Flames Rising PDF Store
DriveThruComics
DriveThruFiction



Home » AAW Games » Reviews
Close
Close
 Quick Find
Browse
 Follow Your Favorites!
NotificationsSign in to get custom notifications of new products!
 Information
See our Quickstart Guide for information on how to get started.

Having Problems?
  • Troubleshooting - go here if you are having technical problems with the site or your products.
  • FAQ - our Frequently Asked Questions page.
  • Device Help - assistance for viewing your purchases on a tablet device.
  • Contact us if none of these answer your questions.

Affiliate System - Click here for information about how you can get money by referring people to Flames Rising PDF Store!

Our Latest Newsletter
Product Reviews
Privacy Policy
How to Sell on Flames Rising PDF Store
Convention Support Program


RSS Feed New Product RSS Feed
Back
Other comments left for this publisher:
Underworld Classes: Masters of the Web
by Thilo G. [Featured Reviewer] Date Added: 03/10/2015 11:21:08
An Endzeitgeist.com review

This installment of the Underworld Classes-series clocks in at 17 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving us with 12 pages of content, so let's take a look!



We kick off this pdf with a short flavor text before we are introduced to the mistress of the web rogue archetype. Upon meeting a creature, these rogues may modulate their speech patterns on a successful Linguistics-check to grant them bonuses to social skills when dealing with said target. if she exceeds the DC by a significant amount, these scaling bonuses double. Following the theme, the mistress also receives detect thoughts as an SP. The archetype receives slightly nerfed sneak attack progression and instead of trap sense and two rogue talents, she receives progressively better charm/dominates as SPs that ignore SR - oddly, with the caveat that she needs a shared language, but without specifying that this is a language-based effect. And yes, this extends to suggestions. All in all, a solid femme fatale archetype, I guess, but one that did not blow me away.



The second archetype herein would be the Master of the Web, a Monk archetype. These guys, if they are drow, do not suffer from racial penalties to Intimidate (as per Aventyr's default rules) and receive a new style via bonus feat (more on that later) - they are also just as adept at insulting adversaries as a certain skull from Planescape Torment. The vitriolic tongue ability represents an intimidate-check opposed by sense motive, granting other creatures a bonus to attacks versus the master, while also penalizing the creature as a move action - the bonuses and action economy scale. Better yet - the pdf acknowledges that the base rule assumptions utilize not a competing thrown, but a fixed DC, allowing you to choose which you prefer. Personally, I think the competing throw-solution just bogs down gameplay and is a 3.X relic that should have been cut, destroyed and burned in the first place.

The space could have been used for something better, namely proper synergy with antagonize - for guess what - they don't mix. Which is just plain annoying - why? Because the aggro-drawing of the ability is rules-wise pretty concise and synergy with antagonize would have conversely also allow for synergy with Everyman Gaming's Psychological Combat-pdf.... Oh well. Masters of the Web may also spider climb, gain temporary climb speeds (including massive acrobatics-bonuses. Masters do not receive a ki-pool, but still receive the "treat unarmed strike as x"-ability-suite.



Now want to know what's pretty awesome? Growing more arms. Up to a total of 6. Off-hand and doesn't combine with flurry...but yeah - cool! At 7th level, masters also receive the web universal monster ability, increasing the range at higher levels. Oh, and 12th level, they can expend web-uses to execute unarmed attacks at range, including flurry synergy. Things become even cooler - whirlwind attack versus all foes in reach + 5/10/15/20/25/30 ft.? (These scale and take lunge into account!) Yeah, the ability is complex, but oh so cool. Speaking with spiders and an apotheosis at high level fall behind this one in sheer terms of coolness.



The pdf also sports 4 feats, all of which lack their descriptors (Style, Combat, etc.) - the style allows you to retain dex while flat-footed, but does not prevent sneak attacks. The Webbed Warrior allows you to execute ranged combat maneuvers via your web ability, glue weapons to your arms to have them return to you, etc. The other two feats net you more webs or tremorsense -at a level, where it is not unbalancing. The complex archetype does sport a handy 1-page table of ability-changes for your convenience.



Conclusion:

Editing and formatting are good, though some of the abilities could have been a bit more concise in their explanation/presentation, but that is a minor issue. Layout adheres to AAW Games' beautiful two-column full-color standard and the pdf sports *A LOT* of gorgeous full color art. The pdf also comes with rudimentary bookmarks - enough to work okay, I guess.



Mike Myler and Julian Neale deliver two archetypes herein - the first of which may be okay, but it takes one of the weakest classes in the game and makes it not necessarily better. The Mistress is simply not that great. That out of the way: Have you read Spiderman comics for any slightly significant period of time? Well, do you remember bizarro-spiderman-doppelgänger, the flesh-eating, 6-armed monstrosity that accompanied demo-goblin and joined the rampage of maximum carnage? Well, the Master of the Web is *THAT* guy, the Class. Well, mixed with the original Spidey's quips. And yes, the spidersense, ranged netclumps, net-inferno - all there, and much more concise in their presentation that one would expect.



And yes, this pdf has some minor editing hiccups, some things that could have been streamlined and yes, the first archetype is pretty much boring. Know what? I don't care. This spidey-archetype has me cackle with glee at the nice implementation of one of the concepts I always wanted to see. If you EVER wanted a spiderman class, this is essentially the must-have file to get, especially at level 7+, the archetype blooms into full-blown coolness. My final verdict, in spite of the minor hiccups, just has to take this absolute awesomeness into account - my final verdict will hence clock in at 4 stars and must-buy recommendation for fans of Spidey.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Underworld Classes: Masters of the Web
Click to show product description

Add to Flames Rising PDF Store Order

Underworld Classes: Stonespeaker
by Thilo G. [Featured Reviewer] Date Added: 03/06/2015 04:05:45
An Endzeitgeist.com review

This installment of the Underworld Classes-series clocks in at 18 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving us with 13 pages of content, so let's take a look!



Stonespeakers are a new 20-level base-class that receives d8, 4+Int skills per level, proficiency with simple weapons, flails, hammers and picks as well as light and medium armors and shields. They also receive 3/4 BAB-progression and good Fort- and Will-save progressions. They also receive so-called secrets of the stone, beginning with 2 level 1 secrets at first level, increasing the maximum level available by 1 at 4th level and every three level thereafter to a maximum of level 6 at 16th level. The amount of secrets also increases by +1 in such intervals, up to a maximum of 8 known at 19th level. What are these? Well, I'll get back to that in a bit.



First, let's take a look at the defining SU of the class, the exploding earth ability - which does pretty much what you'd expect: It causes the ground to explode, dealing damage to a creature on it (or up to 5 feet away). This is a standard action that affects a 5-foot square and a range of close. Damage is equal to 1d6 + wis-mod, with Ref save for 1/2 damage. The ability can be used class level + wis-mod times per day. The base damage increases by +1d6 every stonespeaker level and a stonespeaker may add their level (should be class level) to the damage and increase the DC by +1 per 4 class levels by expending two uses of the ability. 5th level stonespeakers can additionally expend a swift action to add a ranged trip to the effect and at 12th level, expend double the normal uses to extend the area to a 10 ft x 10 ft. square. Notice something? Yeah, this pretty much outperforms alchemist bombs in direct damage, but not inflexibility.



At 2nd level, the class receives tremorsense that scales from 10 ft. at 2nd level up to 60 ft. and is locked into favored terrain (underground), gaining half the bonus in hills/mountains/plane of earth. At 3rd level, the class receives 25% ignore crits and precision damage, not stacking with fortification, but scaling up to 50% (9th) and 75% (15th level), also receiving immunity to petrification and bleed/blood drain.



Dimensional Steps, but underground only, earth elemental shape, high-level DR and moving through impeding terrain also become available. The capstone nets DR-upgrade with elemental form synergy and full-blown crit-immunity.



Now as for the stone lore - at 1st level, 3rd level and every 4 levels thereafter, the class receives one of its talents, 12 of which are provided - oddly, not in alphabetical sequence. The talents themselves tend to have minor scaling effects, with e.g. stone armor netting a bonus to AC and also, at higher levels DR. Channel energy, but only affecting earth elemental creatures, earth glide...you get the idea. Throwing save-less exploding earth-charged pebbles that require a ranged touch instead is where the damage-comparison falls pretty much apart - the class, with one talent, can vastly outperform an alchemist's damage output and even choose whether to go by save or by touch attack. Emanation-like bursts of shards also can be executed and yes, adamantine-like attacks at 1st level can be gained here as well. That should DEFINITELY have a minimum level cap - the 1/day restriction (scaling) is not enough in my book. Better craft using stone feels pretty much underwhelming when compared to these tricks, showing a discrepancy in the internal balancing of the class. Also odd: A lore that nets stability as well as imp/greater trip at 5th/10th level, both of which look pretty late in comparison. Conversely, 1/day, covering a weapon in massive bleed-causing obsidian flakes may be damn cool, imagery-wise, but also much weaker than some of the other options.



Now I've already mentioned secrets of the stone - these are not spells, but rather spell-like abilities chosen from a limited list. The abilities can each be used 3+wis-mod times per day, with class level = caster level. As spell-like abilities, they cannot be enhanced by metamagic, but by metamagic-duplicating spell-like ability-modifying feats and abilities. Each level when the class receives a secret, it may also retrain one secret with a secret of an equivalent or lower level.



The pdf also sports an alternate earth creature-summoning list as well as two feats - one for +1 stone lore, one for +1 stone secret. The pdf also sports two new spells themed around earthen grips/crushing - mechanically interesting, their potency is based on your grappling capacity, enhanced by spellcasting attribute/full-level substitution. Still, their wording could be slightly more concise. The class has no FCOs.



Conclusion:

Editing and formatting are good, though some components of the wording could have been a bit more concise in their explanation/presentation, but that is a minor issue. Layout adheres to AAW Games' beautiful two-column full-color standard and the pdf sports *A LOT* of gorgeous full color art, though you may know some from the UR-series. The pdf also comes with rudimentary bookmarks - enough to work okay, I guess, but not many. (3, if you have to know...)



Mike Myler and Julian Neale's Stonespeaker has a pretty awesome imagery going for it, with cool, earth-based tricks and a damage-output that is nothing to sneeze at. And on paper, it looks pretty nasty. Let's be honest, it is pretty nasty. That being said, the class is also significantly weaker in actual play than one would assume from the arguably impressive damage-numbers. What do I mean by this? Well, yes, these guys can pretty much outperform alchemists regarding bomb-damage etc. - but the cost is steep - significantly less flexibility, no mutagens or extracts... same goes for a comparison with druids and similar classes - the stonespeaker may temporarily outperform them damage-wise, but he can never achieve the level of versatility or crowd control of the aforementioned classes. So yeah, one of the instances that did require some actual playing experience. That being said, the class is not perfect - the spells could use some streamlining and the talents themselves do not feel particularly well balanced regarding the internal consistency of the class - there are quite a few options that simply can't live up to comparative choices. This does not render the class bad by any means, but it does further streamline the class into a very specific playstyle, when a bit more diversity/different foci for stonespeakers would have helped. As written, the class and its options are very, very linear. Now if you always wanted to play an earth-specialist who really drives home how nasty these guys can be by blowing foes up...well, there you go. My final verdict, mainly due to the lack of flexibility of the class and the rather linear playing experience, will clock in at 3.5 stars, rounded up to 4 by a tiny margin.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Underworld Classes: Stonespeaker
Click to show product description

Add to Flames Rising PDF Store Order

Underworld Classes: Psilocybist
by Thilo G. [Featured Reviewer] Date Added: 03/05/2015 07:28:56
An Endzeitgeist.com review of the revised edition

This installment of the Underworld Classes-series clocks in at 23 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving us with 18 pages of content, so let's take a look!

So what is the psilocybist? Well, the first and easiest answer would be: A Prestige Class. To be more precise, one has to be aware of perhaps the coolest domain I've read all year, AAW Games' mushroom domain, as also shown in the Underworld Races: Funglet-pdf. Since I went into detail there, here's the brief run-down - the domain sports explosive shuriken-style shroom caps, the option to partially transform into a jumping shroom/man hybrid and the means to conjure forth man-eating mushrooms. It is terribly fun and fully represented herein as well, meaning that people who have both pdfs will see some overlap there.

Now Psilocybists expand the exploding shrooms and go balls to the wall crazy with them. The 10-level PrC receives d8, 2+Int skills per level, no new proficiencies, 3/4 BAB-progression, 1/2 Will-progression, 7/10 spellcasting progression and full progression for the purposes of determining the effects of the mushroom domain. Now with a flick of the wrist, these fellows can cause mushrooms of increasing rarity to grow (later even including large ones!), which is a nice synergy with the mushroom domain's spells (and e.g. Rise of the Drow's extensive primer on shrooms) - but this component of the class is pretty much cosmetic. At first level, the psilocybist also receives the Trickery (deception) domain and the class also receives the fungal flurry, allowing you to bombard adversaries with the deadly fungal caps. Additionally, psilocybists may consume such caps to enter a psychoactive trance, wherein CL, DCs and checks to overcome SR are enhanced, but at the same time, the psilocybist takes penalties to initiative and select skill checks.

A rather significant glitch between table and abilities has been cleared up.

Now I mentioned imbued caps - these allow the psilocybist to imbue area spells within their caps and throw them as part of the casting. The added flexibility thus gained is further enhanced by one significant bonus - targets hit count as if they had failed their save, though SR still applies. Yes, this is powerful and nasty, but also cool! (Oh, and yes, counterspelling et al is part of the deal.) Over the progression of the PrC, more caps per day, poison resistance, added illusion spells - all possible. At 5th level, these guys may imbue one cap with up to two spells, but only a limited amount of times per day. Here, an ambiguity has been cleaned up as well. 6th level psilocybists may also delay the onset of the effects of their imbued caps. As a capstone, 1/day, the psilocybist may conjure forth dread mushroom golems, the rather nasty CR 10 creature also sported in these pages.

Now if you are not excited about the caps not dealing extra damage on critical hits - well, the solution for that is exactly one feat away.

Conclusion:
Editing and formatting are significantly improved in this revised take on the pdf. Layout adheres to AAW Games' beautiful two-column full-color standard and the pdf sports *A LOT* of gorgeous full color art. Some, you may know from Rise of the Drow/UR: Funglets, but the majority is fresh - kudos for one gorgeous pdf. The pdf also comes with extended bookmarks - kudos for adding full and proper bookmarks!

Mike Myler and Julian Neale's Psilocybist is downright awesome in concept and makes perhaps the coolest domain I've read all year even more awesome by providing a striking, unique specialist pathway for divine casters. Where before, the Psilocybist has been hounded by some unfortunate, glitches and less than comfortable navigation, the revised edition can be considered utterly and completely superior. Not only have several issues been cleaned up, the addition of bookmarks makes for another nice bonus. Now, yes, you may already have the mushroom domain, rendering this a pretty short pdf. Know what? I don't care. This is a class about guys killing foes by throwing magical mushrooms at them. A shroom-head mystic/ninja. There are not many pdfs that make me cackle with glee to this extent. Read that again. Yeah. I consider this very concept so damn cool, so iconic, I can't help but love it. These guys are cool and the revised edition with its streamlined content deserves a final verdict of 4.5 stars - whetehr you round up or not depends on how much bang for your buck you require and whether you value the concept high enough - personally, I will round up. And I'll be egoistic for once and reflect that in my final verdict.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Underworld Classes: Psilocybist
Click to show product description

Add to Flames Rising PDF Store Order

Underworld Classes: Underterror
by Thilo G. [Featured Reviewer] Date Added: 02/25/2015 02:30:11
An Endzeitgeist.com review

This installment of the Underworld Classes-series clocks in at 16 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving us with 11 pages of content, so let's take a look!



What is the underterror? Well, it is a tradition mostly practiced by the dread Gitwerc, the tyrannical dwarves of AAW Games' underworld and crunch-wise, a 20-level base class. The underterror receives d10, 2+Int skills per level, proficiency with simple weapons, axes, hammers and picks as well as light and medium armor and shields (excluding tower shields). They also receive 3/4 BAB-progression and good Ref- and Will-saves. At first level, they receive darkvision 60 ft, which increases by +10 ft every odd level for a non-standard maximum of 160 ft. at 19th level.



At 1st level, underterrors may alter self at will without gaining any abilities as a supernatural ability. But that's not what this class is about - the underterror receives an evolution pool equal to 3 points at first level, scaling up to 22 at 20th level. These evolutions (taken from the eidolon's array) become the main fodder of the class. While an underterror must be biped, he does not receive the bonuses an eidolon usually receives from said base form, though they may select them. Evolution points may be redistributed each level. Some evolutions are completely prohibited for the underterror, whereas others are delayed and receive a new minimum level to take them. Starting at 3rd level, underterrors may switch 1 evolution point 1/week via a 1-hour ceremony, with 8th, 13th and 18th level increasing the evolution point cap for the switch by a further +1, but also extending the required time by that amount in hours.



At 2nd level, the underterror also receives a so-called HEL pool equal to 1/2 underterror class level. The HEL powers gained constitute spell-like abilities that are powered by this pool, with caster level = underterror level and Cha as the governing attribute. A HEL Power's cost here is equal to the level of the spell-like ability, adding essentially a minor casting dimension to the underterror's martial prowess.



Now here is the thing - underterrors may not hit as reliable as other classes, but the evolutions allow for a significant array of extra attacks - one thankfully capped by level-progression. Now if you're like me and shuddered at the required penalty/etc.-list, be assured that the pdf thankfully devotes a whole page listing tables and explaining the interaction of natural attacks - which would be even more useful, if the second column more clearly stated what sets it apart from the first column. Still, pretty helpful. At 5th level, they may evolution surge 1/day, +1/day every five levels thereafter.



At 6th level, underterrors may grant their evolutions to willing and unwilling recipients 1/day for 1 minute per class level, expanding the potency and duration later at 16th level. As swift actions, they may become dreadful creatures indeed, causing a debuff + shaken effect and further increase the potency of said ability at the expense of rounds available per day. Extra Evolution as a bonus feat is also gained.



At the highest levels, underterrors become immune to an array of polymorph effects and, as a capstone, they become an outsider that has attacks not only count as adamantine, it also allows for a 1/day swift activation of HEL Powers.



Now speaking of which - if you like HEL powers as a concept, the Savant of HEL-archetype receives a significantly increased array of HEL Powers alongside expanded lists to choose them from, but at the cost of never becoming huge and losing all extra attacks the base class may milk out of evolutions. Their HEL Power use is also expanded and rendered more efficient and they may even apply select, chosen metamagic feats to HEL powers. High level savants may also reroll saves and force rerolls upon adversaries.



The pdf also sports two new feats, one for extra HEL powers and one for an increased HEL pool.



Conclusion:

Editing and formatting are okay -the glitch in the explanatory table is a bit unpleasant and here and there, the abilities could have been a bit more concise in their explanation/presentation, but that is a minor issue. Layout adheres to AAW Games' beautiful two-column full-color standard and the pdf sports *A LOT* of gorgeous full color art. The pdf also comes with pretty rudimentary bookmarks - not enough to make the pdf truly comfortable to use.



Mike Myler and Julian Neale deliver a class that is not for the faint of heart - both in-game and regarding the work it takes to get these guys off the ground. The class utilizes evolutions and ll the nasty eidolon tricks and focuses on massive attack accumulation, with the general focus being completely different from Rite Publishing's superb Masquerade Reveler: Unlike RiP's class, this one focuses on a less fluid take on the concept, instead opting for a more continuous output. Make no mistake, this is an advanced class that requires some serious thought, with flexibility being mostly based around the scarce few HEL points and the option to switch out evolutions in lengthy processes. So from that point of view, the underterror is less flexible. On another note, though, it excels - once you've made your build, you're pretty much done and can easily play a terrible, horrible monster in ANY module.

The constant, unlimited option to alter self makes underterrors functional in just about any context - even urban adventuring. And yes, the look on the face of some NPCs will be priceless, as the underterror unleashes his might. Alas, it also makes dipping into the class ridiculously strong. Darkvision, infinite alter self, evolutions - all for one level? Where do I sign? Especially any stealth-based/agent-class would reap immense benefits from this class - a level-based lock on the amount of alternate forms known would help mitigate this ultimate chameleon-dip. Apart from that, slightly more (and less ambiguous) guidance for players may have made this very complex class more user-friendly.



Is the underterror a bad class? No, not by any means! But it is one that needs to be handled carefully and maturely by both players and the DM and it needs experienced hands to prosper. In the end, it is a unique class to play, with minor rough edges. All in all, I will settle for a final verdict of 3.5 stars, rounded up to 4 for the purpose of this platform.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Underworld Classes: Underterror
Click to show product description

Add to Flames Rising PDF Store Order

B20: For Rent, Lease, or Conquest
by Thilo G. [Featured Reviewer] Date Added: 02/23/2015 10:01:29
An Endzeitgeist.com review

This module clocks in at 47 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD and 1 page back cover, leaving us with 43 pages of content, so let's take a look!



This being an adventure-review, the following contains SPOILERS. Potential players should jump to the conclusion. Really. The outrageous premise is a part of the fun.

...

..

.

Still here? All right! First of all - if your PCs have completed the superb "Death and Taxes"-module, they're likely to be familiar with the subtle, off-kilter humor this module sports - if not, well, then all the better. The PCs are contacted by one gorgeous lady called Sylvia Towntree, the very top-brass of Hordenheim's real estate brokers and agents. The lady contacts them to clear out a haunted manor constructed by an eccentric gnome/architect, edgewaith manor. The encounters, though, quickly show that this is not yet another grim-dark delve into a family's tragedy - oozes in the closet just are part one of the challenges that hilariously echo the tasks real life people may face when restoring an old manor: Of course, the place has a vermin problem.



Only we're talking fantasy world here, and thus, alas, the vermin are sentient - a Formian queen has set up shop in the place and while the unseen servants may have been intended as a rare form of luxury, the well-meaning magical constructs can result in pretty much hilarious accidents on the side of the PCs. Heck, even the bound fire elemental providing central heating can be reasoned with and be played up for a glorious blending of the horrific and genuinely funny. It should also be noted that the house's depiction regarding rooms is anything but rudimentary, coming with rather exquisite details even before the superb maps in full color (including player-friendly versions) come into play.



Yes, the place has a rather nasty fuse-box. Oh, and yes, PCs may actually do battle with animated chicken coops trying to eat them. No, I'm not making that up. More impressively, they receive artworks that make them genuinely creepy! Now sooner or later, the queen will seek diplomacy, rather piqued by the bad form of the home-invading PCs...and either by combat or diplomacy, hand over the deed to the manor - which coincidentally allows for the free re-arrangement of rooms - all rules for that are perfectly described in a nice, concise handout. And here, the module becomes totally awesome and bonkers - in a twist, the real-estate agent arrives with a full-blown mop-up crew to kill friggin' everybody! She didn't get to the top by playing nice, after all! So yes, the PCs, with full command of the house (and hopefully a couple of Formians) may defend the house and use its powers to essentially turn all those tricks they witnessed upon their wannabe assassins for one of the most glorious, iconic showdowns I've read in ages. Home alone, anyone?



The pdf provides full stats of for all creatures for both PFRPG and D&D 3.X.



Conclusion:

Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to AAW Games' 2-column full-color standard with copious amounts of awesome full-color art and superb full-color cartography. The module comes fully bookmarked for your convenience.



Do you know how many modules I read per year? How many I've read in total? Hint: Probably too many. I have seen just about everything and only very, very rarely do I encounter a module that instills a total sense of jamais-vu in me. This module managed that. But it did so much more - it is logical, concise and downright glorious. It is also the funniest module I've read in years. Now don't get me wrong - unlike many comparable modules, this one is NOT a "joke module" - it is superbly crafted, sports great writing and thoroughly iconic ideas and is professional in every way. In order to note how this module brilliantly skirts the boundaries between the creepy and funny, between high-fantasy and tongue-in-cheek nods towards our own culture, all without breaking the 4th wall, one practically has to run this exceedingly fun beast.



I am not engaging in hyperbole when I'm saying that playing this module saw one player fall from his chair, laughing. This is one of the most unique, inspired modules I've read in AGES. Colin Stricklin's first module was great - this is ridiculously good. And yes, pun intended. Even the premise would be enough to qualify this as awesome, but add the optional, subdued and INTELLIGENT humor, the unique adversaries and superb production values and we quite frankly have a module that belongs into the collection of every Pathfinder DM. Yes, that good. Unless you have even less humor than the stereotype accredits to Germans like me, this is a must-have blast of a module. My final verdict will clock in at 5 stars + seal of approval and nominating this as one of my candidates for the Top Ten of 2014.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
B20: For Rent, Lease, or Conquest
Click to show product description

Add to Flames Rising PDF Store Order

B19: Tower of Screaming Sands
by Thilo G. [Featured Reviewer] Date Added: 02/18/2015 08:19:37
An Endzeitgeist.com review

This module clocks in at 42 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, 1 page back cover, leaving us with 38 pages of content, so let's take a look, shall we?



This being an adventure-review, the following review contains SPOILERS. Potential players should jump to the conclusion.



All right, still there?

As often, the powerful have fallen in this module: Neevoth-Ka, formerly a man of power and reputation, has succumbed to his paranoia. Served by only the spirits of his dead, consumed by his madness - he perished, but unlike Ozymandias, his creation remained - the tower of the screaming sands resurfaces, blown clear from the sands once every 60 years. The time has come. Enter the PCs.



The module begins with the overland journey towards the eponymous tower, with opportunities to save the innocent from dread silt traps, research opportunities and exploring a desert oasis to arrive at the tower, where the DM has to decide whether to opt for a lock-in option upon the PCs entering the place or not: While a time limit is implicit and can certainly be enforced by the DM, it is not required or an integral part of the module.



The exploration of the tower per se may seem run-of-the-mill at first glance - yet another tower? *yawn* This, however, would be a tragic miscalculation: In fact, the challenges presented herein are pretty interesting, innovative, even. Level One, for example, is haunted by whirlwinds screeching through the floors. Even before chambers of flooding sand, the perpetual screech of these dread, scouring winds prove to be a particularly interesting feature which may not look like much on paper, but in actual playtesting proved to be rather ingenious. Better yet - unlike quite a few dungeon-explorations, there is also ample chance for research and even social skills to be used - by e.g. cajoling information from spirits, helpful information on the tower and its dangers can be gleaned.



The second level, with its "chamber of a thousand teeth" and combination fo adversaries also makes for an interesting, though more combat-centric level, whereas the main attraction (and boss) await on the final, third level. Now unlike many a comparable module, the adversary herein comes with advice on foreshadowing his presence as well as completely unique tricks - defeating what once was Neevoth-Ka does require capable PCs!



It should be noted that the tower comes with full-color maps, including player-friendly versions, as well as stats for the adversaries for both PFRPG and D&D 3.X.



Conclusion:

Editing and formatting are very good, I didn't notice any significant glitches. Layout adheres to a slightly Egyptian-style, beautiful custom 2-column full-color standard and the module comes with copious, beautiful full color artwork. The module comes fully bookmarked for your convenience.



This is the first module by Matthew Eyles I've read and I can definitely say that he knows how to craft an iconic locale - the tower's location and special hazards are downright brilliant, extremely iconic and hint at a potential to reach a level of craftsmanship in the footsteps of Greg A. Vaughan. That being said, the module does have some minor imperfections in its details.



For one, the journey towards the tower feel like it should either have been its own module or cut - it feels less detailed and ultimately, not necessary to the plot. Secondly, the tower's first floor with its GLORIOUS hazards overshadows the follow-up floors by quite a margin, seeing how they become more conservative as we go. Why not instead utilize the damn cool theme more? Vault doors, wind puzzles, flying sections...the module practically begs for more weird, far-out challenges and instead opts for a by no means bad, but definitely more conservative take on the topic. Now yes, this fits seamlessly in with Legacy of Fire, Khemit, Osirion, etc. - but it also feels like it falls slightly short of the vast imaginative promise its cool beginning and furious finale show. I definitely hope the author will expand his strength for cool terrains/locations - the talent is there and the module remains easy to run and a fun, good dungeon crawl on the brink of greatness...but not completely there yet. My final verdict will hence clock in at 4.5 stars, rounded down to 4 for the purpose of this platform.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
B19: Tower of Screaming Sands
Click to show product description

Add to Flames Rising PDF Store Order

Underworld Races: Drow
by JK R. [Verified Purchaser] Date Added: 02/01/2015 06:02:51
An alternate take on the Pathfinder drow, but one that is close enough the standard concept for parts of it to be easily used in campaigns not set in the world of Aventyr.

The book begins with the mythology of the Underdark and its creation. Although this does not deal heavily with the drow themselves, it is well written, and provides an interesting context to the race. This is likely useful stuff if you're using Aventyr (as is the idea), but it's the latter parts of the book that are likely to be most useful to those who are not.

Drow society is not described in depth, although there are the standard guidelines about alignment, adventurer origins, and so on for those playing drow as PCs. There are also traits modifying skills for male and female drow, to keep the two genders distinct, as well as bonuses for characters with particular favoured classes.

Almost half the book, however, is taken up with new rules for equipment, feats, magic items, and domain spells for use by drow. Although referred to, naturally enough, as a drow domain, the theme of the spells is, more generally, that of shadow and the shadow planes, and could therefore potentially be used by other races if they worship the right kind of deity.

On the whole, a good book, with some nice ideas for using the drow, and well-written with good artwork and layout.

Rating:
[4 of 5 Stars!]
Underworld Races: Drow
Click to show product description

Add to Flames Rising PDF Store Order

A23: Twin Crossings
by Thilo G. [Featured Reviewer] Date Added: 01/21/2015 03:25:11
An Endzeitgeist.com review

This module clocks in at 48 pages, 1 page front cover, 1 page editorial, 1 page ToC, 2 pages SRD, 1 page back cover, leaving us with 42 pages of content, so let's take a look!



This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.



All right, still here? This module kicks off in a small town in the Klavekian kingdom and for once, the PCs attend festivities that are NOT crashed by some threat or another - instead, the PCs actually get to party! Whether they party conservatively or like there's no tomorrow - first, minor consequences of the things to come already announce themselves during the information gathering and, on the next day, hangover may have settled in both literally and metaphorically: A shipment of goods to an isolated enclave of the Klavek kingdom was lost to sea monsters and thus, the two most prominent merchants try to hire the PCs to deliver a shipment of necessary goods on the land way. Thankfully, the module does tackle this concept in a rather unique manner: The other merchant hires a rival adventuring group and from here on out, decisions, consequences and speed are key: Via a handy flow-chart for the DM and a speed point mechanic as well as decisions galore, the players may opt to choose their own pace and face the consequences of their decisions - beginning with the very starting contracts legalese potentially cheating them of their hard-earned rewards if they are not on their toes!



Instead of utilizing the somewhat flawed caravan-rules, the module instead opts for a different route - the decisions made award and penalize their consequences with speed points, which can be used to determine how they fare. Unlike 4 Dollar Dungeon's superb "Journey to Cathreay", the focus here is thus less on a journey and more on an overland race against rivals. And the decisions, like in all good chases, have consequences - sabotaging a ferry, for example, may incur the ferryman's wrath upon the trip home, to save or not to save a halfling druid in distress may also change the course slightly...and did your players pack detailed maps? Otherwise navigating the passes might be more challenging than just facing down the lethal cyclops in wait. It should be noted here that the combat encounters sport AaW Games traditionally superb maps!



Beyond rivals (and potential for using free web-enhancements), the journey also requires that the PCs navigate a landslide by crossing through a salt mine, where the very air might dehydrate the PCs and beyond dangerous boars and the like, the PCs have to salvage goods from teh grounded vessel ina rather nice mini-game.



Upon finally arriving in Cherr's Landing, things become interesting - the speed point tally is revealed to the PCs and they may spend them to accomplish specific tasks; unspent speed points total into the final success conditions and yes, a second flow-chart makes running this section of the module just as easy as the one before. In the city, once again, decisions abound - which caravan to employ, for return goods, for example - mules? Light horses? Quite a few choices to be made, all with consequences. Better yet, the partying in the beginning? Well, PCs have to sell goods and acquire new goods and return to their home - preferably before their competition does! Beyond dangerous individuals trying to sabotage them and the dangers of the road...well, have I mentioned that the PCs may trail-blaze through a very mountain with magical tunnel bores, provided they found them?



The module also provides e.g. the salt worms as fully depicted monsters, 5 player-friendly maps of combat-relevant encounters (in AAW Games' superb quality), a couple of cool magic items and 2 pages of chase cards to facilitate the running of the chase in the beginning of the module.



Conclusion:

Editing and formatting are top-notch, I didn't notice any significant glitches. Layout adheres to a drop-dead gorgeous two-column full-color standard and the pdf comes fully bookmarked for your convenience. The original color artwork is neat and the cartography stellar.



Michael Allen delivers one of the best modules I've read all year here. Among so many modules focusing on killing y, exploring ruin x, etc., this module is a HUGE breath of fresh air; It's focus on time and consequences as opposed to "Kill 'em all" is more than refreshing - it is inspired. I am not engaging in hyperbole when I'm saying that this module is INNOVATIVE. It utilizes chases, combat and commerce in a way that elicits more excitement than one would assume from such a module; Indeed, while the rivals make for a neat opposition, it is neither them, nor the journey that are the focus of attention here: Instead, this module breathes the spirit of Jules Vernes in its fast pace, its consequences and the emphasis on creating a believable world. This module is beyond just a fresh breeze - it is a storm. Yes, it is a humble module; yes, it does not center on a BBEG trying to destroy the world - and it is infinitely better off for it. If you were rather bored by the bureaucracy of Jade Regent's caravan rules, I implore you to get this. I had the utmost joy running this module, so did my players, and its distinct focus, its concise mechanics, the ease with which one can run it due to the immensely helpful flowcharts - all of these conspire to make this one a true gem in my book. My final verdict will clock in at 5 stars + seal of approval and nominating this as a candidate for my Top Ten of 2014. Even among the best AAW modules, this one stands out and shines and represents all the virtues of the company.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
A23: Twin Crossings
Click to show product description

Add to Flames Rising PDF Store Order

Underworld Races: Draaki
by Thilo G. [Featured Reviewer] Date Added: 12/12/2014 06:26:49
An Endzeitgeist.com review

This supplement clocks in at 20 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving us with 15 pages of content, so let's take a look!



As with the other installments of the Underworld races-series, this one kicks off with a massive mythology of the subterranean races, a collective origin history that can be potentially transplanted from Aventyr into other settings, should one choose to do so. So what are the Draaki, wait don't tell me - "descendant from dragons-blabla", right? Wrong! Yeah, I was surprised as well.



Indeed, the now nameless race that was to turn into the Draaki once enslaved the primal dragons, now looking deceptively like their erstwhile slaves. If you want the whole story, though - then check out this pdf.



Onwards to the mechanical side of things - Draaki receive +2 to all physical attributes and -4 to wisdom, making them too geared towards martial endeavors for my tastes. They have the reptilian subtype (they are NOT dragons!), receive low-light vision and darkvision 90 ft, SR of 5+ character-level, light blindness and may change shape into a drow-likeness. They also receive +1 to atk and a +2 dodge bonus to AC and saves versus draconic spells and abilities. They also sport 5 subtypes. One has a slapping tail that deals 1d8+str-mod damage, but fails to specify whether it's a primary or secondary natural attack. One has gliding wings (which allows them to glide - d'uh - and never take falling damage) and 3 sport breath weapons - one cone of acid, one line of electricity and one a line of fire, all usable 1/day as a standard action for 1d6 points of damage, no scaling.



Over all, the Draaki's base racial characteristics feel a bit too much - two superb senses, SR AND the subtype-ability together feel a bit bloated. We also receive favored class options, which generally are solid, though the addition of force damage to alchemist bombs feels odd - so direct hit versus incorporeal targets is marginally effective? Yeah?



On the other side, rules for weaponry made from dragonbone and special sinew bowstrings for composite bows make for damn cool, if powerful materials. A total of 6 new racial feats are provided - gaining a fly-speed with your wings at 5th level would be damn nice, and energy resistance versus your breath weapon's energy is also an okay, flavorful way of enhancing racial fluff, while two feats that just net skill-bonuses fall firmly in the filler category. The feat that enhances the tail attack is just confusing - "You may use your tail to make one secondary natural attack per round in addition to attacks of opportunity." Come again?. So...can I use the tail to deliver AoOs now? Is it a secondary natural weapon or a primary weapon or both? Total confusion. Is the secondary attack at (I assume...) the usual penalty IN ADDITION to the secondary (or primary?) attack? No idea - those tails need clarification. As a kind of mini-capstone to the feat-tree, with 3 feats prerequs, we can get +4 to UMD AND +2 to ALL saves versus spells and spell-like abilities...ähem...this is cool, yes, but too strong for my tastes.



We also receive 3 new magic items - greaves that allow you to slow falls by bounding from wall to wall (damn cool!), a focus to improve their breath weapon and a periapt that permanently bestows a new spell on the draaki. Said spell is one of the 3 new ones and nets a secondary bite attack that deals bleed damage on a crit. Okay, I guess. Very interesting would be the spell that increases the effectiveness of the breath weapon used in conjunction with it - think of it as a teamwork breath weapon disguised as a spell. Finally, one spell bestows a draaki breath weapon or +1 use of it.



The final piece of crunch would be a 5-level racial paragon class, which renders these breath weapon-focused tricks viable in the first place: At full BAB, d10, 4+Int skills and up to +2 ref and fort, +3 will and +3 natural armor, the paragon class is solid - it allows the draaki to get more than one breath weapon, increase their damage dice, and even combine them in one action. Their increased spell resistance has not been properly bolded and they receive detect magic at will and 1/day dispel magic and as a capstone, they increase flight speed, breath weapon range and also receive DR 2/-.



Conclusion:

Editing and formatting are good, though a couple of bolding glitches, typos and similar minor glitches can be found herein. Layout adheres to a drop-dead-gorgeous two-column full-color standard with rocky borders and awesome graphic elements, making this a beautiful, if not very printer-friendly pdf. The plentiful original pieces of full color artwork throughout the pdf are nice. The pdf also comes fully bookmarked for your convenience.



The Draaki have me torn - on the one hand, I consider the base race a tad bit too strong, a tad bit too geared towards the nomad/martial trope. On the other hand, the base breath weapon of non-racial paragon-draaki are pitifully weak, while the PrC makes them more powerful, without making them too strong. Indeed, when taking the feat-cost etc. into account, the racial paragon-class may even be a tad bit weak. The new items are cool, though the spells are a bit weak. The feats leave me torn as well.



So, are the Draaki boring? No, they're not - they are an interesting race and rank among the better of draconic-looking humanoids I've read. Their supplemental material ranges from great to slightly problematic. All in all, they are a nice race, but one that could have used a tad bit more streamlining. My final verdict will clock in at 3.5 stars, rounded down to 3 for the purpose of this platform.

Endzeitgeist out.

Rating:
[3 of 5 Stars!]
Underworld Races: Draaki
Click to show product description

Add to Flames Rising PDF Store Order

Underworld Races: Hoyrall
by Thilo G. [Featured Reviewer] Date Added: 12/05/2014 03:48:24
An Endzeitgeist.com review

This supplement clocks in at 20 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving us with 15 pages of content, so let's take a look!



As with the other installments of the Underworld races-series, this one kicks off with a massive mythology of the subterranean races, a collective origin history that can be potentially transplanted from Aventyr into other settings, should one choose to do so. So what are the Hoyrall? Apart from an interesting name (if you're Scandinavian or familiar with the languages, you'll get what I mean), they are a race of parasitic creatures from the stars, brought here and held in check by otherworldly entities whose struggle goes far beyond what has been gleaned from other Underworld Races-pdfs - the extended origin myth of them is AWESOME, full of grand ideas and the stuff of myths - fluff-wise, a glorious beginning.



The insectoid creatures had their hive-mind kind-of sundered and today, individualism exists - and hence, the potential for PCs. Rules-wise, these guys receive +2 Dex and Wis, -2 Str and -4 Cha, count as humanoids and aberrations, are small, have a land speed of 30 ft and a climb speed of 20 ft, 60 ft darkvision, get scent to sense creatures below 25% HP or carrion, are light-blind, get +1 natural armor, stonecunning, +2 to saves versus mind-influencing effects and two rather iconic tricks - number one would be the option to use their own blood con-mod times per day to deal 1d2 dex-damage for 6 rounds, 1 save to cure, scaling DC- cool. More important, if you've seen the cover - these guys have 4 arms. How do the authors balance that to prevent them being utterly broken chainsaws of shredders? All hands but one are off-hands and for every hand beyond the first used, they incur -3 to AC, CMB, CMD and ref-saves until the beginning of their next round. Yes, this adds a whole slew of power attack/expertise-like math to playing these guys. And no, they may only can one spell at a time - no dual-casting, thankfully. This makes the Hoyrall overall very effective fighters, but it also is balanced via light blindness, str-penalty etc. and in my game, they did not unbalance things - for this was one of the races that required a playtest to properly judge.



The array of FCOs is universally solid and we also receive the Siktauryi Specialist archetype for Gunslingers - but what are those Siktauryi? They are essentially stingray-like guns that fire globs of acid, which is made from POISONS. You feed these things POISONS to make acid. Awesome. Especially since more potent toxins increase the damage of the globs of acid. As living creatures, they can be healed (!!!). Another cool piece would be mated carapaced organic growths that allow for long-range communication - think living walkie-talkies. Yeah, awesome! But back to the specialist: Bred to work with siktauryi, these Hoyrall cannot benefit from poisonous blood, but they can directly feed the siktauryi via their modified hands and later, increase their "reloading" speed. I'm sorry. This reviewer Is just grinning from ear to ear right now - little, 4-armed insectoid psychos with living guns? THIS is what I review for. Weird, awesome and oh so cool!



A total of 6 racial feats allow for less penalties when using multiple arms, better feinting or carrion sense, increased blood toxicity, bonus damage when feeding one's siktauryi with one's own toxic blood and covert communication via antennae - iconic, interesting feats - nothing too strong, nothing too weak. And yes, if you want to burn 6 feats, you can get rid of all the penalties for multiple arms...you'll be a mean little shredding chainsaw of a hoyrall...but you'll be 6 feats poorer.



3 unique items allow people to utilize hoyrall antennae communication, draw forth infinite daggers (which dissipate again) or receive a hoyrall phantom limb that is, indeed, a ghost of a limb - it acts as a +1 ghost touch longsword! Cool idea!



Finally, we receive 6 new spells, three of which are devoted to emulating degrees of a hive-mind, while one nets you a fascinating carapace, one allows you to spit poison and one nest you a prismatic gaze attack - the last spell may be a bit strong for the levels associated with it, depending on your campaign's power-level.



Conclusion:

Editing and formatting are very good, I noticed no significant glitches, though a couple of minor glitches can be found herein. Layout adheres to a drop-dead-gorgeous two-column full-color standard with rocky borders and awesome graphic elements, making this a beautiful, if not very printer-friendly pdf. The plentiful original pieces of full color artwork throughout the pdf are nice. The pdf also comes fully bookmarked for your convenience.



YES! *THIS* would be Mike Myler at his very best - the rules are solid and make multi-arm characters work. The fluff is GLORIOUS and inspired. The items are winners. The archetype is brilliant. The spells are cool. This is the Underworld Races-series at peak performance, with new, cool fluff, awesome crunch and, in spite of the very powerful benefits, a balanced race. This pdf had me grin from ear to ear and while it is not long, I guarantee that this is one of the coolest races you'll have seen in a while. The Hoyrall are so unique, so distinct, I *had* to introduce them into my campaign. Forget the Thri-Kreen, these guys are so much cooler! (Also: They are not broken.) While not all rules herein are perfectly streamlined with established PFRPG-canon, the reasons for deviating are unanimously due to maintaining balance, while allowing you to play and do things no other race can do.



This is AAW Games at its best, well worth 5 stars + seal of approval.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Underworld Races: Hoyrall
Click to show product description

Add to Flames Rising PDF Store Order

Underworld Races: Gitwerc
by Thilo G. [Featured Reviewer] Date Added: 11/21/2014 02:39:58
An Endzeitgeist.com review

This supplement clocks in at 20 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving us with 15 pages of content, so let's take a look!



As with the other installments of the Underworld races-series, this one kicks off with a massive mythology of the subterranean races, a collective origin history that can be potentially transplanted from Aventyr into other settings, should one choose to do so. From there on, the gitwerc are described - amidst the numerous dwarven races forged from the ancestry of the dvergr, the gitwerc could be called those most out of line with conventional dwarvenkind in other campaign settings - not even the mad derro feel like fitting analogues, mainly due to a completely different focus. What d I mean by that?



Well, they went into the earth's molten depths and erected an empire, but Aventyr isn't like other worlds - in the bowels of the earth, the devils are bound and the gitwerc have entered infernal pacts with the forces of HEL, rising to become emperors among emperors, realizing the coming of the Dracoprime before its impact was felt - the gitwerc are feared and notorious indeed - and their history is far more expansive and interesting than that of their other dwarven brethren, adding more to the overall race's mythology. With distinct, disturbing eye and flesh-colors, a penchant for body modifications and unique racial traits, they also stand out in that department:



Gitwerc receive +2 Con, Cha and Int, -4 Dex and Wis, are slow and steady, receive 60 ft darkvision, are native outsiders that still need to eat, breathe etc., receive cold, electricity and fire resistance 5, +1 natural armor, always treat diplomacy and sense motive as class skills and sorcerors of the abyssal/infernal bloodlines treat their caster level as +1 for the purpose of bonus spells or bloodline powers. Additionally, they can see perfectly even in magical darkness and suffer from light blindness...oh, and they receive an alter self-like effect to pass as a dweorg as a supernatural ability. Yeah. And know what - while stronger than the core races, they are in line with aasimar and tieflings, so exactly 0 complaints on my end!



Speaking of 0 complaints - this extends to the copious favored class options the Gitwerc receive. A total of 6 racial feats allow Gitwerc to add oomph to their infernal flair - whether it's being a devilishly sly negotiator, receiving a kind of natural armor spikes that damage those foolish enough to grapple you (upgradeable to a nasty carapace), making consumed alcohol flame-breathe or assuming the look of creatures whose skin you've worn...wait. What? Yes, Gitwerc enjoy wearing flayed skins, which are one of the new items. The other being the dread HEL bottles (think deadlier alchemist's fie that is essentially a micro-lava-splash-weapon...and blood candles, which can be made via a new spell (and easier made via a feat) - these allow the victim's souls to be ripped from their bodies and subsequently being siphoned to HEL. Even before the HEL contracts, this makes the Gitwerc capital "N"-level nasty. The other two new spells beyond the fashioning of blood candles allow you to counter grapplers as a swift action with impaling horns or conjuring forth spectral, flaying blades- ouch!



Conclusion:

Editing and formatting are very good, I noticed no significant glitches, though a couple of bolding and similar minor glitches can be found herein. Layout adheres to a drop-dead-gorgeous two-column full-color standard with rocky borders and awesome graphic elements, making this a beautiful, if not very printer-friendly pdf. The plentiful original pieces of full color artwork throughout the pdf are nice. The pdf also comes fully bookmarked for your convenience.





Julian Neale and Mike Myler's Gitwerc are awesome - hardcore lawful kings of the Underworld, they resound with myths of the more nasty of dwarvenkind like Alberich, combining this with cool infernal tyrant and tieflingdom tropes, crafting a small window into a race's culture that is greater than the sum of its parts and which still has its own identity - more fluff, concisely presented, unique items and a thoroughly disturbing array of items and we have a race that is distinct, appealing, and won't be confused for anything else - unless the Gitwerc want to. This is by far the best of AAW Games' dwarven races, with no issues to speak of and storytelling potential galore. My final verdict will clock in at 5 stars + seal of approval.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Underworld Races: Gitwerc
Click to show product description

Add to Flames Rising PDF Store Order

Underworld Races: Dweorg
by Thilo G. [Featured Reviewer] Date Added: 11/18/2014 07:26:39
An Endzeitgeist.com review

This supplement clocks in at 20 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving us with 15 pages of content, so let's take a look!



As with the other installments of the Underworld races-series, this one kicks off with a massive mythology of the subterranean races, a collective origin history that can be potentially transplanted from Aventyr into other settings, should one choose to do so. From there on, the dweorg are described - amidst the numerous dwarven races forged from the ancestry of the dvergr, the dweorg could be called those most in line with conventional dwarvenkind in other campaign settings - apart from better craftmanship and gruff demeanor (penalizing social skills when interacting with upperdwellers), they adhere to the regular dwarven virtues and attributes. Not only are the dweorg the dwarves closest to surface dwellers, unlike many races of the underdark, they are not utterly evil and rather an unappreciated vanguard against the threats from below.



Now as has become the tradition with underworld races-pdfs, we do receive quite an array of new favored class options, which include faster extract preparation (which may be a bit situational), better fighting with bludgeoning weapons etc. and "dwarven" weapon specializations. On the very nitpicky side, reductions of arcane spell failure by 1.5% per point may be a bit wonky -while the default is to round down, I'd complain here, but the fact that sufficiently consequent investment in it nets a heavy armor proficiency might be considered a cool idea, so I'll let that one slip.



Now we do get a racial archetype, the dwarven Smithkin fighter - endured against the elements (and non magically to boot), these guys are better craftsmen of things both mundane and magical, are limited to bludgeoning weapon groups regarding weapon training and may imbue weapons first with the flaiming, later with the flaming burst quality. An okay archetype, I guess, and one that receives a glorious full-page full-color artwork, but also an archetype that simply isn't that interesting.



A total of 7 racial feats are provided and one in particular is BRUTAL - clanmind lets you share in all teamwork feats of any dwarf from your hometown for 1 round wis-mod+1/2 level times per day as a swift action and also improves aid another - this makes the dwarven phalanx of home defenders VERY dangerous. Conversely, gaining fire resistance 5, 10 and 20 and the same for cold just elicited yawns from me - not bad, per se, but also a far shot from being interesting.



Now item-wise, we are introduced to a new spice, fungal rope and the new material called liavous crystals, which mimics adamantine, but is cheaper - at the cost of losing all potency when exposed to sunlight. On the magic item side, we have this installment's winners - the Pocket Anvil and the Instant Forge - with the anvil coming with full rules for being used as a missile (I sneak attack with an anvil!) and the forge making adventuring + crafting feasible. Two thumbs up for these! Finally, we are introduced to 3 (6 if you count the variants) new spells: One that grants the subject knowledge of dweorg history and variants of the cure x wounds spells that have greater effect on dweorg and a stew that greatly increases hit point recovery rate when resting.



Conclusion:

Editing and formatting are very good, I noticed no significant glitches, though a couple of bolding and similar minor glitches can be found herein. Layout adheres to a drop-dead-gorgeous two-column full-color standard with rocky borders and awesome graphic elements, making this a beautiful, if not very printer-friendly pdf. The plentiful original pieces of full color artwork throughout the pdf are nice. The pdf also comes fully bookmarked for your convenience.



All right, Mike Myler & Julian Neale's Dweorg...I'll come out and say it, when compared to other Underworld races-pdfs, this one feels a bit...bland. The FCOs, feats and the relatively lame archetype didn't wow me (with one feat exception) and the spells didn't either. The pdf is relatively brief beyond the general origin myth provided in all Underworld Races-pdfs and while the production values are great and awesome, the two magic items alone can't really pull this one back up - it simply does not deliver that much inspired content for a brief pdf and falls slightly below even the book on drow - had we received more culture, more information on what makes dweorg unique, whether crunch or fluff, I would have felt otherwise, but as written, this one simply felt a bit flat. And yes, this may be rather harsh, but I actually considered it somewhat boring, especially when directly compared to the no way perfect, but inspired book on the dvergr and their great archetype. My final verdict will hence clock in at 2.5 stars, rounded up to 3 because the items and great production values do not deserve a 2-star-rating.

Endzeitgeist out.

Rating:
[3 of 5 Stars!]
Underworld Races: Dweorg
Click to show product description

Add to Flames Rising PDF Store Order

Underworld Races: Funglet
by Thilo G. [Featured Reviewer] Date Added: 11/04/2014 04:27:48
An Endzeitgeist.com review

This supplement clocks in at 21 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving us with 16 pages of content, so let's take a look!



As with the other installments of the Underworld races-series, this one kicks off with a massive mythology of the subterranean races, a collective origin history that can be potentially transplanted from Aventyr into other settings, should one choose to do so. From there on, the funglets and their variants are described in evocative details that goes beyond the thankfully present age, height & weight tables before we delve into the racial traits of the funglets.



Funglets receive+2 Con and Int, Wis or Cha depending on the subtype and also -2 to Str and Dex. They are large plants with a base speed of 20 ft., have a reach of 10 ft, low-light vision, darkvision 90 ft and are dazzled in bright light, automatically also incurring a -2 penalty to all saves versus spells and effects with the light descriptor. They also receive a +1 natural armor bonus and a vulnerability to fire. Now I've mentioned subtypes - Audirefunglets receive +2 to Wis, Fantafunglets have a base speed of 30 feet, +2 natural armor bonus and +2 to Int and Maculasfunglets increase natural armor bonus to +2, +2 to Cha and are poisonous, weakening foes and damaging str.



Funglets also receive an extensive array of favored class options for just about all classes and we also receive information on fungal jungles. The material Boletann also deserves special mention - crafted from specially treated fungi, this material nets its wearers DR and acid resistance and makes for a cool, weird option to add to one's arsenal. A total of 6 specific feats are also provided for funglets to expand their racial options: Vomiting forth poison or generating blooms of poisonous spores, burying one's roots into the soil or duplicating tree shape and receiving improved capabilities regarding grappling and similar combat maneuvers via lianas or even handling small objects via these tendrils - a cool all killer, no filler array of stylish feats.



Now if that wasn't cool enough, what about a great array of new fungoid symbiotic suits that you can wear? And then, there's the mushroom domain - beyond fungal strides, this domain has one thoroughly iconic ability: Making caps of exploding shrooms that you can throw at your adversaries. No, I'm not kidding. Now if this is not enough - the respective exclusive spells the supplement offers is all killer...+1. Medicinal Mushrooms? Yep. What about melding your legs with a massive mushroom trunk and jump across the battlefield, ignoring (and not provoking) AoOs in one of the coolest modus-style-spells I've seen in any iteration of a d20-based system. It should also be noted that the offensive fungal spells, including carnivorous shrooms provide iconic imagery and that a massive mushroom apotheosis even comes with a cool little table of shroom-types generated. My one gripe here would be that the pdf does not provide the fungal alchemy and actual effects of these shrooms.



The pdf does conclude with the glorious CR 10 Fungal Golem as a brutal, deadly, cool adversary that includes all the information on construction et al.



Conclusion:

Editing and formatting are very good, I noticed no significant glitches, though a couple of bolding and similar minor glitches can be found herein. Layout adheres to a drop-dead-gorgeous two-column full-color standard with rocky borders and awesome graphic elements, making this a beautiful, if not very printer-friendly pdf. The plentiful original pieces of full color artwork throughout the pdf are nice. The pdf also comes fully bookmarked for your convenience.



Mike Myler and Julian Neale's Funglets are AWESOME. That's it. Get this. Now. Need it more detailed? All right. This may be a short pdf, but there is not ONE piece of lame or boring content herein. The feats do iconic things. The Funglets may be powerful, but still remain balanced choices that won't break default racial power levels. Add to that the cool critter, the simply superb mushroom domain, and we have a great supplement that literally is all killer, no filler. Well worth 5 stars + seal of approval.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Underworld Races: Funglet
Click to show product description

Add to Flames Rising PDF Store Order

B20: For Rent, Lease, or Conquest
by Jacob T. [Verified Purchaser] Date Added: 10/24/2014 12:13:01
For Rent, Lease, or Conquest is an excellent module. I was very impressed with the amount of detail provided. There are no less than 4 story hooks to get players interested in the manor as well as the full stat block for every creature found in the mansion. It was designed in such a way to be entertaining for both seasoned and new players alike. I ran it with a larger group of players than suggested so it was fairly easy for them to accomplish but they loved the variable nature of the adventure. They had a lot of fun with some of the artifacts found in the house which added to the humorous nature of story. It also opened a lot of options to the party for the rest of the campaign I am running. Overall a very well written module which I plan to use many time over.

Rating:
[5 of 5 Stars!]
B20: For Rent, Lease, or Conquest
Click to show product description

Add to Flames Rising PDF Store Order

Underworld Classes: Psilocybist
by Martin T. [Verified Purchaser] Date Added: 10/16/2014 11:29:03
The idea of a Mushroom based Prestige class was an interesting one and this class certainly adds to the abilities of someone who has the Mushroom Domain (which the character must have to take the class). The new Mushroom Domain spells are interesting, if slightly weird, and would certainly surprise PCs who came across an NPC who can cast them.

However buyers of this book should be aware that half of the book is an exact copy of the Mushroom Domain/Mushroom Golem sections of the ... Underworld Races - Funglet ... book and so purchasers of that book are effectively getting just 8 new pages of material (all about the new Prestige Class). Because of this I give the book only a 2 rating, even though if purchased by itself it would have a 4 rating.

Rating:
[2 of 5 Stars!]
Underworld Classes: Psilocybist
Click to show product description

Add to Flames Rising PDF Store Order

Publisher Reply:
We would be remiss not reprinting the mushroom domain, given that it is so integral to both the psilocybist prestige class and funglet race! We\'re sorry you didn\'t think the artwork in the book was worth a few more stars, but are a bit confused; if this book is being bought by itself (we don\'t have a package deal for this and the funglet PDF, but we may soon!), why are you reviewing it in combination with a book from another series? Also, we are excited to hear what you think of the funglet book—please add a review for that as well! :D Thanks!
Displaying 1 to 15 (of 117 reviews) Result Pages:  1  2  3  4  5  6  7  8  [Next >>] 
0 items
 Hottest Titles
Powered by DrivethruRPG