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Kineticists of Porphyra
Editeur: Purple Duck Games
par Joshua B. [Acheteur vérifié]
Date Ajoutée: 02/04/2016 09:50:32

I'm a big fan of Kineticists (i've got some problems, but i can overlook them for the most part). However, one of my key issues with the class was that I wanted more elements. Occult Origins helped out a bit, but I still wanted more to work with. Additionally, there wasn't a huge selection of feats to pick from either. There were maybe 2-3 feats in the Occult book about this.

That's where Kineticistis of Porphyra steps in. It introduces 3 new elements (time, sound, light), while also increasing the abilities of the ones from the Paizo. There's plenty of support for mixing both too! For example within composite blasts, you have Crystal Blast, which mixes earth and light. Or you can pick something like Alteration Amplification which would turn any regular blast from a bunch of d6's to d8's.

There's plenty of new infusions to support the blasts as well. Beacon Infusion works for almost all light focused blasts, and lights your enemy up like a beacon, granting allies a bonus to hit, and if you accept another point of burn, bonus to damage as well. Or the leech infusion for void blasts where you gain life back from enemies you hit. A lot of stuff to work with. There's a lot here and they seem well-balanced compared to the core offerings. There's a lot of new wild talents as well, but I have not look too deeply into them. Nothing immediately stuck out as problematic though.

As for the feats, this book offers plenty of pickings that are genuinely useful. Burn Resistance allows you to take less damage from piling on burn, Kinetic Sniper allows your blasts to extend even further, or Precision Blast so you don't have to blast your friends if you use an AoE ability.

All in all, there's a huge amount of stuff in here, so anyone interested in kineticists should check out this book.



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Racial Ecologies: Guide to Saurians
Editeur: Fat Goblin Games
par Joshua B. [Acheteur vérifié]
Date Ajoutée: 10/23/2015 01:00:40

Note: I don't have a huge familiarity with balance when it comes to what is "balanced" or not. I've got some basic experience using 3rd party material and have bought/read through quite a bit.

This pdf is 11 pages long, specifically covering a race of dinosaur humanoids called Saurians.

It begins with a bit of fluff on why people like, or rather, are fascinated by reptiles overall. Specifically, the king of the repitles, the dinosaurs are focused here.

Saurians are an ancient race. There's a small line that I love about how when even during the creation of the new races, the saurians were already "old". They've lived through the catastrophes that end worlds, and continue on. They are a proud people, but also an out of touch people with the modern world. They keep their ancient ways if possible, clinging onto traditions that still remain.

Their personalities are generally calm, unhurried like the modern world, but when they act, they strike quickly and powerfully. They are friendly, eager to help out when possible, but also a bit reserved, and even stubborn.

Traits: They receive a +2 to Strength, +2 to Wisdom, and a -2 to Charisma. They are strong, wise, but a bit aloof. They gain a natural bite attack, have dark vision, favored terrain similar to the ranger's ability in terms of ignoring natural difficult terrain (not magical though!). They also have an ability that I really like, if for the fluff, called stability: receiving a +4 to CMD for resisting bull rush and trips while grounded. Akin to their reptilian cousins, they are cold blooded and take some minor penalties while in the cold.

Nothing too surprising here, all pretty basic stuff. It does seem very fitting for what their description earlier is too. They are strong, even able to stand their ground against much tougher creatures, but also not great at handling certain social situations.

For alternate traits, they gain a +5 against sense motive but lose the terrain bonuses. They exchange the ability to stand their ground in order to reroll a bull rush check once per day. They can also replace their stability for the ability to take a hit for an ally instead. All in all, some cool thematic abilities here that I like.

There are additional favored class options here for a large amount of the pathfinder base classes. Not going to go over them, but they all seem pretty cool. I'm always down for more options.

There's also a decent chunk of feats here too. Again, there's a decent chunk of variety: becoming amphibious and gaining +10 to swim, to being able to eat rotten foods and gaining some poison resistance, entering a semi-barbarian rage, or being able to fight well against other saurians. Nothing too gamebreaking overall here I'd say.

The next section covers armors and various "ancient" items. From the Beak Axe, which is like an axe, but the head is shaped like the beak of a bird to ancient style bone armor, there's some good stuff here. Again, very fitting for the ancient theme they've got. Makes me really want to run a Saurian style druid that focuses on channeling the spirits of their ancestors overall.

The next section covers magical items, but again, I'm not great when it comes to understanding what would be considered balanced here or not. The section covers 4 items in total: Boots of the Raptor (increase your movespeed by a large amount and also can be activated for offensive bonuses), the Crown with a Fossilized Eye (gain sight through a special gem), Collar of Beast Speech (enables your animals to speak, but doesn't improve their INT), and the Dinosaur Shield (a shield that can animate and also bite enemies).

The final section covers ancient ancestries. These replace the racial abilities in order to become similar to a specific breed of dinosaur. Again, lots of options here that all look pretty cool and interesting.

Conclusion:

In the reading I did, I didn't notice any big typos or any glitches. The imagery and art here were really good too, and was incredibly evocative of that ancient theme they've got going on. The race themselves have a pretty unique history that I definitely plan on using in a campaign.

I'm entirely happy with what I found in the book. There's a sizable chunk of options when it comes to how you want to make your Saurian; from their stats, to their heritages, to their class bonuses. Al lin all there's a lot of stuff to choose from, which as someone who was a player for many years is something I appreciate.

With that in mind, I give it a 5 out of 5. Nothing really detracted from what I saw and read, and it seems rather well thought-out that provides a good amount of options to customize your character.



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GM's Miscellany: Dungeon Dressing
Editeur: Raging Swan Press
par Joshua B. [Acheteur vérifié]
Date Ajoutée: 04/03/2015 10:54:57

Background for me: I’m a new-ish GM and one of my biggest struggles is creating a dungeon that’s more than “go here, kill monsters, and get loot”. It’s something I struggled with when I started to the point I avoided dungeons to begin with or just used ones from other sources (I’ve used a few from various pathfinder modules for example) and plopped them in my games and tweaked a few things.

But I don’t like doing that, I like creating my own things (I’m using my own homebrew world that I wrote up for my games). I like being creative and using cool things to keep my players on their toes and for them to have a good time.

This book is probably the perfect thing for that. It’s just above 300 pages and goes into depth about basically everything you could ever want in a dungeon. Ranging from general advice about dungeon design, to traps, magical fountains, portals, etc., this book has a huge amount of material to pick and choose from. The book itself is broken in a few main sections:

Dungeon Design – the basics of creating a dungeon that’s more than a loot cave. It’s all about fleshing out your ideas in a way that will excite your players. Dungeon Dressing – how to fluff up the dungeon. Your party is fighting a lich in his home? What sort of throne would he want to be sitting on, what sort of altars would be around, etc. Also traps. Lots and lots of traps. This is the main component of the book and it is incredibly in-depth with what you can use and choose from. Riddles – who doesn’t love these? I’m not great at coming up with them myself, but I do love throwing them at my players every now and then. Similar to traps, there’s a lot here on how to design them, and a lot of ones to choose from as well.

And then treasure hoards. One of the hallmarks of good dungeons: memorable loot. Rather than just dolling out hundreds of gold and calling it good, the book provides plenty of hoards of treasure for adventurers of all levels and also provides plenty of magical gear as well.

I’m going to be honest here, I haven’t read the entire thing. It’s huge. There’s a ton here. To me, this is going to be the book I turn to when I want to create a unique and interesting dungeon to my players. There’s so much here for any GM: whether it be a relative newcomer like me or a veteran looking to get some quick ideas, there’s something here for that.

5 / 5, no doubt.



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In The Company of Medusa: A 1st-20th level Player Character Racial Class (PFRPG)
Editeur: Rite Publishing
par Joshua B. [Acheteur vérifié]
Date Ajoutée: 03/08/2015 17:25:34

There's a lot of great things to pull in from this pdf.

I love the introductions of characters from someone "representative" of that somehow, something that Rite Publishing has done quite a bit. It explains how to introduce medusas into your world. There's all in all a huge amount of fluff here that is incredibly useful (especially as someone who struggles a bit to introduce things like this into a game world)

The pdf introduces 2 styles of medusas that could be used as player characters: regular medusas that have feet, and larger medusas known as greater medusas which are more snake-like and have a tail instead.

There's an ample amount of alternate racial traits which is something i enjoy as well. It gives you a lot of options and flavors you could have with your character.

The main feature all in all though isn't just making the medusas playable character races: it's the racial paragon class. Which is something I would love to see more of in Pathfinder overall, and it's one of the biggest reasons I was excited to buy this when I saw it available here.

The class itself plays out more like a grappler, but with a lot of options for mobility (being able to jump from statue to statue, flight), and a good poison as well. The base gaze of a medusa starts out rather weak overall, but as they level up in the class, it becomes far more powerful and iconic: turning your enemies into statues, and eventually being able to animate them as well. The class itself is far more synergistic and powerful when used with the greater medusa (a lot of abilities affect the tail strike overall), but I still believe it's quite powerful for regular medusa overall.

All in all, I love this book quite a bit. I can't wait to be able to use it in my games. The class itself seems strong, but not blatantly OP. The fluff is rather well written and gives out a lot of great information here as well.



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Advanced Races 13: Werelions (Pathfinder RPG)
Editeur: Kobold Press
par Joshua B. [Acheteur vérifié]
Date Ajoutée: 01/31/2015 10:10:18

I definitely enjoyed this release. I tend to be a bit wary of lycanthropic PC's because of some "odd" experiences in the past, but this pdf definitely warmed me up to them. There's a huge amount of information here about how the werelions act, but also goes more in-depth about the race overall about the relationships to others within the Kobold's setting as well.

The race itself is interesting, being broken up into 2 kinds of werelions: those who were naturally born like them, and those who were cursed/turned into one. It gives some differences between the two (stats and culturally) as well, really fleshing them out. I definitely also enjoy the racial paragon class itself that enhances the natural abilities of the werelion itself.

All in all, I think this is an incredibly solid 3rd party race and has a lot of information for anyone looking to try out some new races. The pdf gives plenty on information to set it in any setting and the race itself seems pretty well balanced as well.



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Advanced Races 9: Aasimar (Pathfinder RPG)
Editeur: Kobold Press
par Joshua B. [Acheteur vérifié]
Date Ajoutée: 01/09/2015 12:34:04

I definitely enjoyed this book. It adds a lot of interesting customizations towards Aasimars. Ranging from traits to feats to archetypes to new subdomains, there's a solid amount of content here.

While much of it is specific towards their own setting in the flavor texts, almost any of it can be used in homebrew settings or in Golarion as well. I'm a pretty big fan overall of what they've done here.



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