, inhabited planets in this galaxy may send forth motherships to destroy your enemies whenever one other satellite in your clockwork universe is destroyed or consumed by throwing it at your foes. Oh, and, of course, desert planets (one of the various additions to this already brilliant manifestation) have especially high capacities for mother ships...Have I mentioned moon bases and their capacity to fire teeny-tiny-planet-cracker missiles at your foes? This massive greater manifestation was a beauty before - now it is just one gigantic, splendid piece of awesomeness. Insta-kills, maximized numeric effects - don't get me wrong, I love the other manifestations, but this one is just too cool. What about erasing all energy-affinity from a creature? Speaking of which: HAMSTER BALL OF DEATH. Okay, It's called Firmament, is made of crystal and protects you from just about every damage, but it also allows for particularly devastating charges, hamsterball style. I *love* it! And yes, +3 manifestations for utterly massive blasts can also be chosen, as well as granting allies a taste of ether magic and a small, temporary pool. Oh, and yes, one may even resurrect creatures thanks to the powers of white holes!

Editing and formatting were top-notch even before I went over it and by now, all potentially game-glitch issues are gone and wording should be fitting- at least I found none. Layout adheres to a damn cool, unique, 2-column b/w-standard with original b/w-character artworks and thematically-fitting stock-art. The pdf is rather printer-friendly and excessively bookmarked with nested bookmarks for your convenience.

Even before, ethermagic was awesome - but it suffered from being the playing ground of just one class and not all options being made for it. Then this book came. Jason Linker's Ethermagus' concept of godblades and lead designer Bradley Crouch's new and *vastly* improved ethermancer, with all their awesome ideas and tricks, their combos, their glorious fluff and crunch - these two alone would have carried this book. Well, I am admittedly biased towards my own etherslinger class - however, I have received quite a lot feedback - from both my players AND complete strangers how much they love this class. So there has got to be something going for it, right? ;)

Kidding aside - this system makes resource-management fun. It lets you blast or magic-slice...or shoot ALL DAY LONG without breaking the game. Each and every class and archetype herein is unique and has something to offer - this is literally an all killer, no filler crunch book of awesomeness and ever since I have it in my hands, it has become a permanent fixture in my games - as indispensable as psionics or pact magic. Have I mentioned that its system could easily be used for the representation of the force or similar scifi-themed power-sources by just changing fluff? Yeah. For me, this is an EZG Essential, a candidate for my top ten of 2014 and deserves a final verdict of 5 stars + seal of approval. This is, even without anything I added, the best crunch-book I've seen in ages - innovative, fun, complex and yet, pretty easy to grasp. (And if you need explanations/advice or just want to tell me about your experiences with this book, don't hesitate to contact me via my hp's contact tab.)

You can get this superb, inspired tome here on OBS and here on d20pfsrd.com's shop!

Endzeitgeist out.


Broken Earth Campaign Setting

Broken Earth Campaign Setting

This massive tome clocks in at 195 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, leaving us with 191 pages of content, so let's take a look!

First of all - what is Broken Earth? the easy answer would be that it is a post-nuclear campaign setting for Pathfinder, set in an Allotopia (an alternate reality of our own world for non-literature mayors) - this means that no magic is assumed to exist per se, though adding in rare magic would be no issue at all.

Now the book kicks off with a vast array of crunch - from new races (ape-men and synthetic humanoids) and then receive archetypes - a lot of them - from the chem-head alchemist to scrappers, we get a cool selection here - now one peculiarity I *LOVE* about Broken Earth would be its awareness - its awareness of what's out there. If you're like me and have this great sub-system from 3pp XYZ, you want to use it - only every supplement seems to add a new one instead, often less refined. well, not so this book - from nodding towards Kobold Press' Spell-less Ranger to Rogue Genius Games' Anachronistic Adventurers-series (and the superb research-rules therein!) to Dreamscarred Press' psionics, Broken Earth provides support for all of them and still manages to maintain functionality without access to them - everyone wins. Beyond that, a mechanic that balances character creation modularity with mutations and drawbacks makes for a cool way of handling racial restrictions and still maintain flexibility. The pdf also provides an array of equipment and vehicles, rules for radiation, overland hexploration and even sample communities and associated traits. We even receive a MASSIVE array of different supplemental options for the kingdom-building rules of Ultimate Campaign! Sounds familiar so far? Well, that's because the generally known components have been released before in the separate player's guide to broken earth, which I've also reviewed in much more detail - thus, if you're interested in the details of the crunch, please check out this review.

Now a general look at the page-count shows you that this pdf mostly of new content, but what exactly? Well, for one, the book is a campaign setting - but it's also something different. When you hear "campaign setting", you usually expect write-ups of different locations and nations, politics, history and the like - here, Broken Earth, while still providing that, sets its focus in a completely different way - and is better off for it. First of all, you'll notice an unusual amount of scrappers, NPCs etc. all ready to drop into your campaign. Secondly, you'll notice something different - think about Fallout, Wasteland and games like that - what's their draw? Scarcity, exploration, a sense of desolation and lack -and the constant fear and wonder what lies beyond the next hilltop or dune. While the crunch sports rules for fuel etc., while there are pieces of information, extensive ones, that is, on tech levels etc., the result could have ended up as something a kin to a fantasy world with a post-apocalyptic spray-paint. That is NOT the case.

From proper army statblocks to enclaves of high-tech hopes for a resettlement of earth, from mutants and supercomputers to drones, the narrative potential here is perfect - to the pitch. Whether you like your post-apocalypse gritty or over the op, this book supports all playstyles from Mad Max to Katmandi at Earth's End to The Last of Us - whatever your preferred flavor of end-times would be, a certain spirit of the end-times suffuses every single component of the writing, an endzeitgeist if you will.

Yeah. I'm gonna punch myself in the face later for writing that. (And no, I am not affiliated with this book in any way!) Essentially, the rest of the book is a DM's toolbox akin to one massive, huge survival wilderness module - or AP. This book essentially doubles as its very own, superb campaign outline-collection - player-driven exploration and a vast collection of iconic locales drive an overall experience that is, by virtue of its very presentation, radically different not only in its spray-paint, but also in the experience. Exceedingly detailed hooks that can be developed in less than a couple of hours into inspiring scenarios suffuse the pages of this tome. Whether you just want a depths-of-humanity's-depravity theme or rather have your PCs fight cyber-enhanced apes - this book has you covered and oscillation between themes and tropes can be handled exceedingly easily. From giant ants to telekinetic wolves to dragons (mutated, irradiated eagles with radioactive fire breath), everything you would ask from a basic post-apocalyptic bestiary is here.

As a mostly wilderness/survival-themed sandbox, random encounter tables are obviously non-optional, and they do come in excessive detail for each general locale. The NPC-Codex like array of generic stats, rare item tables, lists of psioncs used and even an index and an appendix of media for further inspiration are provided. (The latter deserves a ruffle though -each appendix like that ought to reference the grandfather of post-apocalypse movies, "A Boy and His Dog" - if you haven't seen that gem, it has aged pretty well!)

I could go on spoiling the details, the truth behind "Phoenix", what can be found in the monster lands, comment on the pseudo-neo-feudal kingdom of Geneva...but I won't.


Editing and formatting are very good - while there are some typos and glitches in here, the overall quality, especially for a "small" 3pp like Sneak Attack Press, is damn impressive. Layout adheres to a beautiful 2-column b/w-standard that manages to remain printer-friendly. The original pieces of b/w-artwork are awesome and the cartography (the main map also comes as a full-color pdf with the book!) can also stand up to this level. The pdf comes fully bookmarked with nested bookmarks for your convenience, with one bookmark out of order - no biggie, though. I can't comment on the quality of softcover/hardcover, since I do not own the print-version.

Matthew J. Hanson has written singlehandedly what usually takes a team of authors. Usually, that is cause for alarm or at least, deep scrutiny. So I went through the checklist in my head: Settlement statblocks? Check. Full-blown kingdom building support, with modified end-times appropriate new content galore? Check. MASSIVE 3pp-support, though always modular/optional? Check. Proper grasp of psionics? Check. I'd drop the f-bomb now, but I know that some filters don't like it. Just imagine me uttering it.

I honestly didn't expect to like this book - I, like so many others, have been waiting for Warlords of the Apocalypse for a LONG time. I have grown fond of RGG's anachronistic adventurer-classes and did not expect them to be supported here. I was firmly in the WotA-bandwagon. Well, they are and this massive tome manages to get post-apocalypse just RIGHT. In all its facets, in its peculiarities and different flavors. Could you introduce banned classes and elements? Yes. Could you annihilate anything super-natural/sci-fi for a full-blown extreme-gritty campaign? Yes, you could. Vehicles, survival radiation, rebuilding civilization and settlements - this book offers just about everything I could ask for. And even if you don't plan on playing in this Broken Earth, going full-blown steampunk, refluffing just about every rule herein to fit your tastes will still deliver a vast amount of content. Magical wastes, desolate planes - this book's massive array of content, even when used in unintended ways, makes for a glorious grab-bag.

Broken Earth is the benchmark that any future take on the post-apocalyptic will have to surpass -and have an exceedingly hard time doing so. Is every component perfectly finetuned? No, but seeing how much we get, how much of that just oozes the right spirit, like a possessed radiation sore, this book has slowly taken me over. Broken Earth is one exceedingly awesome tome, one that will have anyone even remotely into post-apocalyptic games grin with glee. Add to that the more than fair, very low price and we have a glorious tome indeed - well worth of 5 stars + seal of approval and a nomination as a candidate for my Top Ten of 2014.

You can get this awesome post-apocalyptic survival-hex-crawl-toolbox/setting here on OBS!

You prefer Savage Worlds-rules? Here's the SW-rules-version!

Endzeitgeist out.


Zeitgeist: Act One - The Investigation Begins

Zeitgeist: Act One - The Investigation Begins

The massive collection of the first Act of the Zeitgeist AP clocks in at 559 pages, 1 page front cover, 1 page editorial, 6 pages of ToC, 1 page back cover, 1 page SRD, leaving us with 549 pages of content.

So let's...wait. Let me get this straight - this is the compiled version of the first 5 Zeitgeist-adventures PLUS Crypta Hereticarum, Player's Guide and Campaign Guide; It also includes (with 2 hick-ups) cleaned up nomenclature regarding elves/eladrin high/wood elves that resulted from conversion. All of these components are simply glorious - 5 stars + seal of approval badassery in its truest form. I've also reviewed all of the modules, so if you require details, please check those out.

The book also contains "Seas of Zeitgeist", which provides the quick and dirty (imho VERY BAD) naval combat rules of "Admiral o' the High Seas" for the AP -and constitutes the one component of the AP I don't love o death. In design philosophy quite remote from Pathfinder, it pales before Paizo's naval combat rules and especially before Frog God Games' superb "Fire as SheBears", which I will use to provide proper naval combat rules for this AP. Beyond these, item-cards, a metric ton of maps, hand-outs and supplemental information help running this beast.

Wait, what? Well, production-wise, this killer tome is a layered pdf that can be made printer-friendly, the maps can be made player-friendly if they aren't already. The writing by Ryan Nock, Matthew J. Hanson, Jacob Driscoll and Thurston Hillman is superb. The book comes extensively bookmarked for your convenience.

I will cut this review far shorter than the page-count would suggest since I've already covered the constituent pdfs. This is the most ambitious AP you can buy and also the most intelligent - with a focus on a complex weave of narratives, deceptions and espionage, it cannot be compared to any other AP in scope and focus and is ambitious to an unprecedented level. The story is so compelling, diverse and challenging, it is bound to become a legend, far surpassing even War of the Burning Sky and similar epics with its daunting focus on smarts and roleplaying over killing everything that moves. The sheer amount of glorious mini-games and decisions make Deus Ex run to the corner and cry itself to sleep and apart from the subpar naval rules, there is NOTHING on can truly complain about - and honestly, these are easily replaced.

Now if you are a new DM, first master something less demanding - Zeitgeist is intended for experienced dungeon masters and the amount of plots, characters, etc. you have to juggle is significant. However, this also makes the AP exceedingly cool, challenging and SMART. This is a thinking man's AP, one that dares to assume that its audience is intelligent and capable -and I *love* it for that. In fact, the *only* reason I'm not running this AP RIGHT NOW is that I'm waiting for it to finish. This may very well be one of the best APs ever written, depending on your taste, possibly the best.

It is to my eternal regret that I cannot comment on the premium hardback edition in color - my meager funds do not allow me to get this book as per the writing of this review. That being said, this is still a milestone for storytelling in a d20-based system, the first AP to reach the narrative complexity and depth usually reserved for legendary CoC/ToC/etc.-campaigns. If am of the firm belief that this tome belongs into a DM's arsenal and that running this, will one day be a kind of rite of passage. If you thought the "War of the Burning Sky" was good - it has NOTHING on Zeitgeist. My final verdict will come as no surprise, seeing how the first 5 installments were the first ever AP to succeed at such an unbroken string of superb ratings from yours truly; it will clock in at 5 stars, seal of approval, nomination as a candidate for my top ten of 2014 and a shed tear of longing for the physical book. If you can, get this NOW!

This book is available here on OBS for PFRPG!
If you prefer 4th edition, here's that one!

Endzeitgeist out.

Zeitgeist #5 - Cauldron-Born

Zeitgeist #5 - Cauldron-Born

The latest installment of EN Publishing's Zeitgeist-AP clocks in at 95 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving us with 90 pages of content, so let's take a look, shall we?

It's been too long since I took a look at one of the Zeitgeist-modules, but before I do, here the obligatory warning - this review contains SPOILERS. Potential players should jump to the conclusion.
No, really. Jump to the conclusion.
Only DMs left? Good.
This adventure is the conclusion of the first act of the epic ZEITGEIST-saga, and as such, provides guidance of running it stand-alone (or the first campaign-act alone - just eliminate the conspiracy elements and there you go!) - which renders it longer than one would have expected. The constables of the RHC will have A LOT on their hands, so better hope they have honed their investigative skills.

A peace-summit is looming between the nation of Risur and Danor, finally bringing peace to the strained relations between the nations - including, btw., a list of the points of contention. In one sentence - there are a lot of elements invested in seeing the summit fail. Beyond a turf-war, a mad fey and radical eschatologists all have their own plots, which means that the constables will have to wrap up no less than THREE threads: In order to cope with this, magical long-range communication and the B-team are provided - the latter being only 4th level characters the players may play...and, of course, as always, characters may very well die.

And yes, on their way to meet the king, the PCs immediately are subject to a well-planned, rather deadly assassination attempt, including carriages, which should make clear the stakes are high - crimelord Lorcan Kell (backed by the two-letter-abbreviated conspirators) wishes to take them out. The king himself briefs them with the severity of the situation (as well as dropping some hints of ravenloftesque ties of rulers to their realm and citizens...) and tells them about the conspirators having some means of access to the Bleak Gate - something the PCs should better unearth as soon as possible.

Now the B-team will be busy with escorting the minotaur-ambassador Brakken - hopefulyl without attacking his dire-bear companion. Meanwhile, the PCs may see an old acquiantance from module #1 show up at the royal palace- the high elf Asrabey Varal asks, veiled, for assistance in hunting down aforementioned rogue fey. The B-team, escorting both the minotaur and the dwarven eye of Drakr at the summit will right NOW have their hands full -a deadly ballet of death is unleashed upon the city by a cadre of deadly dwarven eschatologists - perfectly timed bombs, sniper nests - the B-team will have its hands more than full trying to save what's there to save! Alexander Grappa, the golem-maker, has his mind currently inside the head of a demolished bronze golem and may just be the additional piece of information the constables need regarding the Bleak gate - though a clever geas prevents him from divulging crucial information. Now as an additional mini-game, the PCs will have to generate and train a task force of people to take down Kell et al, which also provides various means for complications - essentially, they have to order a shadow war against Kell and his associates - in a damn fun, cool mini-game. Better - if the PCs have good relationships with the Cipiano, they may utilize Morgan Cipiano's resources against Kell...for a price that will influence further adventures. Speaking of which - if the B-team can ensure that their outgunned fight in a night-club is successful, they can influence this mini-game as well - and actually get Kell's lawyer!

Espionage and counter-espionage very much determine how well the final crackdown on Kell goes -if moles are not exposed, the PCs may find themselves at a significant disadvantage. Now the investigation into the renegade fey with Asrabey turns out to be rather interesting - the haughty elf still vastly outclasses the constables and thus, combats tend to have certain things for him to do - and yes, the fey-opposition of the Unseen Court is rather deadly. While the main group dukes it out with powerful spellcasters, the B-team will have "fun" calming superstitious folk and hopefully prevent multiple lynchings due to the fear of a curse. Capturing and interrogating a gremlin may see the PCs finally in a position where they can confront the fey-lord Ekossigan - in the process of a ritual sacrifice, clearly mad and mumbling about dread things hidden...but more on that later.

If the PCs have made friends with Kvarti in a previous encounter, the dwarf's divergent take on eschatologist philosophy may provide a simple means for them to gain information - Kvarti is unhappy about the radical plan of mass-bombing the sub-railway system and wants to help prevent the unleashing of dangerous beasts bound for the harbor and a hostage situation planned by a particularly cold eschatologist - hopefully also diffusing the deadly bomb in a nail-biting finale.

The massive banquet scene that is to follow the happenings will be just as nail-biting and tense - there is a lot at stake and after the rather exquisitely detailed scene - which unmasks a particular NPC as a telepath and also provides the PCs with a means of maintaining an element of surprise over the obscurati in Cauldron Hill - depending on the means the PCs chose during the module, the finale's assault on the Obscurati base will happen under vastly different constellations. Beyond infiltration, the utterly EPIC boss-fights that reward making allies and smart choices here deserve special mention.

But this is not the end - the titan of adamantine is unleashed upon the city, and while, for now, without direction, it needs to be dealt with - the king assembles a makeshift fleet (plus allies PCs may have made!) and tries to lure the titan to sea, while the king executes a powerful ritual aboard the vessel to banish the titan. The PCs will have to hold off the deadly, nigh-indestructible creature while dealing with the deadly witchoil horrors generating from the titan, for one of the most epic climaxes I've seen in any module.

Pages upon pages of handouts and GM-guidance to running this beast are provided as well.


Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to EN Publishing's 2-column full-color standard with plenty of glorious, original pieces of art. The pdf comes layered to the extent where you can make it easily player-friendly. Cartography is glorious as well.

Thurston Hillman has done it. The fifth zeitgeist-module manages to live up to the utterly INSANE standard the first 4 modules set, all of which manages to score 5 stars + seal of approval, rendering this AP the only one among those I've reviewed that managed to maintain this level of quality. The ONLY reason I'm not playing this AP right now is that I'm waiting for it to finish - I never start APs that are not yet done. That being said, this module is glorious and the first ACT of this AP has more going on, more memorable moments, than many full APs I've read. Superb in writing and ambition, this killer module is simply brilliant and utterly captivating - my final verdict will clock in at 5 stars + seal of approval.

You can get this installment of the AP here on OBS for PFRPG.

Prefer 4th edition? (To each his own, I do not judge...) Here's the link!

Endzeitgeist out.