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Everyman Iconics: Taka'shi

1 September 2017 - 2:14am
Publisher: Rogue Genius Games
Rating: 4
An Endzeitgeist.com review

This installment of the Everyman Iconics series clocks in at a MASSIVE 47 pages, 1 page front cover, 1 page editorial, 5 pages of SRD, 6 pages blank – yeah, something went a bit wrong there, but as long as the preview doesn’t state the false page-count (which it doesn’t) I’m good with this. Anyways, we are left with 34 pages of content, which is still rather massive, so let’s take a look!


This review was moved up in my reviewing-queue as a prioritized review at the request of my patreons.


Making a viable, well-crafted PC or NPC takes a lot of time in PFRPG, even if you’re good with math and as savvy in the rules as many designers or guys like me are. That’s not supposed to be arrogance, it’s just a fact – I’ve been doing these reviews for a long, long time. Still, that may be, as a whole, the biggest drawback of mechanically more complex systems like PFRPG. While there is fun and plenty of joy o be found in making characters like this, the time-factor should not be underestimated…and where OSR systems just let you roll 6 times and you’re pretty much done, spontaneous PC-death can take a player out of the proceedings for quite some time.


This is, ultimately, where this series comes in – we get various iterations of one character, concisely broken down by level, with the whole progression at one glance and all required material – a kind of all in one package if you will, one sporting PC-quality builds. Taka’shi, in case you didn’t know, was originally designed and submitted as a concept by a backer of the Dynastic Races Compendium kickstarter, used and expanded with the blessing of the backer – and why not: Having one’s character immortalized as the iconic for the kyubi, the multi-tailed kitsune racial paragon, is pretty amazing!


Taka’shi’s childhood was not pleasant, for his eight birthday saw the demise of his parents at the hands of a legendary oni…and as a street-kid, he was taken in by a daimyo…blacking out, only to awake in true form, with tattered clothes and a daimyo at his feet, blood staining his teeth…and the daimyo a broken puppet, subject to his every whim. Thus, his ruse continued for years – until he was unmasked when the daimyo was slain. In a panic, he acquired as much gold as he could, venturing forth into the world beyond, with wild-eyed dreams of the wonders of adventuring life. His personality is similarly depicted in a detailed manner and completes the picture of a well-rounded, multi-facetted character.


His base stats, as always, are provided for your convenience, and so are the archetypes he employs as well as traits etc. Taka’shi employs both the nine-tailed heir and wildblooded bloodlines and the kitsune bloodline modified as the kyubi bloodline – those are, of course, reproduced here in full for your convenience. No book-skipping required. The first 5 and final 5 levels of his progression are devoted to sorcerer levels, with the 10 kyubi paragon PrC levels of the immensely flexible kyubi paragon PrC situated between, spanning levels 6 to 15. As always, a handy table makes it exceedingly easy to follow the progression of the feats-chosen, ability-score improvements taken, etc.


Taka’shi, unsurprisingly, uses the spellcasting-centric embodiment of magic of the kyubi paragon class – as always, this is represented within these pages as well (though, seriously, check out the kyubi – it’s an amazingly flexible PrC!). The build itself makes impressive use of this flexibility beyond the basics, sporting a shaman hex and a vigilante talent (also included).


Now, as a spellcaster, Taka’shi obviously has spells – and we get a full table depicting when he chooses which spells from level 1 to 20…and all the spells. Yep, no annoying searching for spells there either! This is one of the reasons this installment is longer than previous ones, but more importantly, the spells make sense from both an efficiency- and a theme-focused point of view.


As always, we get PC-quality NPC-builds, all ready and set to go, for a wide variety of levels: 1, 4, 7, 10, 14, 17 and 20, to be precise. The builds are btw. pretty brutal: When played right, Tak’shi can make for a truly fearsome foe…or ally! As a minor complaint: Unless I am missing something and can’t figure it out, I think that the melee attacks for the two highest-level iterations of the build are off by 2: They should be 2 higher. Then again, if you#re using a non-magical quarterstaff to attack with a primary caster at these levels, you’re doing something wrong, so this gets a tentative pass.


Speaking of which, in the fine tradition of the series, the pdf switches to a three-column standard in the back, providing a go-play PC-build of the character for levels 1, 4 and 7…which represents a minor complaint herein – only one of these levels actually has access to the unique kyubi PrC’s tricks – choosing higher levels for the latter two iterations would have made sense to me, but then again, this is me nitpicking in the absence of serious gripes and should be understood as such. Slightly unpleasant: The melee weapon’s attack is also not correct for the two higher-level builds; unless I’m missing some source of a penalty, the level 4 version should read -1, the level 7 version +1. Not that you’ll use these much, but still. Also cosmetic: While the hit point total of the 4th level PC-build is correct, the (3d6 +6) in brackets is not – that should be (4d6+8). Cosmetic and does not really impede functionality, but yeah.


Conclusion:

Editing and formatting are very good, with the blank excess pages in the back being the only somewhat odd offenders herein. The hiccups I noticed in some levels are a bit unpleasant, though Layout adheres to Everyman gaming’s two-column full-color standard (excluding the 3-column hand-out-style PC-builds) and comes sans background in a generally printer-friendly version. The artworks by Brandon Chang and Jacob Blackmon are really neat. The pdf comes fully bookmarked for your convenience.


Taka’shi is an amazing character – I’m a huge fanboy of the racial PrC and the character depicted herein is similarly a neat one. I really like the character, I enjoy his story and personality and all the builds are helpful. That being said, the glitches I noticed, from the blank pages to the admittedly less important hiccups in a few of the builds make this one feel less refined than other installments of the series. Hence, I cannot go higher than 4.5 stars, rounded down to 4 for the purpose of this platform.


Endzeitgeist out.
Categories: Game Theory & Design

Pugmire Core Rulebook

31 August 2017 - 3:19am
Publisher: Onyx Path Publishing
Rating: 5
If dogs played RPGs, is this the one that they would turn to? Pugmire is based around the premise that dogs have evolved: they walk upright, wear clothes, speak, and use tools, their front paws having developed to be able to grip them. Take these anthropomorphic dogs and drop them into a fantasy setting from which human beings vanished ages ago... and you have Pugmire. Set in the far future, with most of what mankind built crumbled to ruins, evolved dogs strive to recreate the world of the past, some revering the long-lost humans as deities, others regarding them of beings of great wisdom from whose relics much is to be learned.

After explaining all this, the Introduction goes on to explore the game's theme or central idea, which boils down to 'Companionship as Salvation'. Following the Code of Man with religious fervour, the first tenet is 'Be a Good Dog' - but what makes a good dog? Opinions vary, and - just as with our own pets - a good dog can rapidly become a bad one with a single silly mistake. Ultimately, the decision is up to one's peers - if the other dogs think you are good, then you are! Dogs in this game work together and strive to be good dogs. Then there's the mood, which is one of mystery. Whatever dogs get up to, there is always the question in the back of their minds: What happened to the humans? The fragments of knowledge that have remained lead the dogs to what will seem to us players quite humerous interpretations of what was going on when humans were around and dogs our faithful pets: but to our dog characters these are profound if sometimes confusing truths, or at least, theories. Above all, though, dogs like to explore... and this game provides plenty of opportunities for that!

There's a short list of inspirations - mostly anthropomorphic fiction, plus Dungeons and Dragons - and the usual explanation of what a role-playing game is. It's a very clear explanation, you could use it to explain what RPGs are about to a young child. It ends by explaining that the book comes in two parts: A Dog's Guide to Adventure (for players) and the Guide's Tome of Mystery, which contains information only the GM needs to know. The usual difficulty with 'all in one' rulebooks that players end up buying a lot of book they won't actually need, the GM having to trust players to stay out of GM areas, and of course the assumption that players never take a go at GMing...

A couple of canine characters - Princess Yosha Pug and Pan Dachshund - pop up throughout the Dog's Guide to Adventure with informative comments from a dog perspective as this section works through chapters explaining the world, how to create a character, how to play the game, and how magic works. The first chapter, The Journal of Yosha Pug, describes the world from his standpoint (with some quite scathing comments from Pan...), all in a 'handwritten' font that's fortunately quite clear to read. It starts off with details of the foundation of the kingdom of Pugmire, then talks about some of the interesting places to visit... and a warning, from Pan, never to trust a cat! Then of course there's the world beyond Pugmire, most of which is not as civilised and safe, where bad dogs (and worse) may be encountered. It's all beautifully-presented with a gentle air that makes this a good game to play with your youngsters, yet not so bowdlerised as to make it difficult to progress to more adult RPGs as your youngsters grow and mature (or of course carry on playing Pugmire if it has taken your fancy).

Next up, Chapter 2: A Good Dog takes you through character creation. Six ready-to-play characters are provided if you are impatient to get going, or as guides to what you should do, and there's a full explanation of the process for those who would rather have their own character. You start with Callings (character class). Artisans study and use magic; Guardians fight; Hunters explore, track and fight; Ratters can be rogues and criminals but are good at finding things and information; and Shepards are the priests of the Church of Man, teaching everyone how to be a Good Dog. And then there are Strays, the outsiders.

Then you have to choose your Breed. There are six of these, based on different types of dog: Companions, Fettles, Herders, Pointers, Runners, and Workers, plus the Mutts. Within each Breed there are various families - now these are what most of us would call 'breeds' like Chihuahua or Dachshund. Each Breed confers various bonuses and abilities to go along with what comes with your Calling. Add a Background, then you are ready to get to grips with the nuts and bolts of Abilities, Skills, and so forth. If you are familiar with any Class/Level game - such as Dungeons and Dragons - you will find yourself on familiar territory albeit the terminology is a little different. Abilities (the usual strength, dexterity, constitution, intelligence, wisdom, and charisma) are assigned by allocation of a series of numbers as you see fit, no die-rolling or even point-buy involved. Then you have Tricks to choose from, the things your character can do. Everything is explained clearly and simply, and are based on Calling and Breed.

Character sorted, it's on to Chapter 3: Playing the Game. It's basically a standard D20 system with an interesting quirk. If your character has an advantage or a disadvantage with whatever it is you're trying to do, you roll two D20s. If he has an advantage you use the higher roll, but if he has a disadvantage you use the lower one. You're still trying to get over a target number to succeed, however. Each character also has a Fortune Bowl containing points gained for good play and the like, and may expend these points to help with a roll when they really, really want to succeed. Possibly one of the best illustrations in the whole book depicts a dog trying to scrabble a token out of a bowl! There are other uses for Fortunte as well. The final chapter in the player section is all about Magic and how to use it in the game, along with comprehensive spell lists. If you understand Dungeons and Dragons spellcasting, you will be at home here.

The Guide's Tome of Mystery then continues with stuff that players don't need to know, in fact it may spoil enjoyment if they do root around too much here. There's more detailed background on the world of Pugmire, advice for the Guide (i.e. the GM) on how to run their game, a collection of Masterworks (powerful relics believed to have been left behind by humans), and one of enemies, including notes on creating your own. There's a lot to delve into here, some of which - like what dogs look like now - you'll have to explain to your players. There's a city to explore and various organisations to join, interact with or avoid.

On a more practical note, the next chapter provides some excellent advice for running the game, from explaining the many-hatted roles of a Guide as player, referee, storyteller and often host to looking at how to plan coherent campaigns. It also covers the more mechanical side of ensuring that the rules flow smoothly and support, rather than interfere with, the shared story the group is telling. There's a range of magic items of various kinds to use, and (naturally) a host of adversaries to pit against the party.

Finally there's an introductory adventure, The Great Cat Conspiracy, to get your group going. Even though it's for first-level characters, its scope is vast - the very throne of Pugmire may be at stake! It's laid out quite clearly with plenty of advice that should make it straightforward for even a novice GM to run. Of particular note is the way in which options are discussed: clear recognition that players often don't do what the scenario expects them to, so there are alternatives and suggestions for handling whatever they do decide to do. Very neat!

What makes this game stand out is the overall 'nice' feeling. It's wholesome. It's something you could show to a person who thinks all RPGs are the work of the devil with an actual chance of convincing them that at least some are not going to lead all the players into devil-worship. And it makes an excellent entry game for youngsters. Are you a good dog? Come and find out with this anthropomorphic RPG goodness!
Categories: Game Theory & Design

ASA: Alice in Wonderland #4 PF

21 August 2017 - 3:11am
Publisher: Playground Adventures
Rating: 5
An Endzeitgeist.com review

The fourth part of the adventure series for the youngest of players (I’d recommend the series for ages 4 – 6, 8 at most) clocks in at 14 pages, 1 page front cover, 1 page editorial/SRD, ½ page advertisement, leaving us with 11.5 pages of content, so let’s take a look!


This adventure is designed for 2nd level characters and was moved up in my review-queue at the request of my patreons as a prioritized review.



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The White Rabbit is up to his usual shenanigans – while being late, he panics and inadvertently locks the Duchess out of her own castle! It’ll be up to the players to provide the proper means for the distressed Duchess – who promptly and hilariously collapses into a chair while mumbling about rewards. The PCs have to open the door on the front and may encounter their first trap here – as a minor aside, damage type is not specified for triggering the trap. This, however, remains a minor glitch and the exploration is pretty cool:


From a bouncy step stairs to the gigantic ball pit that hides baby mimics (lavishly rendered in a neat piece of artwork!) and acts as an easy way to teach difficult terrain to players, to a tunnel maze, where you can hone the listening skills of the kids, the challenges are proper and pretty cool for kids. What about a room with teleporting tiles and mirror rays, flying hammerhead-shark like things with reflective skin. The absolute highlight of this evocative dungeon-crawl, though, would be a fun puzzle about tapping bunnies, providing a simple, color-coded puzzle. …too simple? Well, here is what sets this apart from lesser offerings. Perhaps you are one of the fortunate parents whose kids are really far advanced, gifted, interested in math, etc. – an alternate, pretty tough (for a kid’s module) math-based version is included for you! This really, really made me smile! And yes, hints and means to help solving the puzzles are provided.


Oh, and the pdf closes with a cool magic item: An enchanted stuffed teddy-bear that you can put down to attack nearby foes! And yes, its rules have been covered in a concise manner.


Conclusion:

Editing and formatting is top-notch, I noticed no serious hiccups. Layout adheres to a GORGEOUS two-column full-color standard with the rabbit and Cheshire cat included as part of the layout. The pdf comes with neat, original full-color artworks and fully bookmarked for your convenience. The dungeon-complex map comes as a cool one-page print-out version that is player-friendly –not even the secret door is spoiled when you use it.


It’s been a while since I reviewed one of these and the waiting has really helped here. This is, by FAR, the best of the modules in this series: Each encounter is diverse, creative and perfect for younger audiences; each encounter has something interesting to offer. J Gray’s puzzle difficulties, hints and challenges herein really work well and each room sports another creative challenge, testing brains and brawns. The optional challenge-increase for truly gifted kids just adds icing to the awesome-cake. This is well worth getting and even if you’re mostly sitting out the series in favor of Playground Adventures’ other modules, contemplate getting this –with a bit of tweaking, this may well work for older kids as well. (Oh, and yes, you can make it a creepy module for adults, though it’ll require being upgraded regarding its difficulty.) This is really, really good – my final verdict will be 5 stars + seal of approval!


Endzeitgeist out.
Categories: Game Theory & Design

Into the Breach: The Bard

5 August 2017 - 12:30pm
Publisher: Flying Pincushion Games
Rating: 5
An Endzeitgeist.com review

This installment of the "Into the Breach"-series clocks in at 41 pages, 1 page front cover, 2 pages of editorial, 1 page ToC, 1 page SRD, leaving us with 36 pages of content, so let's take a look, shall we?


This review was moved up in my review-queue as a prioritized review at the request of my patreons.


We begin, as often, with a variety of new archetypes, the first of which would be the chronicler of blades, who gains a modified proficiency list that includes all the dueling weapons and at 1st level, they get Weapon Focus in their choice of short sword, longsword or rapier - which is a bit odd: Why include exotic weapons in the proficiency-array and then don't allow for their choice via this class ability? 2nd level yields Dazzling Display and every 4 levels thereafter yield a bonus feat, chosen from a generally well-selected array, and uses class level as BAB for the prerequisite purposes. At first level, he similarly uses class level instead of his BAB when making an attack or combat maneuver attempt with a sword for which the archetype has Weapon Focus while wearing light armor and no shield heavier than a buckler. You have guessed where this goes by now, right? Yep, this guy is basically a spell-less bard. Instead of well-versed, the archetype gets +4 (untyped) to learn or remember features of blades, which is pretty circumstantial. Instead of versatile performance, the archetype receives venerable gambit, which is usable 1/day, +1/day at 6th level and every 4 levels thereafter. A venerable gambit is a Knowledge (history, nobility or local) check - 1/2 the result is added as a competence bonus to atk or CMB when using a sword. The definition could be a bit clearer here and while the skill-check can be boosted very high, the daily limit keeps this in check - combined with the lack of spellcasting, I can see this work. All in all, a martial bard, most suitable for lower powered games (or even magic-less ones!).


The courtless marvel replaces inspire courage with summon nature's ally, increasing the spell that's duplicated iteration by +1 at 3rd level and every 2 levels thereafter - 5th level would allow for summon nature's ally III, for example. Speaking of which - at 5th level, several fey are added to the potentially called creatures, replacing lore master. And yes, the ability does have a caveat that prevents spamming it or stacking it via dismissing - no performance/summon-cycling and maintaining the creatures requires maintaining the performance. This is pretty interesting and even takes the item interaction into account. Instead of inspire greatness, 9th level provides the option to grant an ally the speed of a quickling, +1 ally affected for every 4 levels thereafter. Rules-wise, this increases all movements speeds and provides concealment.


No complaints. 12th level provides a stunning glance performance, including a caveat that prevents spamming it and a proper range and codification. At 15th level, inspire heroics is replaced with dance of fate: Choose an ally and a hostile creature within 60 ft of each other - if one is affected, so is the other. This is strategically interesting and pretty potent. Versatile performance is replaced with the fey theme, granting at 2nd and every 4 levels after that a spell known from the druid or ranger list. While the ranger-list is potent, it's the only thing I'd consider a bit wonky here. Well-versed is replaced by wild empathy at full level at 2nd level and 10th level provides a massive DC-improvement (1/4 class level, rounded down) to enchantment spells, but also makes the character more susceptible to the tricks of the fey. I really like this one. It has a strong theme, is pretty creative and while it *is* possible to poke small holes in some aspects of it, these won't usually come up in most games and are more something to be aware for the rules-savvy crowd. Still, really like this!


The fabulist employs Wisdom as the governing spellcasting attribute and gains an arcane bond with an animal as well as a domain from a limited list - and yes, they're cast as arcane spells, but loses countersong and well-versed. The "darker" performances are replaced with new ones - unfortunately, e.g. morsel of Wisdom is pretty nasty, allowing the fabulist to make an ally use his Wisdom modifier for all saves, ability checks and skill checks. while the performance is maintained...but the balance here would be that the performance cannot be started quickly and the fabulist can only grant one such bonus per performance, thus requiring cycling and a lot of action economy investment, rendering the power more moderate. Higher levels yield a performance-based planar ally and a capstone atonement, which is relatively fitting. Something that felt a bit weird: The archetype RAW gets a domain, but only specifies getting domain spells, which makes me think that the other crunchy bits are not gained...but I'm not sure there. The ability could be read either way.


The grotesque gets diminished spellcasting and replaces inspire courage with a powerful debuff. Dirge of doom can additionally be used as a variant that causes the sickened condition, rather than the shaken one, and similarly, 14th level yields a variant of frightening tune that can nauseate. The true unique selling point of the archetype, however, would be the disturbing acts - one is gained at 1st level and another one at 5th level and every 5 thereafter, excluding 20th, replacing bardic knowledge and well-versed. These take basically the classic Freakshow tropes and represent them as rules - and they are pretty potent: DR for being pierced by knives is solid, but the more intriguing ones would be the option to eat objects and regurgitate them, being able to initiate bardic performances as a free action after being hurt (and choosing to bleed profusely), the tricks are cool. Not all are perfect or equally potent or well-codified. The bite attack, I assume, would be primary as per default. Fire-spitting lacks a range and compared to it, the option to switch between multiple rings is much more potent. Similarly, the rules-language oscillates a bit, stumbling at basics, while getting, surprisingly, the option to be able to wear swarms and have them as unreliable quasi-pets pretty well done. I have a soft spot for the outcasts and this resonated very much with me - while not perfect, its blemishes can be easily fixed by a competent GM.


The jester is basically an Antagonize specialist who can use Perform (Dance) instead of Acrobatics for movement-related tricks and he also gets sneak attack and the evasions at higher levels instead of spellcasting. The option to use japes to render targets flat-footed on a failed save for multiple rounds needs some nerfing and an activation action, though. The lifeweaver, if the name was not ample indicator, would be the healing bard, who adds some condition-healing spells to his arsenal, while also gaining Lingering Performance (with a cap). The performances the archetype gains center on granting healing tricks to the performances -as well as the option to evenly divide damage among limited allies - which is very potent, but also cool. While the rules-language is very precise, it lies in the nature of this type of ability that it may present some issues to some groups...but at the same, it can make for a great "united we stand"-feeling among PCs and players, but also vastly enhances the value of DR and resistances. Pure amazing for some groups, broken for others...I'm divided on this one. Compared to that. the resistance-granting is less precise and fails to clarify the energies that qualify - does force count? Sonic? Channel energy at 1/2 class level can also be found. I like this archetype, but wish it was slightly more polished.


The matchmaker is really cool: He can choose and coach clients, use serenades to cause infatuation and use bardic performance to maintain matches between unlike beings. Very interesting and flavorful choice! The prop comic can only use Perform (comedy)-based masterpieces and gets diminished spellcasting...but at higher levels, he can designate targets as "lovely assistants", making them the butt of the joke (i.e. the one on the receiving end). At 2nd level and 5th, as well as every 3 levels thereafter, the archetype gets a schtick, which use Perform (Comedy) instead of CMB and have their saves governed by Cha ( 10 + 1/2 class level + Cha-mod), if applicable. Props need to be crafted, have a cost and a limited number of uses. They use bardic performance as a resource and are REALLY COOL. Use Battle Flatus, to force enemies to use immediate actions to move away from the fart-noise, interrupting combos. Use big-wig cigars to cloud yourself in smoke...or stick it in a foe's mouth and have it explode, using dirty tricks. These are creative, cool and really fun - and they include forcing pious characters to attack irreverent symbols. I love these. I seriously do. As an avid Joker-fan, I really want to see MORE of these. For me, this may well be the best archetype the Flying Pincushion crew has crafted so far. Complex, unique, cool. Seriously, one amazing archetype.


The rookery master gains a familiar (thrush or raven) which shares the performance round pool with the character - basically a pet-performance archetype. Simple, yet elegant. The Skirling Adept can use bardic performance to inflict low-range sonic damage via lethal whistles, gaining a familiar as well as the option to use totem spears more effectively and later shatter things or call lightning/wind wall - the archetype may not be as mechanically interesting, but its strong theme makes it a fun and flavorful option. The song bow is a sling specialist who can use slings as wind instruments, bows as fiddles. He can imbue sonic damage in his ammunition and may also fire ammo at empty squares and use it as origin of his performance. Big plus: The rules-language of the complex concept hits home. Sorry, I'll punch myself for that lame joke later...) At higher levels, allies share bonuses against targets hit by rallying shots and higher level options, we have sonic AoE-blasts - and yes, all of this is balanced and the archetype gets some custom spells added. Powerful, but damn cool option. The Squad Leader, finally, would be one of the more complex archetypes - he gets a tactician-like network of allies, the bound squad, and may use his urgent commands to allow for bonuses, teamwork feat sharing, grant additional AoOs - basically, this fellow represents a battle lord-ish commander. Potent and solid.


Now each of the Into the Breach-books has a PrC that aims to make a subpar class-combo worthwhile - this time around, the 5-level Holy Rhapsodist, with d8 HD, 4 + Int skills per level 3/4 BAB-progression and good Fort- and Ref-Progression as well as 5/5th spellcasting progression does just that for the paladin and bard classes. The class enhances sonic damage of weapons wielded and smite may be turned into sonic damage that is more potent against evil targets. The PrC counts as paladin levels and bard levels for the purpose of lay on hands/mercy and bardic performance-progressions. These guys may expend lay on hands while performing to AoE heal and later even apply mercies and add buffs to allies. The 4th level ability should refer to character level, not class level, though - it's clear from context, but still a bit confusing. Oh, and woe to those that are on the receiving end of the smite of these guys...allies also get a damage boost...Powerful and interesting hybrid fusion PrC.


The mime is an alternate bard class that must be humanoid or a native outsider. The mime gets d8 HD, 6 + Int skills per level, 3/4 BAB-progression, good Ref- and Will-saves. They do not get weapon proficiencies, but don't take penalties from using improvised weaponry. Their spellcasting is governed by Cha and something special...much like the whole class. Remember Final Fantasy 5 and 6? You see, the basic bardic performance of this class deals with just that: Copying the tricks of nearby allies. Attacks. Defense. Feints....a LOT of tricks can be used this way and the class manages to codify the tricks rather well. I do have a couple of questions here, though: The copycat performance is a standard action, but can be used on e.g. an ally full-attacking a foe - does this also grant a full attack to the mimic? If so, does it have to be executed against the same target as the copied action, if any? Apart from this ambiguity, the class feature is clear, which is pretty impressive. Beyond this copying of targets, the class gets a limited resource 3/day, +1/day at 3rd level and every 2 levels beyond 3rd. These allow for the emulation of class features, feats and even limited item use!! Interesting from an RPG point of view: Mimes have a vow of silence that can be a detriment and roleplaying challenge, but that also has its perks - mimic'd spells are Silent sans spell-level increase, for example. While not perfect (it also has e.g. a non-capitalized skill-reference), the mime is still by far the coolest and most creative alternate class the FPG-crew has made - I really like it. Unique, interesting and well worth making the GM-call regarding copycat.


The pdf then introduces us to fairy plays -these are basically single-use scrolls...but in awesome and fun. Each play has a variety of roles. Within 10 minutes, all roles (each of which must be filled by a different character) must try their task (usually, one has a high DC, the others lower DCs) - the fairy play then takes effect, depending on the number of successes. And yes, these make traveling troupes of even low-level actors potentially a threat. They have a tactical dimension and the more successes you can garner, the better the effects...or, well, actually, the effects differ in creative ways: 1 success: Rain of frogs (poisonous); 2: Make the frog's croaking hypnotic. 3: Veil the performers. Glowing, creepy pumpkins that can float and duplicate dancing lights (not italicized), an alarm-version (they shout "BEWARE!") and the option to detonate them in blinding bursts make this one rather interesting. While guidelines for more are provided, I wish we got more than the 3 provided - somewhere between quirky magic item and skill challenge, these are fun for the group and feel very much magical. I like them!


The pdf concludes with 7 magic items - the flying lion gong can accompany the character and rewards readied strikes for coordinated attacks. Hell's hurdy-gurdy brings out the debauchery in devils, while a mask can fortify against fear while using bardic performance, as long as the character incorporates buffoonish fear in the performance. Moonlight strings heal, while peddler's charumeras can instill hunger or thirst and sylph slippers enhance dances and may carry the dancer across pressure plates and even water. the star here, though, would be the siege carillon. Think Skaven bell. Think war organ. Smack in the middle between instrument and magical siege engine, this apocalyptic device can vastly enhance the power of the bard, his range and durations, charm targets and emit devastating bursts of apocalyptic sonic damage after tolling no less than 23 bells - 1 or 2 may be sounded per round as a move action. This is basically an amazing fight and had me come up with numerous scenarios on how I'll use this monster. It's basically a bardic fantasy tank!! Come on! How cool is that??


Conclusion:

Editing and formatting have significantly improved over earlier installments in the series - they're now what I#d call good, bordering on very good. While some unfortunate hiccups and omissions can be found herein, the most significant improvement pertains rules-language, which now tackles significantly more complex concepts than ever before in the series, with greater precision than ever before in the series. Whatever the Flying Pincushion crew did here, I hope they'll continue to do it! Layout adheres to a nice 2-column full-color standard with really nice, well-chosen pictures, which I have not seen previously in other supplements. The pdf comes fully bookmarked for your convenience.


I couldn't have asked for a more rewarding review to write after my real life-related, brief hiatus. Benjamin Wilkins, Frank Gori, Kris Newton, Jeff Harris (who also acted as editor) and David S. McCrae (who acted as lead developer as well) are back as well and finally make true on what I have always said in these reviews: There is potential here.


While this book began less than spectacular, slowly but surely the gems among the archetypes accumulated; while some have minor hiccups and require a GM-call, they are worth making that call. Instead of going for easy or simple routes, we have complex archetypes here - even the multi-class-y ones sport their unique playstyles and engines and many of them left me wanting more! Moreover, I have never seen an accumulation of this many cool variants for the bard before. The PrC is valid and potent, the alternate class amazing (if you do clarify copycat) - and when there are issues, they are cosmetic or stem from the archetypes aiming for the stars, for the high echelons, regarding their themes, ideas and leitmotifs. There is not a single option herein that I'd consider lame, redundant or filler.


Not all archetypes herein will be for every campaign, sure - but whether you prefer gritty low fantasy, high-powered hijinxs, whether you're looking for an option for a cleric-less game...the pdf offers a lot of really cool material. Oh, and then there are the no-filler, evocative magic items and the woefully short, few fairy plays, blending all-party kinda skill challenges with magic item use, while explaining how those traveling troupes not get eaten after the first bend in that nasty, monster-infested wilderness -so whip out that Skill Challenge Handbook (you do have that, right?), blend them and make more of them ASAP! (And yes, they work sans that book, but I like to unify my systems...)


In short: This is the first "Into the Breach"-review that will not feature a big "but" - this book has heart, passion and made me smile from ear to ear. As a person, I love this and consider it to be one of the best bard-supplements I've read. If you're confident in being able to make some rules-calls and judging which archetypes work for your game, then this is gold. However, as a reviewer, I have to remain fair, my own excitement none withstanding. There are a couple of instances where the ambitious, complex concepts could have used that one sentence to make them perfect, where the abilities needed a teeny bit more, where ranger spells should be available at higher levels, where skills are not capitalized. This is not perfect. That being said, I have always preferred slightly flawed, ambitious and cool concepts over lame cookie-cutters that are perfect. My final verdict will hence clock in at 4.5 stars. If you want a perfect go-play book, round down; if you're looking for an inspiring toolkit full of joy and style, then round up. I can't award this my seal, but only due to its imperfections. Still, rounding down would be a disservice to the obvious passion, care and heart's blood that went into this. Did I mention the apocalyptic bardic battle tank?? Seriously, if you haven't checked out the Flying Pincushion's work, give this a shot. Now excuse me, I need to plan on which of my villains I'll put on that tank...

Endzeitgeist out.
Categories: Game Theory & Design

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