Nov 042014
 

130844-thumb140[1]By Endzeitgeist

All right, you know the drill – Mythic Minis 21: Feats of Dirty Fighting is 1 page front cover, 1 page editorial/SRD, 1 page content, so let’s take a look!

This Mythic Mini about dirty fighting provides 7 new mythic feats, so what do we get?

  • Adder Strike: Penalize saves versus Adder Strike-delivered poisons, use mythic power to make the poison last for multiple rounds.
  • Broken Wing Gambit: You need only hit touch AC, but only deal damage when hitting regular AC. Use one mythic power to allow one ally per 2 mythic tiers to allow allies to make AoOs by expending your immediate action as if they had Broken Wing Gambit.
  • Drag Down: Deal unarmed damage in addition when tripping foes. Also, keep foes prone while prone yourself. Neat!
  • Felling Smash: Felling Smash as a free action, or sans Power Attack penalty as a swift action. If you already may mitigate said penalty in favor of better tripping. This one’s wording is slightly ambiguous and could have potentially been phrased slightly more concise.
  • Pinpoint Poisoner: Add unarmed damage to blowgun dart damage(+poison) and resolve close range shuriken-style throwing of darts as touch attacks; Can be enhanced via mythic power. AWESOME.
  • Punishing Kick: Increase DC by 1/2 tier, target may end up in unsafe squares and you may bull rush multiple foes. Mythic power can be used as a resource for daily punishing kicks. Neat!
  • Vicious Stomp: Use mythic power as swift action to make unarmed attacks against prone targets. Also makes standing up harder from being stomped.

Conclusion:

Editing and formatting are top-notch, I didn’t notice glitches. Layout adheres to legendary Games 2-column full-color standard and the cover-art is neat. The pdf has no bookmarks, but needs none at this length.

Alistair Rigg’s mythic takes of dirty fighting rock – they are deadly, cool and do not follow formulaic mythic structures, instead coming with cool, unique effects that, more often than not, are inspired. Thus, my final verdict will clock in at 5 stars.

Endzeitgeist out.

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Oct 302014
 

Feats of Seafaring By Endzeitgeist

Mythic Minis 17: Feats of Seafaring clocks in at 3 pages, 1 page front cover, 1 page SRD, 1 page content, so let’s take a look, shall we?

This time, we’re all about sea-themed feats, so let’s check this out!

The mythic version of “Corsair” extends its benefits to any aquatic environment and doubles the bonuses while on board of a ship and also allows you to treat foes as flanked via mythic power. Solid. The “Hoist the Colors” mythic feat allows you to intimidate foes via your flag and, with mythic power, even whole crews/vessels and similar military units – and yes, more power, more severe fear-effect. Awesome, mythic – nothing to complain about!

Naval Commander comes as a regular and mythic-augmented version – it allows you to aid another ALL target allies on your ship. Which is damn cool even before expending mythic power to make the bonus LAST. Two thumbs up, especially since bonus to attack is still limited to once per ally/turn!

Savy Seafarer also offers two versions – the regular one offering bonuses to ship/repair/survival-themed actions, increasing the bonus with familiar vessels. The mythic version further increases these bonuses…and allows you to TRACK VESSELS OVER WATER. Yeah. THAT is what I want in mythic – epic options, more roleplaying potential, stunning derring-do, doing things that transcend the powers of regular PCs. Two thumbs up!

Finally, mythic Sea Legs kilsl most penalties to acrobatics and climb and also lets you move sans delay through water-themed terrain, but does not protect you from it. Solid.

Conclusion:

Editing and formatting are top-notch, I didn’t notice any significant glitches. Layout adheres to Legendary Games 2-column full-color standard and the pdf has no bookmarks, but needs none at this length.

See, this mythic mini is what I’m talking about -feats that are bland and subpar in their regular, non-mythic version get better and worthwhile. The new feats are glorious and actually vastly increase roleplaying potential while breathing the spirit of mythic gaming, offering both rules and simply new hinges on which to base storylines and scenes. This one’s just awesome and well worth 5 stars + seal of approval – if your mythic campaign goes anywhere near pirates and similar themes GET THIS!

Endzeitgeist out.

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Oct 302014
 

Universal Path Abilities II By endzeitgeist

Mythic Minis 16: Universal Path Abilities II clocks in at 3 pages, 1 page front cover, 1 page SRD, 1 page content, so let’s take a look, shall we?

This time, we’re all about more universal path abilities after the first, awesome installment, so let’s check this out!

We begin with 4 different 1st tier abilities, with two of these netting bonus feats from Mythic Magic: Core Spells. Yeah – while I get why they’re here, let’s call them out for what they are – filler. So what about “Dramatic Reveal”. This one is all about roleplaying potential – whether a birthmark or another characteristic – something marks you for greatness and revealing it helps immensely in social skills. While mechanically none too awesome, the potential and concept BREATHES mythic for me, so yeah – as far as I’m concerned: Cool! The final 1st tier ability, “Planar Scholar” makes you a savant of planar knowledge, allowing you detect portals and decipher information about them. This ability is damn cool and carries a LOT of roleplaying potential while feeling distinct and suitable for mythic characters. Two thumbs up!

We also get 3 different 3rd tier abilities and oh boy…neat: Take one that nets you contingency (or its mythic equivalent, depending on your tier!) as a mythic power fueled ability. Yeah! What about being eternally young, including age-disguising/changing and yes, the immortal ability is also granted at higher tiers. Neat! Gaining endure elements and know direction on other planes and further expanding your planar knowledge, this one is a neat follow-up that delivers narrative potential galore: Two thumbs up as well!

The one 6th tier ability allows you to grant one mythic monster ability to your eidolon, companion etc. Solid and versatile, yes, but nothing that utterly wows me.

Conclusion:

Editing and formatting are top-notch, I didn’t notice any significant glitches. Layout adheres to Legendary Games 2-column full-color standard and the pdf has no bookmarks, but needs none at this length.

Jason Nelson’s second universal path-centric pdf offers quite a few cool abilities that range from awesome to filler. While the majority of path abilities herein belong on the winner side, the second column of the pdf is 1/4 empty, offering ample space for additional content and the two feat-granting abilities feel like filler to me. Generally, the overall path abilities can be considered cool, yes, but still, the last spark didn’t jump over to me. Make no mistake – this is a cool, nice pdf, but falls short of true greatness due to both the relative brevity and aforementioned points. Overall, a quintessential “good” pdf and thus well worth 4 stars.

Endzeitgeist out.

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Oct 292014
 

Feats of Treachery By Endzeitgeist

Mythic Minis 15: Feats of Treachery clocks in at 3 pages, 1 page front cover, 1 page SRD, 1 page content, so let’s take a look, shall we?

This time, we’re all about feats of treachery, so let’s check this out!

All right, we begin this collection with “Betrayers” mythic version, which makes the attacks against foes you befriended is further increased – very much a standard improved version with slight mythic bonuses. Okay, but bland. Deceptive Exchange’s mythic version is more interesting, allowing for disarm/steal to accompany the feint and even replacing items in foe’s hands. “Disengaging Feint” as a mythic feat can be used as a swift action or as a standard action sans AoO, regardless how much you move through the threatened creature’s spaces. “Disengaging Flourish” works analogue to the previous feat and “Disengaging Shot’s” mythic feat allows you to add a dirty trick sans AoO with your shot – neat!

“False Opening” increases AC and makes foes falling for the AoO flat-footed. Okay, I guess. “Flick of the Wrist” is neat, allowing for sleight of hand to make drawing light weapons as free actions possible, potentially flat-footing foes. And yes, this one has a mythic tier-based per combat cap – interesting, if potentially problematic logic-wise. Why does the DC not increase for witnessing the trick/falling for it?

“Two weapon feint’s” mythic version allows you to use mythic power to reroll feints and sacrifice multiple primary hand attacks for multiple feints. The improved version of the feat allows you to sacrifice the highest BAB attacks to render the foe dex-bonus-less for longer durations, potentially even until your next turn – Okay, I guess, but VERY specific. In a lot of cases, I consider the trade-off not worth it here, though I like the idea behind the feat.

Conclusion:

Editing and formatting are top-notch, I didn’t notice any significant glitches. Layout adheres to Legendary Games 2-column full-color standard and the pdf has no bookmarks, but needs none at this length.

Jason Nelson provides a solid array of different treachery-based feats that allow for some nasty tricks…while some of the feats herein did underwhelm me. In the overall concept, none of the feats herein truly blew my mind and while they’re not bad, I also wouldn’t consider them must-purchase material. Hence, my final verdict will clock in at 3.5 stars, rounded up to 4 due to In dubio pro reo.

Endzeitgeist out.

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Oct 292014
 

Archmage Path Abilities By Endzeitgeist

This Mythic Mini clocks in at 3 pages, 1 page front cover, 1 page SRD, 1 page content, so let’s take a look, shall we?

This time, we’re all about abilities for the archmage path so let’s check this out!

We kick this one off with 4 1st tier abilities – two of which will immensely help alchemists, with one helping with extracts and using mythic abilities (essentially fixing a GLARING hole in the base rules…) and a further one allows you to create better bombs. Spell Dilation is also rather cool, allowing your PC to make more or less minor metamagic-style forming modifications of spells. Those are cool. Detect Animals or Plants as an at-will SL, powered with mythic power, which is used to change the species-specific nature of the ability, though, feels very anticlimactic.

We also get 4 different 3rd tier abilities, one netting you a fear-aura when casting spells/using SLs, another increasing bomb-damage-dice and a third taking the cake, with the option to create even more impressive oozes (hint: There are two Mythic Monster pdfs to make use of!) – if you’re an alchemist. The final one makes your magical walls better.

The 6th tier ability is a godsend for arcanists, as it allows you to expend mythic power to escape grapple etc. via teleportation and for more mythic power, even potentially bypass teleportation-blocking effects – with concise rules, mind you. Neat!

Conclusion:

Editing and formatting are top-notch, I didn’t notice any significant glitches. Layout adheres to Legendary Games 2-column full-color standard and the pdf has no bookmarks, but needs none at this length.

Jonathan H. Keith and Jason Nelson deliver here – the path abilities make sense in the context of the path and the poor, neglected alchemist finally has some valid reasons to take this path. This is a blessing and a curse, though, seeing that the majority of the content herein is for the alchemist. Personally, I’m a big proponent of the class, so that’s more than fine with me, but it might not be what you bargained for. Even if you did, though, you should be aware that the oozechemist ability is a reprint from Mythic Monsters: Oozes, Too and as such not new. Which brings me to a slightly unpleasant topic – I really liked this pdf and the options herein – what’s there, is arguably great, especially for alchemists. The one page has about 1/4 – 1/5 empty space at the bottom, though – space that could have been filled with more content. Add to that the cool (but reprinted) oozechemist, and this pdf, even for its length, falls short on the content-side. What’s there is damn cool, if very alchemist-centric, required even and would warrant a rating in the highest echelons of my system, but the relative brevity + reprint (which btw. eats as much space as all other 3rd tier abilities COMBINED) mean I can’t go as high as I would have wanted. My final verdict will clock in at 3.5 stars, rounded up to for the purpose of this platform. Alchemist aficionados may add +1 star here.

Endzeitgeist out.

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Oct 272014
 

Skinwalking Shaman By Endzeitgeist

CLASSifieds: Skinwalking Shaman (Druid Alternate Class clocks in at 7 pages, 1 page front cover, 1 page SRD, leaving us with 5 pages of content, so let’s take a look, shall we?

Instead of nature’s bond, skinwalking shaman [sic!] can choose a domain from a limited list, but only receives the domain’s powers, no bonus spells. Furthermore, the shaman is treated as a full BAB-class for a round in which he only attacks with natural weapons/unarmed strikes. This replaces nature sense. Instead of a common wildshape, skinwalking shamans learn to turn into one specific creature from a list of 8 different choices for 1 hour/level (which should probably be class level…) and at second level and every two levels thereafter, the archetype gets +1 use. Now I *assume* that both the daily number of changes and time limit fracture in as limiting factors – if the time limit resets after every change, it becomes quickly rather meaningless. A nitpick, yes, but still – clarification would be nice. On the plus-side, the lineages do come with suggested sample creatures to wild-shape into.

Now you also need to know that you can choose a lycanthropic heritage, which locks you down to one form, or go with a non-heritage skinwalker who can freely choose each time, but if you do choose a heritage, at 4th level, you are treated as +2 class levels higher for purposes of proper wildshaping. Now as much as I do like the base ability, it breaks one of the balance tenets inherent in Pathfinder that is easy to overlook – turning into small bats at 1st level allows you to bypass the prohibition against low level unassisted flight, which usually only becomes available a couple of levels later. Whether that is an issue for you (compare the flight-hex, which only allows for flight at 5th level, for example!) or not depends, but for me it does present a balance hick-up.

Instead of wild empathy, skinwalkers may influence lycanthropes. Instead of resisting nature’s lure, skinwalkers learn to enhance their concentration on new moons and improved bestial prowess on full moons – nice idea, though moon phase tracking may become annoying. It’s also a slight shift from the established design paradigms regarding lunar ties, which usually penalize characters at one point – though this time around, I actually don’t mind this: Penalizing some days means that players will try to avoid doing anything then, which isn’t fun for anyone. As far as I’m concerned: Okay, if perhaps a bit paper work intense. Now to pay for the increased physical prowess, skinwalkers only learn prepared spellcasting via wis at 4th level and only get up to 6th spell level.

High level skinwalkers get lycanthropic DR, immunity to diseases and finally, full-blown lycanthropic ascension as a capstone. As a minor downside, it should be noted that 17th level is almost a dead level, with only a level 4 spell gained – which, at this point, won’t impress anyone.

Conclusion:

Editing and formatting are solid, if not perfect. Layout adheres to Fat Goblin Games’ beautiful two-column full-color standard ad the pdf comes hyperlinked with the good type of hyperlinks for your convenience. The pdf has no bookmarks, but needs none at this length.

Tyler Beck’s Skinwalking Shaman is an interesting alternate class – one focused on melee and on paper, it doesn’t look bad. Where balancing imho gets wonky is as soon as you play an heritage-less shaman – the choice and flexibility are very strong, especially seeing how many animal abilities like Trip (Ex) or Grab (Ex) usually outclass the respective feat options available for regular characters. Add to that the nerfed, but not neutered spellcasting and the full BAB when in beast form and we have a class that is too strong. Think pouncing barbarian with spellcasting. Yeah, you get why I consider this one too strong. I’ve seen what claw/claw/bite full BAB-characters do with opposition, even sans animal bonus abilities. Let me tell you: Not pretty. And yes, claw, claw, bite doesn’t work easily here, but the animal abilities do somewhat offset that…AND you can get claws and bites via feats and races… So personally, I think this class is too strong for most groups. Then again, it is not utterly broken and while some abilities could use clarification, the overall writing is relatively solid.

My final verdict will hence clock in at 2.5 stars, rounded up to 3 for the purpose of this platform due to the low price and the fact that for some groups, this will work.

Endzeitgeist out.

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