1.11.2013

RC-update/ EZG reviews Psionics Expanded: Advanced Psionics Guide

RPGNow.com
Hej everybody!

the Razor-Coast kickstarter has hit 2/3 of its goal and we got a GLORIOUS announcement via the newsletter of Frog God Games: razor Coast will be fully integrated into their long-awaited campaign setting that will feature not only Nick Logue's magnum opus, but also RAPPAN ATHUK. SLUMBERING TSAR. And almost ALL publications from the Necromancer Games and Frog God Games-modules (sans Judge's Guild - they don't have the rights for these).

Additionally, there have been some tantalizing pieces of information and Lou Agresta has created a neat video here!

If you can, if you're intrigued, go check it out!

Of course, I haven't been slacking, here's my review of



Psionics Expanded


This massive book is 220 pages long,  1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, leaving us with 216 (!!!!) pages of content, so let's check this out!


Well, how to review this? This book is essentially the "Advanced Player's Guide" for psionics, kicking off with an introduction that covers all the psionic aces and core races and their respective takes on the new classes introduced in this book.

I already did in-depth analysis of the respective component pdfs that worked as a kind of playtest for the compilation of this book, so in order to avoid redundancy, I will NOT go through each and every piece of crunch again and instead point you towards my reviews of the component pdfs. I will thus focus on glitches I noticed when first reviewing these and whether/how they've been addressed.

Let's start with "Find the Mark". The marksman's styles are still iconic and cool and...YEAH! We now also get the Kaigun, a marksman/gunslinger-hybrid! Even though "Find the Mark" was released before UC, Dreamscarred press did not rest on their laurels and now provide full Gunslinger-support for their ranged class in the form of an archetype that also includes new deeds. Mechanically sound and cool, this eliminates my one major gripe with the original pdf. Two thumbs up! Better yet, feats like greater intuitive shot and deadly throw (adding wis- and dex-modifier, respectively) to the damage cannot be combined. Wicked abuse successfully thwarted!

"Mind over Body" was my least favorite of the component pdfs, featuring a base-class called Vitalist that is essentially a psionic healer. In its original inception, its orisons had a confusing name that has been cleared up. Better yet, the broken psychic warrior path has been redesigned to avoid using the thrice-damned 3.5 ability "mettle" (evasion for 2 saves, btw.!), now working much more smoothly within the PFRPG-framework.  The bad artwork for the metamorph PrC I originally criticized has been addressed,  eliminating just about ALL gripes I had with the original pdf - with one exception: The collective ability of the vitalist and the tactician still does not specify whether e.g. a summoner and his eidolon count as one being towards the limit of participants or two. The same holds true for animal companions, familiars etc.

"Pawns & Power" - much like the vitalists's collective, the Tacticians has been revised as well and now works more organic than in the original pdf's first incarnation.  "Unlimited Possibilities" was a glorious offering even before the refinement-process of the final book, so no surprises there regarding the quality. The same holds true for "Master the Battle" and "Hidden Intentions", which adds 3 archetypes for the cryptic and  3 archetypes for the Dead. Have I mentioned the Sadist-archetype for the Vitalist before (thankfully, for once not restricted to evil characters) and the 4 different archetypes for the Tactician, one of which provides for a cool fusion of the Vitalist and Tactician classes? Well, I have now.

It should also be noted that e.g. displays of psionic powers and their combinations are detailed in stellar fluff - combinations etc. make for a distinct feeling that goes beyond "I concentrate".  The base psionic classes also get a vast array of additional options, as do some of the core-classes. The array of new powers and items that complements the pdf is also nothing to scowl at - there's a LOT of content herein.
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Conclusion:
Editing and formatting are very good - I noticed not a single distracting glitch that would have hampered my understanding of this massive book. Layout adheres to a beautiful, rather printer-friendly two-column b/w-standard, with artworks being beautiful and in full color. The pdf comes with truly extended, nested bookmarks, which make navigation easy indeed.

Let me first state something and end a myth: Psionics are not unbalanced. Period. They haven't been since Dreamscarred Press took the reins and applied a rigor and attention to detail and willingness to listen to feedback that is commendable indeed. I often find myself revisiting component pdfs when taking a look at any compilation and find that glitches have not been taken care of. With only one minor exception, the guys at DSP have managed to actually address ALL of my concerns with the component pdfs. Another trap for compilations of any kind is that they just reproduce content. Not so here: We not only have the blank spaces filled, we have the content lavishly and lovingly reorganized, expanded and polished to the point of gleaming like a diamond.

In the beginning of this review, I compared this book to the Advanced Player's Guide. Well, to me, Pathfinder's identity as something different from 3.5 first started to truly crystallize upon the release of said guide. Before, it was 3.6. Afterwards, it was its own, awesome system. Much the same can be said about Psionics Unleashed. While the CORE-book was the 3.6, streamlined version of 3.5 psionics, THIS is NEW. This is exciting. This is original. This is what identity should feel like in a product. Reviewing as many pdfs as I do, I often feel myself get bored by releases, yet more feats, spells, archetypes etc. Crunch can quickly become redundant and bland, forever rehashing tried and true design decisions, upping slowly, but firmly the power creep.

Psionics Expanded opts for something different. The book opts for classes with DISTINCT mechanics. These classes are hence harder to balance, harder to judge and this is also why it took me forever and a day to write this review. I wanted it backed by solid playing experience with each and every class herein. What can I say? They ALL WORK. In fact, they work so well it's almost frightening, since doing the math and design must have been more than a massive challenge. The extended, lengthy playtest and actually using the playtest for something different than proofreading and incorporating the feedback gathered shows in every crunchy nook and cranny of this pdf. Now the pdf is not perfect:  I still would have preferred e.g. a more talent-based approach for the marksman. But in the end...these are nitpicks. Very, very minor nitpicks.

I often complain about the lack of ambition among 3pps and 2012 has seen a major rise in such projects - FGG's conclusion of "Slumbering Tsar" and the "RappanAthuk" kickstarter, Open Design/Kobold Press' "Midgard CampaignSetting" or Rite Publishing's "Heroes of the Jade Oath", to just name 2. But, at least for me, Psionics Expanded is the most ambitious project I've seen in ages, delivering classes with complex, new and exciting mechanics, massive enhancements to existing ones and balancing all of this as a Triple-A-release of the highest caliber. Designers of ANY class should take note, for here are examples on how it's truly done. This is the APG of psionics. Let me spell it out, if it's not abundantly clear by now:
I hate reviewing massive crunch-books like this due to the amount of work they require me to do, but oh boy. 

This is one of the best crunch-books out there by ANY publisher for any version of d20. I unanimously allow this book in my home-game and I have limited access to the majority of content from "Ultimate Magic" and "Ultimate Combat". This is grand in every sense of the word and I only seldom pronounce such on a book of crunch. If I could, I'd give this 6 stars. I can't, though, and thus, in spite of (very) minor blemishes will rate this 5 stars + seal of approval. A required purchase for ANY adherent of psionics AND for aspiring designers of crunch. This, ladies and gentleman, is how it's done.

Endzeitgeist out.




1.09.2013

RC-update/EZG reviews Oathbound Bestiary

RPGNow.com

Hej everyone!

If you're still on the fence about Razor Coast - a variety of 3pps have added their pdfs to varying pledge-levels and oh boy, are these neat!

$110 and above gain SGG's Advanced Options: Fight like a Pirate
and TPK Games' The Malefactor

and pledges of $150 and above also get
SGG's A Brace of Pistols (by Lou Agresta)
RiP's 101 Pirate & Privateer Traits
TPK Games' Grave Undertakings: Ship of Fools (which fits perfectly with RC)
and Green Ronin contributes Buccaneers of Freeport!

The deal just got sweeter!

Need I say more? If you can, check out Razor Coast's kickstarter and pledge - this is a once-in-a-lifetime-monster of a book!

That being said, I also have a review for you,


Oathbound Bestiary



This massive bestiary is 256 pages long, 1 page front cover, 1 page editorial, 2 pages introduction/ToC, 1 page SRD, leaving us with a whopping  251 pages of content, so let's check this out!

So. Oathbound has made the jump to Pathfinder some time ago and I FINALLY got around to reviewing one of my favorite settings of all time - and it inherited its strengths and also suffered from some minor weaknesses. That being said, I was looking quite fondly forward to reading new publications in the setting and thus also got me this massive bestiary. Why? Because traditionally, the monsters and NPCs are one of the definite strengths of the setting - the everything-goes approach to creatures was always coupled with GUTS. The old oathbound adversaries were worthy of the name. Unlike most 3.5-creatures, they didn't elicit yawns from my players and actually challenged them by virtue of their unique designs and concepts, providing signature abilities galore before they were practically a requirement. David Tomczyk, author of this bestiary thus has big shoes to fill indeed. Mind you, I never used most of the critters in the Forge (Oathbound's world), but actually used them in my homebrew-version of Ravenloft, mostly as fey, outsiders and creatures encountered in the realm of dreams to provide a contrast of their fantastical nature to the mundane.

That out of the way, let me tell you about some of the layout peculiarities now instead of in my conclusion, since they in part are what sets this bestiary apart from other offerings: This pdf is full color and presented in landscape format, so much, so common. What you'll notice, though, is that the background-color of the parchment-style background changes - this essentially codifies the monsters according to the respective lands of the Forge in which they dwell, e.g. gold creatures showing up everywhere, red for Arena (or deserts), black for Eclipse (or any lightless place like night, underdark etc.) and green pointing you towards the deep wilds of jungles, woods and in the Forge, the Wildwood. Blue of course, stands for aquatic and the critters of this color should provide Cerulean Seas-DMs with some VERY interesting additions to their setting.

Now another peculiarity of the layout is that the monsters, much like in the stellar Iron Kingdoms Monsteronomicons of old get a representation in small that puts their size and appearance in perspective to a human and, much like Legendary Games' SUPERB "Construct Codex", the monsters come with mostly full-color artworks that are ridiculously beautiful - though the style is mostly uncommon and serves to lend a distinct sense of alienness to most of the critters herein. Better yet, each creature comes essentially with a handout-page - their artwork and relative size as well as a short fluffy introduction text are provided for each critter to show to your players without fear of spoiling any statblock information. GLORIOUS and something I honestly wished more publications would do.

RPGNow.com That is NOT where the unique benefits of this book stop, though: Each creature herein comes in 3 different versions that can either clock in at the same CR (representing variants of the creature with unique capabilities) or at different ones in the same general level-range, representing slight advancements, alpha-members of packs etc. Furthermore, there are also some that differ wildly in their CRs. Take for example the very first creature, the huge desert-dwelling Athrigyle, a conglomerate of tentacles and a archeopteryx-style, vast skull that can emit clouds of floating eyeballs (!!!!) that  make it unflankable and which can deliver its ranged touch attacks (or see foes for purpose of casting spells on them).  Can you see it? The thing, bursting from the sand in a ruined city/temple, PCs scampering to cover behind vast columns, only to see it emit its grisly scouting eyeballs, homing in on the PC's various hiding spots? Oh yeah, I can see that! Its juvenile form clocks in at CR 6, while the Paragon of their kind is a CR 23 beast! Or think about your adventurers dealing with clockwork knights at low levels - first with rusted CR 1/2 constructs, later with CR 1 standards (Fans of Zobeck and Steampunk in general - there is ample food in here for you, too!) and then, once they have reached a high level, they meet such a construct again. Something is off, though: It moves more fluidly and once they get close - BAM! The thing blasts forth its own gears in a small area, damaging foes, drawing them closer - and that's before the second unique signature ability (actually 3 in one!) of the masterwork CR 17 clockwork knight kicks in! It should be noted that means of construction the varying constructs herein have not been omitted and are present for each variant, though, of course, the rusted one shares the regular one's info and has just been...well. Rusted. It is this variety that offers even more customization-options to the DM, keeps players on their guard and makes the world feel organic, alive, WILD.

Or take Death Moss - tatzlwyrm like logs covered in moss that make for devastating ambush-predators in the wildwood, the jungles of Golarion or punitive forces of the Margreve. But before I go to ramble about the variety of creatures herein, I'd also like to mention that each creature comes with a short fluff-text of an experienced Rasher on the respective creature - and if the Rasher/Cutter-connection did not become readily apparent, by now it should be. These comments are sometimes helpful, often humorous and make what would otherwise be a crunchy read actually enjoyable. And, they take me back to bestiaries I haven't consulted in a long time - my ancient collection of Planescape materials. And indeed, this should be considered an heir in spirit to these rightfully revered tomes:

Whether it's a race of tentacled  gelatinous ambush-predators, nods to Dragon magazine's legendary "Beast of Burden"-module (in which the PCs infiltrate a fortress built on top of a vast mammoth-like creature) with the race of Dune Striders, multi-tailed foxes bred for specific combinations of magical tails, cthulhoid masses of tentacles called Jaggon (with a GORGEOUS artwork), flying leviathans (yes, the whale-like beasts of legend) that make the walking fortress-Dune Stalkers seem small in comparison., mantis-people, winged panthers (including training information, but alas, no animal companion-stats: These would be so cool for cavaliers...) to snakes with buzzsaw-like teeth t the rhino-like mounts called Severn, this book brims with creatures that do something I only very scarcely find in any publication anymore - the fill me with wonder.

I will always remember how often I read the different monster-books in the old editions and how, from ecologies, habitat and societies slowly formed a conglomerate of strange, strange beings in a world that adhered to other rules than mine. This was different from the fantasy I knew and much like these old monster books of Planescape, Ravenloft or even the basic ones, managed to create a panoptical view on something wholly different, so do the creatures in this book evoke a sense of wonder that is unfortunately all too often missing in monster manuals. Mind you, these beings are not necessarily tied to the oathbound setting, but what they do feel like is...fresh. Innovative. Different and strangely modular as well. Apart from the options to use a vast array of templates on the statblocks to further modify them, I'm a big fan of the excellent presentation of this bestiary.

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Conclusion:

Editing and formatting are very good - I didn't notice any significant gripes. While I didn't do the math for all 204 statblocks (I have a life, you know!), I did so for some of them and they were correct. The pdf comes fully bookmarked and in gorgeous full color. I've already gushed and blushed about the glorious artworks and the color-coding, but there IS a downside to it: This pdf will extol a brutal drain on your printer and there's no printer-friendly version included in the deal - at least sans backgrounds would have been nice.
That being said, I didn't notice any conversion relics to pathfinder and the monster-book is a steal at the low price - the content is top-notch, suitable with minor tweaking for any setting (though your players should be no wusses when dealing with these beings...) and oozes iconicity, glorious variety, signature abilities heaped upon signature abilities the variations of the creatures often come with expanded, unique tricks that go above and beyond slapping a simple template on the base creature.

Now if you're looking for monsters to share the feeling of wonder of e.g. Kobold Press' "Dark Roads & Golden Hells" or simply are looking for a monster manual that can hardly be beaten at this price point, then this is definitely your deal - it is also due to the low price I feel I can still justify to rate this the full 5 stars + seal of approval.

One more thing: I write this review with a tear in my eye since I just read that Oathbound will change to the as-of-now in Beta-state OSRS-system by Epidemic Books. I'm not going to learn a new system right now, but hope that the team has more success with this direction than they had with PFRPG. I also hope that some of you reading this will check out this bestiary and join me in the swansong for an extremely promising setting-revival. Oh, and let me voice one more hope: I hope that author David Tomczyk won't abandon PFRPG and get a chance as a monster-developer/designer/author by some of the 3pps out there. This guy is talented indeed and I'd hate to see this being the only PFRPG-release we see from him.

Endzeitgeist out.



1.02.2013

The Razor Coast Kickstarter is Off the Hook

Commander Bonedeuce aboard the Pride
Ok, the value Frog God Games is offering on the Razor Coast Kickstarter just got a little gonzo. I'm pumped. If this goes through I'll get to work with Frank Mentzer. How unbelievably wild is that?!

But now I can talk about it: new Razor Coast adventures from Rich Pett, Owen KC Stephens, Gary McBride and Tom Knauss. Indulgence Material converted and rebalanced for Pathfinder.

John Ling and I have been writing a ship-to-ship combat system that let's you fight your ships like Master and Commander, but EVERYONE gets to have fun every round.

New monsters, new feats, new spells, new...everything!

The book busts 350 pages, now. And it's frickin' beautiful. 

Please share the good news, for me and help this make the rounds.

http://www.kickstarter.com/projects/froggodgames/razor-coast/posts

12.31.2012

Razor Coast, EZG and a happy new year!

Hej everybody!

Today, I want to take you back through a bit of my personal history:




When the 3.5-days of old were winding down, I was disillusioned with much of the rpg-offerings out there: I didn't like the encounter-format WotC was starting to promote, didn't like the direction 4th edition was going, my go-to publisher Necromancer Games was on hiatus and I was not sufficiently active online to know about the "secret" small companies that didn't show up at my FLGS.

Then I bought "Burnt Offerings" - and liked it. I liked the gritty minor bits and pieces and thought "I'll give this one final try". I bought "The Skinsaw Murders" and "Hook Mountain Massacre". And was blown away - here were finally authors being daring, with wicked, atmospheric characters and writing of top-notch quality.

That is when I started doing some research and found Nick Logue's by now legendary failure of a company called Sinister Adventures and while in time it wound down, it was there that I "met" Lou Agresta. Who pointed me towards 0onegames "The Bloody Fix". Essentially, that is what got me hooked. I was one of the most involved posters on Sinister Adventures and raged and seethed and wanted the company to succeed since it was covering EXACTLY what I wanted to see.

Alas, it was not to be. Life crushed down hard as it is wont to do and Razor Coast, this superbly ambitious and intriguing project, vanished, evaporated and almost saw the destruction of the reputation of a good man and stellar author - though admittedly, a bad business man.

It is during this time that I started to lurk on Paizo, began posting uninformative, dumb reviews and started getting into the whole 3pp-world and it is here that Steven D. Russell from Rite Publishing gave me my very first complimentary copy EVER.

Perhaps it's me being quixotic, perhaps I'm in love with what seems to be lost causes, perhaps I just like extremely ambitious projects - it is here I stumbled, again, via Lou Agresta, across Slumbering Tsar. The Magnum Opus of Greg A. Vaughan was in the limbo and, from the ashes of one of my favorite companies ever, rose Frog God Games to publish this gigantic, massive tome.

And well, they managed to pull it off. Since then, FGG has provided a lot of great books, among which is the by now legendary Rappan Athuk. The Frogs have managed to put out the very largest, most ambitious of products and time and again proved their commitment to quality and delivering.

Where is this leading? Well, Razor Coast has been acquired by Frog God Games. The kickstarter is running and better yet, the preorders are honored as well. And I REALLY want this extremely ambitious kickstarter to fund since if anyone can pull it off, it's probably the crew of Frog God Games!

I have seen the artwork, which is Paizo-level (including a Wayne Reynolds-cover). I have read parts of the unedited writing and it's glorious. I have the utmost confidence in Nick's ability as a writer and in the Frogs to actually deliver this monster of a book.

Without Razor Coast, I would have never started reviewing. This was what I wanted to see in the first place. I would have never found Rite Publishing, Open Design/Kobold Press, Frog God Games and perhaps, none of the over 900 reviews I've written so far would exist without this book.

What I'm trying to say is: Take a look at the kickstarter and if you like what you're seeing and can afford at least a couple of bucks, do me a favor and pledge. If this kickstarter works out, we may not only see one of the most ambitious projects devised by a 3pp, we may also set a precedent for what can be done by us, as a community.

And, you would make me a happy man indeed.

Thanks for reading this ramble and I hope the holidays have been kind to you and that you'll have a happy new year!

All the best, peace and prosperity,
Endzeitgeist out.

12.14.2012

EZG reviews Oathbound Seven

Hej everybody!
Today I'm taking a look at a review that took me for ages to write:


Oathbound Seven is a massive tome of 496 pages, 2 pages editorial, 2 pages ToC, 1 page SRD and 1 page back cover, leaving us with an epic of 493 pages of content, so let's check this out!


Before I go into the details of this review, I'll tell you a bit about how I came to finally review this. Remember the 3.X days of old when just about every one cranked out supplement after supplement, book after book and the glut stared growing? Much like other people, for me, this was an age of uncontrolled spending - each visit to my FLGS yielded a precious new slew of books and while there admittedly were many that plain and true sucked, there were gems to be found. Now, some years after the bubble burst, I'm looking back at the time and honestly can't find much merit in many publications, the amount of worthwhile settings in particular being only a fraction of what was published. I have fond memories of the L5R-adaptions to d20 (though I prefer the original rules) and in my honest opinion, Arthouse's take on Ravenloft remains the most superior iteration of my very favorite setting; Its gazetteers, VR-Guide to the shadow fey and dark tales and disturbing legends in particular rank among my all-time favorite RPG-products ever. WotC should have never taken the license away from these extremely talented, dedicated people - but that's just my opinion. If you can track the books down, do yourself a favor and do so - they are stellar, even if mined only for ideas. Among the other settings I consider truly brilliant, we have Midnight - a truly dark setting if there ever was one and one I'd also consider a must-have, if only to read its fluff and ideas. There also were the Scarred Lands, which, although marred by horribly unbalanced crunch influence my campaigns to this day and, would my players know about it, they'd see nods galore that bow to the excellent ideas of the setting. Well and then there was a small but fierce (pardon the theft of the catchphrase Wolfgang!) 3pp called Bastion Press. Their books caught my eyes by being full color, lavishly illustrated affairs and thus, I got myself some. And boy. I'll never forget reading their compilation of lovingly crafted villains. Now Bastion was known for hardcore products indeed - to give you an idea, just let me tell you that I didn't have to make their villains stronger by completely redoing them from scratch in order to challenge my players.

Why am I rambling on about them? Well, they released a setting called Oathbound: Domains of the Forge and it fit perfectly with their style and ambition. If I had to describe Oathbound in one sentence, it would be "Planescape meets Ravenloft" - without flinching one bit. If you know about my love for both of these settings, you'll realize that for someone revering them with what borders n religious fervor, this is high praise indeed. But let me elaborate what I mean by this: Oathbound details the World of the Forge, a vast planet that touches upon vast slews of planes settings (and can thus easily call any group of heroes to the setting), but which can't be left. Known as the Forge of Heroes, the world draws the best, brightest, most malevolent and darkest and pushes them to their very limits - all in the Forge is more vibrant more extreme, grander than in most worlds, making few want to find a way to escape the winding clauses of the oath that defines this planar prison, in which the very creator of all things was imprisoned and lies sleeping, bound by the magic of thousands of gods from vastly differing worlds, the prison being guarded by the 7, once against of the creator made jailer and masters of the domain. Much like Sigil, no gods may enter the Forge and thus the 7 of the Feathered Fowl reign supreme, but more on that later.

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Much like the mists of Ravenloft given faces and identity, the 7 are essentially powers-that-be, longing for freedom from their eternal vigil, as they themselves are bound by their very own oaths, thus seeking to create heroes in this larger than life environment, while at the same time being compelled to destroy those unearthing too much of the secrets and oaths governing the unique world. Speaking of unique and larger than life, newcomers to the world, so-called seeds, get a gift by the latent powers of the creator, ranging from luck bonuses to charms and abilities like chameleon skin to give the seeds an edge in an environment that has bred the finest of unimaginable many worlds via conflicts and selection to the point where its inhabitants would be seen as paragons in other worlds. Speaking of uncommon - the Forge boasts two suns and to moons, which govern the year and attention and explanations are given for the hours of the day, festivities, months etc., providing the reader with a first glimpse at the painstaking and loving detail with which this setting was crafted. But before I go further, why Oathbound Seven? Is it a remake? Yes and no - it is a compilation of material from the books released so far, yes, but it is also a revisit: The Forge is not static and 7 years have passed since we last took a look at it when it was headed by Bastion Press and much has changed in the intervening time: For example Penance, one crossroads and capital of the world, has seen a change in rulership when Belus managed to succeed at a coup d'état vs. the city's queen Israfel, thus sending waves of changes and its not yet fathomable repercussions for the Forge.

Now, while Bloodwar-ravaged Penance is providing potential for adventures galore, the area is not the only one introduced to us: Take the red deserts of Arena, where endless war is waged between feuding warlord and clashing armies under the watchful auspice of Barbello to the legendary Wildwood, primal prototype of all types of forests, spanning all imaginable types of wood and being home to all kinds of wild and dangerous predators under the command of Haiel, the grand hunter an master of this untamed wilderness. And that are only the ones that have been detailed in the Bastion Press books... for the sake of not escalating this review beyond any readability, I'll refrain from commenting on the other areas and instead point you towards the book detailing the latest domain, also by Epidemic books, Eclipse. (And I swear it won't take me this long to review that one!) Just let it be known that cities of vampires (including publicity campaigns!), lands of eternal night (eclipse..d'unhh!) and things like living glaciers all can be found, remaining true to the truism of being a world concise, yet decidedly fantastical in every possible meaning of the word. If you're like me, you'll be once again deeply entrenched in the lore of the forge by the time you read page 119, where recent events, already hinted at in the tantalizing power-shifts, are recorded.

After more than 20 pages of extremely well-written chronicles of the bloodwars, we start to get into the mechanic details of the races that inhabit the Forge - and from the entry on humans, we quickly gather a peculiarity of the Forge: Its power level. Humans gain an additional gift and a discount on evolutions, but more on that later. The other races herein are no less powerful - take for example the horned, tiger-like winged humanoids Asherakes who may choose from racial feats to enhance their flight or scent, the jellyfish-like, telekinetic amphibious Ceptu, the small draconic-looking Cromithians, the canine humanoids called Dovers, the sly and crafty (and almost demonic looking) Fausts, the bipedal cat-beings called Frey and their larger wildcat-like brethren, the telepathic and sightless  weird yet loyal Haze, the lazy reptilian Nightlings, reptilian gypsy-like beings called Picker, the organic metal beings named Silver, plantlike Thorns to the goatlike race of bandits called Valco ad their larger, more deadly war-like brethren, we are introduced to an array of highly unusual races that have in common that they are many tings - but not balanced with the core-races. Since the Forge thrives on competitiveness, the races herein are significantly more powerful than one would expect, coming with multiple abilities and often extra senses, movement modes etc. - it is for the sake of brevity as well as for the internal setting's balance that I will refrain from listing their racial traits. Suffice to say that the respective races run a vast gamut and that the introduction of new species should be simple given the setting's background. Would I allow any of the races in a standard PFRPG-game? Hell no! I don't even allow drow or all variants of tieflings in my home game! Much like in my review of Amethyst Renaissance, though, I'm rather sure that within the context of the setting and its assumptions the aces work as intended, lacking utter game-breakers. While powerful, the races do work in the internal context of the setting - or they could. Potentially. When in fact, as much as it pains me to say, they are unbalanced and range in powers from PFRPG-ARG to ECL +3 and more. Now Oathbound's crunch was never good, but I really hoped they'd get it right this time. Nope.

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In the next chapter we are introduced to Forge-specific application of skills like the crafting of blood glass and flesh, the knowledge about the strange anatomies of its denizens, knowledge (warfare) and (earth) and similar skills help the seeds survive. On the mechanical side I have a minor gripe here: Some of the skills mention synergy-bonuses, which are not part of PFRPG design-standards. If they'd adhere to the excellent system introduced by Misfit Studios' "Superior Fantasy Synergy" I'd probably be less inclined to complain, but as presented, they feel like a design-remnant from the 3.X days of old. Speaking f not conforming to standards - the feats, of which we get a wide variety, put feat-names and skill-names in the prerequisites in italics. While no big problem, is a peculiarity I felt the need to mention, as italics usually are reserved for spell names. The feats themselves deal with improved racial capabilities as well as e.g. improved ranged combat prowess in storms etc The feats are solid and some of them tap into the concept of the Forge's inherent magical nature and expanded class abilities, but more on that later. For the same sake of brevity mentioned above, I'll also refrain from going into the mechanic details of the 8 PrCs presented herein, which range from Zealots and Hunters to Demagogues - and surprisingly, it is these classes that could be easily scavenged into a regular setting - depending on the power level of your own, you may wish to add a requirement here or there if used outside the Forge, but overall, they are well-balanced, smart and adhere o the respective design standards and thankfully lack the dreaded "dead" levels of 3.X-design. Special mention deserves the demagogue and its nice execution of a truly legendary master of rhetoric that could be a blast to play.

Of course, where there are PrCs, one can also find core classes and two new ones are introduced: The feral warriors (d12, 2+Int skills per level, full BAB, good fort- and ref-saves as well as improving natural weaponry that gains monk-like powers to pass DR but who can't use armors and don't gain weapon proficiencies) and  the Rafters, treasure hunters not unlike Pathfinders that gain d8, 8+Int skills per level, 3/4 BAB, good ref-saves, proficiency with martial weapons and whips and a plethora of powers that make them suitable for scouting, exploration and masters of the whip, their weapon of choice. The class feels like a nice blending of scholar, explorer and scout, though it and its feral warrior brethren suffer from one crucial flaw in design - they are linear. If PFRPG has shown us something, it's that choices are simply more fun and that every class should have a toolkit of options to choose from - whether it be rage powers, ways to invest Ki etc. Unfortunately both per se nicely designed classes lack such choices, which is a pity indeed - personally, I'd think about rage powers for the feral and roguish talents for the rafter, but I'm currently too thinly stretched time-wise to properly balance them and can thus only remain with this suggestion.

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Beyond what one could consider normal PrC, there are also 4 so-called channeling PrCs that harness the inherent divine creative powers of the Forge. Channeling can be considered a separate magic system that allows its practitioners to weave raw magic int so-called patterns, with unique effects depending on the PrC chosen. Unlike traditional spellcasters, channelers may weave multiple patterns in rapid succession, enhance patterns by spending more energy on them (somewhat akin to how Psionic Power Points can augment powers, but less restrictive; Artficers and Spellwardens have no stacking limit for their powers while disjoiners and ravagers do.) etc. Channeling may be done defensively and can be interrupted like casting, though it does not require somatic, verbal or material components. Each channeler has a basic assortment of Mana Points of Con-bonus times character level and once that is used up, channelers may still cast on, but at a price - the raw magic starts to burn through their bodies and damage the respective key-attribute of the channeling class. Artificers are mainly concerned with conjuring things and even life out of thin air, while their disjoiner foils are all about undoing and unravelling things. Spellwardens can be considered defensive channelers that are supremely suited to foil casting classes, while the warlike ravager essentially are a combination of warlike powers and e.g. force-field like telekinetic blasts - if you ever wanted to go Dragon Ball Z on your foes, this one does the trick (though, of course, not in such a ludicrous proportion as in the series). I really enjoyed the respective PrCs and their abilities, though I once again have a gripe with their linearity - while cool in and of themselves, I think the PrCs would have vastly benefited from actual choices of patterns available instead of clinging to a linear progression which, while offering VERY cool options, nonetheless remains linear.

Now, I've mentioned gifts that the Forge bestows upon its seeds and 100 different arrival gifts are detailed in here, ranging from scentlessness to attribute- and skill-bonuses and even an empathic power that allows you to determine the emotional state of others. Beyond this massive list, we also are introduced to earned gifts, which are bestowed upon the people of the Forge for special deeds and actions: Ethereal Sight, mind-reading and the ability to invade dreams are just some of the examples. And then there are evolutions which I mentioned in the discussion on the modification of the basic human race. Essentially, evolutions are AWESOME ways to further customize your character. First, you take the "Evolve"-feat and after that, you choose a focus (a kind of evolutionary path). The evolution costs XP and can be progressed further if you choose to do so at higher levels. Furthermore, there is a ritualistic component which also needs to be completed, making evolutions not only sound crunch-wise, but also a great seed for potential adventures. Some also require focus items and to make matters more exiting, you can also choose from mutations, which essentially are the smaller brothers of full-fledged evolutions. Evolutions also have restrictions and run the gamut from additional limbs, web-spinnerets, gills, resistance to energy drain, improved attributes, spines, quills, an aura of anonymity, fertility with all races to becoming a living prism or functioning in vacuum - these evolutions rock and a DM looking for interesting (and potentially double-edged) ways of rewarding his/her players should definitely check this chapter out, even when not running an Oathbound-campaign.

In Chapter 9, the section on equipment, we are introduced to blades that can be thrown, scatter guns, armors and modifications thereof to account for additional limbs, horns etc. and a wide array of cool equipment types to facilitate survival in the Forge as well as all the necessary information for the special materials available in the Forge. Spellcasting in the Forge also follows its own peculiar rules: Divine spells and arcane spells may still be cast, the first powered by the creative energies of the planet, the second y the Oath. Casters may, however call directly to the inscrutable Oath and potentially have their spells slightly empowered or weakened. Also, some spells are harder to cast due to sanctions of the Oath, requiring a steep concentration check and resulting in potentially lethal stuns on the character's side. The changed effects of summonings, teleportations etc. are all detailed before we dive into spell-lists by class, including new domains. HOWEVER, and here is a HUGE pet-peeve of mine: The APG-classes and the Magus, by now staple of PFRPG, are completely left out - especially when the summoner's eidolon and how it works in the forge would have required some clarification - and eidolon evolutions PLUS forge evolutions would be awesome! And what about Alchemist's mutagens? Epidemic books needs urgently to address these things, perhaps in a future book. Also, sorceror's bloodlines feel like a kind of "evolution" to me and mixing both could yield some interesting results rules-wise - more to do!

After the lengthy chapter on spells, we are introduced to new magical items, artifacts (Ever wanted fully functional adamantine wings that can shoot feathers and act as vorpal weapons? Yes, here!) and golem, mana and even anti-grav engines! Hell yeah! The different faiths and philosophies are also introduced in lavish detail, including tenets, oaths and benefits, associated domains etc. for different types of atheism and agnosticism as well as for the varied religions and pantheons that can be found in the Forge. I've said it once and I'll say it again - we don't have enough cool organizations in PFRPG and thus I'm rather glad that Oathbound remedies that by going into extensive detail regarding several of the Forge's most infamous and prominent organizations and brotherhoods, though, again, while their writing is excellent, they lack organization stats.

In Chapter 13, then, we're introduced to the peculiar flora and fauna of the Forge, including a vast array of useful plants, drugs, fungi, animals big and small to be bought and sold (though sans stats) and microorganisms and diseases - the attention to detail and love poured even into such seemingly miniscule details makes the setting feels so much more distinct, so unique and compelling and for your convenience's sake, the chapter also provides a list of flora, fauna, organisms etc. by terrain type - now this is what I call DM-friendly!

The massive tome closes with an appendix that consists of a glossary of oathbound terminology, but lacks something I consider crucial at the size of this massive TOME and a tome it is - This setting lacks an Index.

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Conclusion:
Editing and formatting has got to have been a herculean task for this huge tome of a campaign setting. To get it right, the tam of Epidemic Books must have invested a lot of time and effort, for right they got it. I noticed less than 5 formatting glitches over all the pages, weird choices like putting feat-prerequisites in italics not included. Layout adheres to a 2-column standard in full-color, with parchment-like background, tribal-like faded pastel-signs in the background and is in gorgeous, jaw-dropping full-color. The often organic, almost Gigeresque-looking artworks we know from Bastion Press have partially been used again, while in other instances, we are treated to true beauty: Some of the artworks here, rendered in what lacks like masterful works of water-color are so beautiful they could feature in an art gallery and render a instinct graphic identity to the setting that almost makes me wish the old artworks had been expunged from the book. The pdf, as is a must in such a massive tome of a book, is extensively bookmarked with nested bookmarks, though hyperlinks, which lately feature in a lot of releases, can't be found in these pages. If my raving and ranting was not ample clue: Oathbound Seven is a GORGEOUS book indeed, but if you go only for the pdf (there's a POD for b/w (cheap) and full color (expensive)), be WARNED that there is no printer-friendly version. Printing out the whole book in full color killed a whole array of toner cartridges for me. As soon as I have the money, I'll cave in and get the full-color version.

Oathbound. The Forge. Perhaps one of the most unique settings ever devised for d20, with vast details, excellent writing, captivating metaplot  - all updated for PFRPG, with glorious evolution-rules, updated races, new things that happened and SO MUCH CONTENT! Good content, actually. From the ideas present in Oathbound could have easily crafted 10, 20, perhaps even more campaign settings that would have felt more original than many out there. The setting is THAT rich in details, ideas and coolness, while never degrading into feeling incohesive. In fact, even though the Forge is an openly artificial world, it is more organic, more alive than so many worlds I've read about. Fantasy Authors out there should take a look at how world-building was handled here, for this is how it's done. Balance-wise, the options presented herein are all on the upper scale of power and when haphazardly introduced into a standard game, could wreak havoc. In their own world, though, they work and are balanced at the high end of the power scale that is the Forge. And with the advent of mythic rules right around the corner, I think enterprising GMs who don't want to check out the Forge will still find a treasure-trove of crunch, information and ideas here - especially when you're new to the Forge - this is the book to start your journey.

That being said, the TOME, as is wont with such an insanely huge setting (which is btw. insanely cheap for what it offers) has some flaws. Crunch-design wise, the skills still mention synergies, which should be eliminated. Class-design is perhaps the biggest offender: The linearity of the classes and PrCs just is disheartening, especially since they don't have dead levels and offer some tangible benefit at each level - with some options to actually chose from, the respective classes could, one and all, have become unanimously recommended pieces of awesomeness. What I'm trying to say is that they are good, but could have easily been excellent - channeling in particular feels like a massive chapter/capital idea trimmed down to its bare bones.

And then there's my grudge par excellence, my pet-peeve gripe in any conversion: No support for APG, Magus, et al. No archetypes, no teamwork feats, etc. Which is a HUGE wasted opportunity. Alchemists, Inquisitors (agents of the fowl?), Oracles, Cavaliers (weird mounts, baby!), Summoners - they all SCREAM Oathbound to me. Nothing. In order to truly go with the times Oathbound needs to embrace these new classes and I hope I'll get to see such a book in the future, wholly devoted to these.

So...How do you rate an extremely cheap iteration of a mind-blowingly excellent setting with stellar, captivating writing...that lacks a printer-friendly version and any support for APG, UM, UC etc. and massive balance-issues? Were I to rate this book sans context, just for its fluff and mechanical ideas (NOT executions!), I'd immediately slap 5 stars + seal of approval on it. I love this iteration of the setting more than its previous one. As a private person, I urge you to support this book so we get to see more of these awesome Oathbound books. As a reviewer, though, I can't rate this massive beast that high - the lack of a printer-friendly version, the lack of APG,UM and UC-support, the lack of new options that build decidedly on PFRPG-mechanics and the linear classes would usually mean that I'd bash this setting to smithereens. In fact, the race-balancing and the crunch generally is bad. The race-balancing, I'd even consider horrible, while several feats and components we are introduced to could worsen the problem. I'd usually crush this pdf.

Only that the classes are still great and the rules still solid and often times innovative. And the fluff.

Oathbound's setting is a bit like a good book - if you're like me, you'll start reading it and realize that it's morning when you alarm clock goes off. It is this attention to detail, this captivating prose, that, while the setting's not perfect, makes it impossible to rate this supremely innovative setting as mediocre. Thus, in spite of its glitches and flaws and due to the insanely low price (almost 500!!!! Pages for 10 bucks! In full color! With several full-page illustrations!) I'd recommend this immediately. Were it not for my function as a reviewer, which makes me feel only justified in giving this setting a final verdict of 3.5 Rudii, but WITH endzeitgeist seal of approval for the fluff and ideas. Crunch-hunters, dig elsewhere and buyers: Be aware of the power level and the amount of work you'll have to do - without it, your Oathbound game will suffer. Now let's hope for more Oathbound goodness in the future!

 


Endzeitgeist out.