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Blood Space Gazetteer: Ulo
by Thilo G. [Featured Reviewer] Date Added: 02/03/2020 12:02:53

An Endzeitgeist.com review

The first Blood Space Gazaetteer clocks in at 33 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 29 pages of content, so let’s take a look!

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

Some introductory note: Even if you do not play Starfinder, and instead e.g. use Stars Without Numbers, Traveller, etc., or if you’re looking for planets to e.g. add to Legendary Planet campaigns, this is well worth checking out – this book is all about the themes; while it ties in with SFRPG’s themes, the true capital of this book is its ideas, and these remain system neutral and relevant beyond the confines of the rules-system.

I’ve been waiting for this supplement for a long time; in case you’re not aware of that, Rogue Genius Games and Everybody Games have a shared campaign setting, the Xa-Osoro system, where, in the aftermath of one of the twin stars (Osoro) going super-nova, the eponymous blood space, a supernatural nebula, spreads. This catastrophe, known as the Regicide, has also destroyed the human’s home planet in the system. All of these basics are explained in the introduction, so even if you’re new to the party, you won’t be missing out. As an aside, if the concept of Blood Space sounds awesome, get the Occult Skill Guide: Blood Space Corruption.

Before you dismiss the Xa-Osoro system as a grimdark dystopia, let me state that, for me, personally, it is the contrast of such dark and occult elements with a future that is genuinely worth fighting for: The future of the Nova Age is depicted as dangerous, yes, but also as genuinely amazing; if you want to see how pleasant and unique the setting can be after reading this book, I’d seriously recommend getting pretty much the entire Pop Culture Catalog-series. None of these are required to use this supplement, mind you – they are just my recommendations for diving further into the Xa-Osoro system if you enjoy what you’re reading here.

Anyhow, this gazetteer deals with Ulo, nicknamed “The Tempest” – and a quote establishes the themes here better than I ever could, so let me just quote it:

“To live in orbit around Ulo is to live in the shadow of fear. Sometimes I look up at its immensity and go numb, frozen in place by the sight of storms that could swallow entire worlds. But what keeps me up late at night is the knowledge that even in its fury, this giant is merely sleeping. What, I ask you, will happen when it awakens.”

Ulo is the grand, blue titan of the system, orbited by dozens of moons, making the vast planet essentially almost a micro-galaxy of its own; in spite of the prevalence of storms, Ulo is actually not a gas giant, but a supermassive ice giant, with living clouds of glittering silver and darkened black streaking across the skies. The ginormous planet is roughly divided in two different zones – one over the massive storm-clouds, and the frigid, perpetually-frozen sunless zone below. Hundreds of floating cities with habitable atmospheres gaze upon the vast storms, and the more I read of this place and the majesty of its stormscapes, the more do I experience a genuine kind of Fernweh, of a longing to visit this place.

The natives of Ulo, the ulozi, are 15-foot sized rime-covered humanoids colloquially called “frost giants” after the now extinct creatures once found on the long gone world that humanity called home. Beyond these, humans, nuars and mechanoi are the most commonly-found races in this wondrous habitat, and before you ask: Me talking of “living storms” was not a misguided attempt at mirroring the prose of the supplement, but a verifiable statement, for hive-minded, competing colonies of nanites. This angle is absolutely grand: I can see the storm-worship, the strange artifacts hidden and dismantled within the eternal tempest...particularly when coupled with the sentient constructs dubbed djinrazi. I don’t know if this is simply my background in literature, but associations ranging from Percy Bysshe Shelley to William Butler Yeats, immediately started combining themselves with this vista, this set-up.

Interestingly, the Tempest’s unique composition seems to repel blood space, which adds another truly exciting angle to develop to the planet – and yields more adventuring potential, for the repelled blood space hits the moons all the harder… We learn of the natives and the Free Cities of Ulo, and once the basic overview is done with, I found myself hard-pressed to not start sketching a proper adventure set-up right away.

But can the gazetteer retain this level of wonder in its details? Well, the Cloudhopper Station as a gas-mining-facility, the orbital space station Galactic 1 – these are obviously interesting. But, to take up a thread from above – if you think that me bringing literature into the fray was an over-interpretation, what about an ice-station called “Xanadu”? If that is no Samuel Taylor Coleridge reference, I’d be rather surprised. (And yes, in my iteration, I’ll certainly add a “stately pleasure dome” for the scientists working on applied hyperspace mortality dynamics there.)

The city states (with notes on alignments, population, government and qualities assigned) are no less compelling than the sentient super-storm known as “The Twisting Eye” – and what about the unyielding plateau of Voz Ulgoh, which may well be hiding a massive, artificial object? Did I mention that we also receive information on the politics of the mega-corporations here?

Largest of Ulo’s moons, and closest to it, we next move on to Bantosian, also dubbed “The Menagerie” – and unlike Ulo, it is pretty earth-like in diameter, mass, gravity, etc. The moon is home to the bantosiai, catfolk – and while the planet is part of the Radiant Imperium, it does have mutative properties that humans don’t suffer well; however, their kitsune allies do, making them the most potent arm of the imperium here. Oh, and to my joy, this place also houses grippli. Grippli are awesome. Lightless jungles where no ray ever passes through the dense foliage, and entirely separate eco-system in the caverns, and a white sanded tourist hub called Evalli complement the place. (And yes, if you’re a fan of the Pop Culture Catalog-series, you’ll remember a rather awesome adventure hook for said resort…) The metropolises of the place, its Yggdrasil-theme-like world-tree, the sacred peaks – the place wanders a great tight-rope act between adventure potential and a negotiation of different cultures. Radically distinct in theme, the moon adds a wholly new and distinct dimension to the narrative potential established in Ulo.

Eogawa, dubbed “The Plagued” is next, and it is most assuredly a place that writes its own adventures: You see, when blood space hit the moon, an exceedingly virulent strain of therianthropy developed, transforming almost the entire population into were-creatures. Worse, the storms of Ulo refracting moonlight mean that many afflicted can never leave their frenzied state…so yeah, this place is DANGEROUS. While vanara and similarly wise/enlightened species do thrive here, Eogawa is, ultimately a place on the brink. Coalitions of afflicted therianthropes attempt to live with their condition…which include a messianic figure. The contrast of the value of wisdom with the loss of it, with the raw savagery, makes for an intriguing contrast and has an intrinsically compelling logic. Did I mention the eternal maelstrom, or the settlements?

Lunox is up next, and it might have once looked like a typical, barren, lifeless rock, but terraforming is in the process of transforming this planet into a truly vibrant, fledgling world – while 99% are still lifeless, Lunox is a boom-world in the making, with seas of dust. If you’re looking for an environment that lets you go into the space-colonization angle popularized by books such as “Martian Time Quake” or the Mars-series? This lets you do that, and all without just rehashing the established themes, instead adding its own themes.

The final fully-realized moon featured here is Uramesh, a place I already commented on in detail when it was first sketched in the Star Log.EM-series – and I loved it back then. Once a vibrant and gorgeous world, the place is now a place ruled primarily by the undead in a strange two-caste system, where the living are both infantilized and protected; in a way, it is a meditation on the nature of stagnation and extreme conservatism as a force that is both important (for it helped ensure survival), but also destructive; without being preachy, for it is contrasted with the rampant mutation of change for change’s sake exemplified by the deoxyians – it ties in greatly with the genesis of the deoxyians and the uramae races, and if you really THINK about this place, you might well get some serious food for thought.

Or, you know, you can just enjoy the great writing. ;) 5 additional lesser moons are included, from Vesk-71 to Skarn, the Bloodied – and then, there is Zero One Zero, a moon transformed into a living machine, a technological paradise!

Conclusion: Editing and formatting are very good, I noticed no serious hiccups. Laoyut adheres to an elegant two-column full-color standard, with a blending of new and classic full-color artworks by Jacob Blackmon and tk769 providing a consistent visual identity. The pdf comes fully bookmarked for your convenience.

Alexander Augunas’ optimism and Matt Banach’s darker angles would have resulted in a harsh disjoint of themes if they were not the authors they are; while Alexander Augunas is primarily known as a truly talented designer of rules, he is one of the few such authors who also excel in writing absolutely amazing flavor – he has written, time and again, plausible, novel cultures that made me suddenly love them. Matt Banach has also, time and again, featured among my favorite writers, so it should come as no surprise that this book is wonderfully-written. Better yet, the authors have managed to blend their styles and allow us a glimpse at a truly astonishing place. This book provides a detailed look at planets and moons, the most detailed glimpse we’ve got of this fantastic star system so far, and this delivers in themes, ideas and sheer imaginative potential. 5 stars + seal of approval, can’t wait for more!

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Blood Space Gazetteer: Ulo
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Starfaring Species: Otyughs
by Thilo G. [Featured Reviewer] Date Added: 01/14/2020 09:01:33

An Endzeitgeist.com review

This installment of the Starfaring Species-series clocks in at 9 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1.5 pages of advertisement, leaving us with 4.5 pages of content, so let’s take a look!

The otyugh as described herein comes with all the flavor-information you expect from SFRPG – including a box on “playing an otyugh”, and what other races probably think. Rules-wise, Otyughs get +2 Constitution and Wisdom, -2 Intelligence, and 6 HP. There are alternate ability adjustments provided as well: +2 Wisdom for “civilized” otyughs, +2 Strength, +4 Constitution, -2 Intelligence, -2 Charisma for elder otyughs (obviously lopsided, wouldn’t recommend using this one for players; they are Large, though, making them more likely to be targeted in-game), and young otyughs are Small (not capitalized properly), have 4 HP, a land speed of 35 ft., and Dexterity +2.

They are Medium aberrations with 60 ft. darkvision, and otyughs with 1 or more ranks in Perception or Survival receive a +2 racial bonus to that skill, representing their sense of smell, a nice operation that has some potential in design-aesthetics. Otyughs may apply their Wisdom modifier to Engineering checks instead of Intelligence, but items thus created are obviously junked together, and decrease their selling value by 25%. Otyughs are immune to both diseases and radiation, and may survive in vacuum for their Constitution score rounds without ill effect, which is pretty potent overall, considering the increased potency of diseases/radiation. Otyughs have three tentacles, with two behaving as arms with a 10 ft.-reach, which are non-archaic unarmed strikes. The third tentacle holds the eyes, and lets the otyugh glance around corners, gaining only improved cover when doing so.

Otyughs, flavor-wise, are contextualized as less of the stupid scavenger (though such stereotypes still exist), and more as sedentary, introverted survivors, the cliché of the brute has been divested on the notion of being a result of nature, and instead the result of a previous lack of education, which has since been more than relativized. That notwithstanding, the notion and importance of appetites, and of art and eclectic interests receive additional emphasis, adding some depth to the species.

The pdf also presents a selection of 5 alternate racial traits: You can be aquatic and be amphibious, including a 30-ft.-swim speed, at the cost of the flexibility of the eyestalk, the increased reach and the natural weapons. Alternatively, this may be exchanged for a scaling ability to vomit forth acid at short range, with 3rd level and later gaining a scaling corrode critical hit effect. Additionally, they also gain their class level as resistance to acid damage.

The boost to Perception and Survival, ranks provided, can be exchanged with one pertaining to Diplomacy and a Charisma-based Profession. The scavenging crafting trait may be replaced with +1ß land speed, or with a potent bite attack (that behaves akin to the vesk’s natural weapon specialization), which is also accompanied by the ability to subsist on stone, metal, plastic, etc. A proper template graft is provided as well.

The pdf concludes with 4 new feats: Elastic Tentacles lets you use a move action to extend your natural reach by 10 feet, including the eyestalk, if present, but doing so makes fine manipulations and your Reflexes less efficient. Iron intestines provides immunity to ingested poisons, as well as an untyped +2 bonus (would have preferred the SFRPG-standard insight bonus for feats here) to saving throws versus effects that would cause the sickened or nauseated conditions. Junkyard Savant lets you improvise barely functional technological items capping at your class level as item level for the cost of 1 Resolve Point. Thankfully, the feat explicitly states that the GM remains the final arbiter here, and the feat prevents resale cheeses – not possible, thankfully. Personally, I think that it would have made sense to further designate that the items must at least theoretically have more than one charge or more than one increment of sustained use, but that is just me being super nitpicky. This will not lead to issues in most games. Ultimate Survivor, finally, is pretty darn potent, as it greatly increases the time you can survive in vacuum, and also lets you spend 1 Resolve Point as a swift action to gain ½ character level as energy resistance of your choice. I don’t think we needed that energy resistance addition here; at the very least, I do think that the available energy forms should be limited to the basic energy forms, but that may be me.

Conclusion: Editing and formatting are executed very well on a formal and rules-language level. Layout adheres to the series’ two-column full-color standards, with the rendition of the author-as-otyugh, I assume, being a super-charming touch. The pdf has no bookmarks, but needs none at this length.

Crystal Frasier knows what she’s doing – her depiction of the otyugh is a charming one that doesn’t seek to mitigate what makes them special per se; instead of invalidating the canon and expectations to the otyugh, it engages in a well-executed reframing of the species as a species you may wish to actually play.

As a whole, the otyughs presented here definitely can be considered to be among the more powerful SFRPG-races, depending on how much the GM enjoys using hazards and radiation/diseases as dangers to be encountered. (I very much love doing that, and I kinda wished the otyugh had some sort of scaling for radiation at least hard-coded into its write-up – though that is easy enough to add in.)The jury-rigging of technological items is a powerful boon, and the combination of the abilities to peek around corners and the vacuum-resiliency did let me come up with a variety of cool ideas for plots, for scenarios where having an otyugh on board certainly is a true boon. I won’t lie, the pdf does feature a couple of design-decisions that I’d have handled differently, that rub me slightly the wrong way. However, I don’t rate just based on what I’d like or prefer. When viewed neutrally, this is an inspired race.

Considering the low price, I can definitely recommend this humble pdf for what it does with the species. It manages to play differently, and as such, this receives a definite recommendation for all but the most low-powered of SFRPG, which means my final verdict will clock in at 5 stars. Well done!

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Starfaring Species: Otyughs
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Star Log.EM-078: Gerana
by Thilo G. [Featured Reviewer] Date Added: 01/13/2020 13:01:20

An Endzeitgeist.com review

This installment of the Star Log.EM-series clocks in at 7 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 3 pages of content, so let’s take a look!

The gerana, originally conceived as in an Everyman Mini-installment, has been finally adapted to SFRPG – and since this creature is all about the creepiness of age regression, the pdf illustrates the potentially whimsical (and potentially frightening) abilities of these creatures in a well-written introduction. While obviously primed for use with the amazing Star Log.Deluxe: Aging Rules, the pdf does provide abbreviated aging rules, and does not require aforementioned book to be used.

The gerana clocks in at a CR 13 creature using the expert array, and is codified as a magical beast in Starfinder. Minor niggle: Darkvision and low light vision are listed twice in the senses-line, but that is a cosmetic glitch only. DCs, saves and attack and damage values check out, and the creature has an additional good skill, since one of its regular ones is devoted to a flavorful “story”-skill – in short, there is nothing to mechanically complain about here.

Gerana are expert childminders, and may use this expertise to Intimidate the young, with their natural weapons having the stun property. They can swallow sleeping targets (rules interaction correct!), and those swallowed whole become ever younger. If reduced to 0 years, they are transported to the creature’s ovaries, to be laid in an egg, and the effect of the de-aging of a lain egg’s individual becomes instantaneous, meaning that the previously permanent de-aging can no longer be undone! The gerana have telekinetic hands, and can conjure nourishing food that can also de-age targets, and the slumbering song these strange creatures can sing also has been codified properly for SFRPG.

Conclusion: Editing and formatting are good on a formal, very good on a rules-language level. Layout adheres to the series’ 2-column full-color standard, and the artwork is neat. The pdf has no bookmarks, but needs none at this length.

Alexander Augunas’ take on the gerana is a prime example of a fantastic SFRPG-conversion: Apart from a minor cosmetic niggle, this is a truly well-crafted conversion that retains the spirit of the creature and contextualizes the creature properly in the context of the game. 5 stars.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Star Log.EM-078: Gerana
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Star Log.EM-076: Belledam
by Thilo G. [Featured Reviewer] Date Added: 01/10/2020 07:48:30

An Endzeitgeist.com review

This installment of the Star Log.EM-series clocks in at 7 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 3 pages of content, so let’s take a look!

On the first page, we get something I was missing from the Alien Archive, namely precisely-codified rules for the web universal monster ability – I really enjoyed the precision of the rules here!

The Belledam was originally introduced in the Everyman Minis-series, but the SFRPG-version introduced here is not simply a copy: The belledam is a CR 14 creature that uses the spellcaster array, with ability score modifiers for ability score beyond the standard three boosted to +2, which is relevant for the creature regarding its initiative. The outsider bonus to atk has been properly implemented, and the save bonus has been assigned to Will. Damage values, DCs for spells and abilities and the like are all correct. Blindsense does, however, not list its subcategory (I assume (vibrations)…), and unless I have missed something the attack line for their multiattacks should be at +18, not +20. As a plot/boss monster, the belledam has more good skills than usual.

The creature has an array of unique abilities: They can animate severed parts of their body as independent creatures, and generate their own unique personalized demiplanes – and they have control over the egress, and, in a combination of their SPs, use their knowledge to duplicate copies of target homes. The belledam can also mark targets and even weave replicas of targets!! The latter is SUPER-Creepy and amazing – and if you have the excellent Occult Skill Guide: Cloning Ritual, you can use that here.

As a kidnapper of children and dweller of hidden rooms, belledams are essentially the horrific thing from the Coraline movies, just amped up to 10, and concept-wise, are frankly amazing – hence also the permanent marking of targets. The pdf also provides surprisingly detailed and inspiring information of belledam lairs and modus operandi. Finally, we do get a new feat, Gruesome Shapechanger, which has a cosmetic glitch in the prerequisite line: It’s supposed to be “Change shape universal creature rule”, not “Change shape creature type” – but that is a cosmetic nitpick. The feat lets you use Disguise to e.g. slough off your flesh or otherwise have a creepy shapechange effect that allows you to AoE demoralize targets. This is very potent, but has an anti-abuse caveat.

Conclusion: Editing and formatting are good on a formal and rules-language level. Layout adheres to the series’ 2-column full-color standard, and the artwork is neat. The pdf has no bookmarks, but needs none at this length.

Alexander Augunas’ SFRPG-version of the belledam is fully functional, dangerous and unique – I very much enjoyed it, and only the minor formal hiccups keep it from achieving even higher ratings. As written, I can’t exceed 4.5 stars, rounded down.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Star Log.EM-076: Belledam
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Star Log.EM-075: Timelost Characters
by Thilo G. [Featured Reviewer] Date Added: 01/10/2020 07:47:14

An Endzeitgeist.com review

This installment of the Star Log.EM-series clocks in at 7 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 3 pages of content, so let’s take a look!

So, e.g. the fantastic Time-Traveler’s Hot Tub installment of Star Log.EM has established that time travel is possible, if rare – and this supplement provides the rules to play a character e.g. catapulted from the age of PFRPG to that of SFRPG, from a fantasy (or other ancient) setting to the Nova Age. Some of the feat classics for the old game have been converted, though. It should be noted that this is no conversion tool or the like, and it doesn’t require other Star Log-EMs to get the most out of it – instead, it is a tool that lets you play anachronistic characters stranded in the far future.

As such, we begin with a new theme, the timelost: The theme-knowledge lets you add a +1 enhancement bonus to your Strength for the purpose of determining bulk you can carry, and as much to Constitution checks to avoid the fatigued or exhausted condition. Knowledge pertaining your age of origin has its DC reduced by 5, and one skill, with the exception of Computers, is a class skill for you, or otherwise, you gain +1. Unlike most themes, you get to choose which of your ability scores receives a +1 adjustment. Minor nitpick: I was surprised to see Engineering not as exempt from the available class skills, but then again, taking a look at the marvels left from medieval times, I can’t fathom what the craftspersons back then would have achieved with tech, so I can get behind that decision. Same goes for Medicine and the knowledge lost due to Christianity’s witch hunts.

6th level nets the “Built Tough” feature, which nets you a difficult choice: 1 Stamina Point per level, and for every level attained, 1 Resolve Point, +1 enhancement bonus to Fortitude saves, DR/- equal to ½ base attack bonus, or your base attack bonus as energy resistance against one type of energy. You get one of those. 12th level lets you once per day add +1 before making an ability check, attack roll, etc., and 18th level lets you choose a second benefit from the 6th-level array, but you must choose a different one.

The pdf then proceeds to present the timelost warrior archetype, which requires aforementioned theme. At 2nd level, you get a bonus feat as an alternate class feature, and at 4th, 6th, 9th, 12th or 16th level, you get another one. There is a catch, though: They may not list a class level or ranks in Computers as a prerequisite.

The pdf then proceeds to provide 7 new combat feats, which will indeed be familiar to veterans of PFRPG:

-Combat Expertise: Reduces penalties for fighting defensively by 1/4th of your BAB, minimum 0, and increases the bonus granted by +1. This does not stack with other effects that increase or decrease fighting defensively.

-Power Attack: Requires Deadly Aim; when attacking with an analog weapon,, the increased weapon damage increases to full BAB.

-Precise Shot: As a move action, steady your aim and choose an opponent within 30 ft. If you then make a ranged attack before the end of your turn, cover benefits to AC for a target chosen are halved.

-Double Slice: Requires Multiweapon Fighting; when making a full attack with 2 or more operative melee weapons, and at least one hits, the full attack penalty for the remaining attacks is reduced by 3, minimum 0. Does not stack with itself.

-Furious Focus: Requires Deadly Aim; no penalty to atk when using it for the first (or only) attack made with it.

-Shatter Defenses: Requires 5 ranks Intimidate or base attack bonus +6; when striking a target subjected to a fear-based negative condition, you render the foe flat-footed against your attacks until the end of your next turn.

-Vital Strike: Requires BAB +6; use attack action as a full attack instead; if you hit, roll weapon damage twice and add the results together before adding damage bonuses. This does not work for explode weapons. If you have 3 attacks in a full attack, you can choose to take a -4 penalty to attack rolls; if you hit, you get to roll damage dice thrice. From in-game logic, I’d consider it to make more sense if this applied only for melee weapons, but that may be me.

Conclusion: Editing and formatting are excellent on a formal and rules-language level. Layout adheres to the series’ two-column full-color standard, and the pdf comes with a cool artwork. The pdf comes without bookmarks, but needs none at this length.

Alexander Augunas’ timelost character options are pretty well-crafted, feeling like organic extensions of the core SFRPG-engine. The feats are potent and viable and help you translate the core style/experience of a character rather well to SFRPG. I am not the biggest fan of Vital Strike’s implementation, but as a whole, I consider this to be a very much worthwhile addition to the game. My final verdict will hence clock in at 4.5 stars, rounded up due to in dubio pro reo.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Star Log.EM-075: Timelost Characters
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Files for Everybody: Conjuration Spells
by Wendy S. [Verified Purchaser] Date Added: 01/09/2020 12:08:57

Lots of great, creative spells here. I loved the various heightening effects on Gross Globule particuarly. Really hoping to see a Necromancy spell pack soon, as it's pretty underserved by the CRB



Rating:
[4 of 5 Stars!]
Files for Everybody: Conjuration Spells
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The Genius Guide to the Wildshaper
by Thilo G. [Featured Reviewer] Date Added: 01/09/2020 08:37:06

An Endzeitgeist.com review

This pdf clocks in at 14 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 11 pages of content, so let’s take a look!

This review was requested to be moved up in my reviewing at the behest of my patreon supporters.

The wildshaper class has d10 HD, 4 + Int skills per level, good BAB-progression (table lists no iterative attack values), good Fort- and Ref-saves and is proficient with simple weapons as well as light and medium armor and with all natural weapons of shapes assumed.

The wildshaper is, no surprise there, defined by shapeshifting – they can transform themselves into any Small or Medium animal for 4 + Constitution modifier rounds per day, with each additional class level attained increasing this by 3 rounds. Kudos: The rules here explicitly state that temporary increases do not influence the allotment of shapeshifted rounds per day. The daily allotment replenishes after the usual 8 hours. The wildshaper must be familiar with the animal form assumed and retains the ability to speak in animal form. At 3rd level, the wildshaper can retain shapeshift for up to 1 hour for a single round use of the ability, but only while not in combat. Okay, so, how does this interact with entering combat? Does the surprise round, if any, for example require the expenditure of a round of shapeshift? Does the first round of combat “use up” a shapeshift’s round previously initiated, or will combat result in the shapeshift “aborting” if no additional round is expended? This needs clarification. 5th level unlocks Tiny and Large sizes, 7th Huge or Diminutive – each also upgrade the benefits from the base beast shape I to the next higher version of the spell. Changing shapes is a standard action, and ending a shape is a free action. 9th level nets shapeshift as a move action, 13th as a swift action (both are optionally, thankfully – you can still shift as a standard action, if starved for swift actions!), and 17th level allows for the shapeshifting as a free action, even when it’s not the wildshaper’s turn. This explicitly allows for the shaping into a form with e.g. a higher Constitution modifier to avoid being knocked out, etc. At 11th level, the shapeshift is accompanied by an untyped +2 bonus to Constitution, and +2 to either Strength or Dexterity. Minor inconvenience: “Mighty Shapeshift” (gained at 19th level, upgrades Constitution-bonus to +4 and +2 to Strength or Dexterity, or +4 Strength or Dexterity) is erroneously referred to as “Greater SHapeshift” – the table has the name correct., though

This ability counts as wildshape for prerequisite etc. purposes. Speaking of which: The wildshaper counts class levels as druid levels for the purpose of qualifying for feats, traits, and the like that enhance or improve wildshape, and multiclassing is taken into account. The class also starts off with wild empathy.

At 3rd level, the class treats its natural weapons as magic weapons for the purpose of overcoming DR, with 5th level unlocking silver, 7th allowing for the choice of an alignment component; 11th level makes the attacks ghost touch, 16th adamantine. The capstone nets the shapechanger subtype, at-will shapechange and immunity to non-harmless transmutation effects.

The experienced reader will have noticed what I have not yet mentioned: At 2nd level, and every 2 levels thereafter, the wildshaper receives a wildshape talent: These include unlocking shapechanging for types ranging from humanoid (with alter self benefits) to e.g. plant shape or giant form shifts. These deserve special mention: The massive plant defensive traits are properly contained regarding minimum levels; the giant shape starts off as a modification of alter self accompanied by bonuses before graduating to duplicating the potent spell benefits. Kudos! The talents allow for save DC-increases of toxins, automatic wild armor property for armor worn, bonus feats, woodland stride, scaling boosts to saves vs. transmutation effects, terrain mastery…and a couple of unique ones: Quite a few of the talents allow for the expenditure of shapeshift to purge the body of e.g. poisons or diseases, swift action healing, very limited Charisma-based spellcasting. Interesting: The hybrid shape even gets the minimum level for unassisted flight in PFRPG right! So yeah, as a whole, we have a surprisingly precise class here!

As far as supplemental materials are concerned, we have 4 feats, two of which deal with the obligatory increase in shapeshift rounds, the Extra Wildshaper Talent; Polymorphic Impersonation lets you impersonate a specific target, while Wereblooded nets you scaling DR/silver. The pdf also contains 4 archetypes: The totem shaper specializes in a specific animal exclusively, and said form gains pretty impressive bonuses – these do seem to stack with the ones granted by the base class, making them too min-maxy for my tastes. The beastrager is the obvious barbarian/rage-engine crossover; the evolved wildshaper loses the talent engine and druid-y components in favor of evolution access (though that concept is represented more smoothly by a variety of classes). Finally, the graveshrouded is the engine/theme-tweak that focuses on assuming undead-shapes. This one is the most pronounced of the archetypes. The pdf also features favored class options for the core races as well as a variety of uncommon ones, ranging from the planetouched to kitsune, goblins, etc., the mantle of fluid shape item (which allows for uninhibited use of abilities while wildshaped, at the cost of a more serious resource expenditure), and the pdf closes with a discussion of how to implement these fellows in your campaign.

Conclusion: Editing and formatting re excellent on a formal level; on a rules-language level, I only found the one hiccups I mentioned above – huge kudos. Layout adheres to Rogue Genius Games’ old two-column full-color standard, and the pdf offers a couple of rather nice full-color artworks I haven’t seen before. The pdf comes fully bookmarked for your convenience.

Charlie Bell’s wildshaper was a pleasant surprise for me. While the author has contributed to Jon Brazer Enterprises’ excellent “The Gilded Gauntlet”, this is his first stand-alone offering, the freshman product, so to speak. And it uses a theme that had me, honestly, roll my eyes. I’ve reviewed so many shapechangers at this point, it’s hard to impress me with the concept, and ultimately, that may be the most major drawback of the class for me: It has to stand next to the Legendary Shifter by Legendary Games (the class I’d suggest using instead of Paizo’s shifter, if you want something with a very close design-analogue to the Paizo shifter), and, more importantly, next to Everybody Games’ fantastic shapeshifter class from Paranormal Adventures.

…and that’s kind of the issue here. The wildshaper would have been much more impressive a few years back; right now, I can’t help but feel that, in spite of executing its tropes well and precisely, it simply does not have the same level of customization as the Everybody Games shapeshifter. That being said, it does have a raison d’être: If you want a relatively simple shapeshifter class that still lets you customize it somewhat, and if you don’t want to use an engine analogue to Paizo’s shifter, then this is worth checking out.

That being said, it is a class that comes late to the party; in a nice enough suit, only to realize that some folks are standing around in resplendent dresses and frocks.

This is by no means a bad class, but neither is it one that will replace the other shapeshifting engines I’m using in my game. After much deliberation, even with the freshman bonus and the per se smooth execution, my final verdict can’t round up from 3.5 stars. That being said, I do hope the author continues to design – this class is perfectly serviceable, which is more than you can say about a lot of other options out there.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
The Genius Guide to the Wildshaper
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Star Log.EM-074: InsaneCorp's Bewildering Biotech
by Thilo G. [Featured Reviewer] Date Added: 01/03/2020 07:15:06

An Endzeitgeist.com review

This installment of the Star Log.EM-series clocks in at 9 pages, 1 page front cover, 1 page editorial, 4 pages of SRD, leaving us with 3 pages of content, so let’s take a look!

Okay, so your humble reviewer made a deal with InsaneCorps’ Doctor Malifaord Hudson Insano, who hijacked my brain during the last InsaneCorps-reviews, so let’s see if this holds up – the supplement begins with an ad for the biological wonders the good doctor peddles, and it is pretty awesome – and better yet, since we got these transmissions straight from the Xa-Osoro system, we won’t need to sign the 470 legal documents to install these upgrades – use in the Starfinder game just requires this little pdf.

The new biotech herein denotes system, prices and item levels correctly, so what exactly do we get? Well, Acryllidigits are awesome for the artists among us – the augmentation is installed in all hands, and makes the conversion of body fat to paints that you can sweat possible. Cool here: This paint can ALSO help you escape grapples…and, obviously, it leaves your foes an artwork… This can become even more hilarious when combined with detachable limbs, installed in the arms – this lets you use your reaction to detach an arm, lizard-tail style: This lets you automatically escape the grapple, but your arm dies…but fret not. It totally regrows within a few hours, with augmentation installed. Awesome, right? Yep, it is. And in spite of InsaneCorps’ reputation, the limbs actually don’t mutate or the like.

Looking for something more? What about a cardiac rebooter? When you’d die, you roll ALL your abilities versus a DC 20: On a failure, you end up on the penultimate step of the poison progression, and then get to repeat that check instead of a save; a successful step moves you one step towards healthy, and proper use of Medicine helps with the check. This, as a kind of extra life, needs to be reinstalled after use, but for the dangers of the Nova Age? Perfect. Cattlegut is installed in the stomach, and helps versus ingested poisons. More importantly, it allows you to digest (and sustain yourself) from otherwise inedible stuff! Think about being stranded on that lifeless rock…yeah, this is helpful.

Chemoreception enhancers for the brain come in 6 mks ranging from item levels 2 to 17, and net you blindsight (scent) with increasing ranges. At item level 7, you could also install a deoxymorphic gland, which makes you such a being, or if you’re a deoxyian, you get more control over your holistic perfection racial trait. And yes, this does allow you to become a deoxyian. (The race was btw. introduced in the Starfarer’s Companion.) The melatonin gland for the brain is something I’d get IRL without even thinking twice – it lets you go to sleep reliably, and this flood of melatonin also can net you serious bonuses to saves 1/day, though after benefiting from this, you fall into a brief sleep you can’t awake from. Awesome. Did I mention the extendable eyestalks (in two mks).

Hands may be fitted with steel-plated sockers, making your unarmed strikes lose the archaic and nonlethal property, and may take fusion seals etc., using item level. The augmentation only really becomes awesome with Improved Unarmed Strike – not only is the ability interaction great, it lets you add weapon special properties AND change your unarmed strike properties. Really cool!

And the thing you can see the good Doctor demonstrate on the cover? That’s Chromatophoric Skin, available in 6 mks, from item level 1 to 16, which not only lets you be the psychedelic star of the party, it also lets you use Resolve to hypnotize specific targets, and no, this cannot be cheesed for stun-locks.

Conclusion: Editing and formatting are top-notch on a formal and rules-language level. Layout adheres to the series’ two-column full-color standard, and the pdf has a cool artwork for you. The pdf has no bookmarks, but needs none at this length.

Alexander Augunas’ biotech, presented as Starfinder items courtesy of InsaneCorps’ benevolent overlord, is AWESOME. It’s not only useful in game, it has these evocative images and roleplaying potential components that make them feel like more than just a series of static enhancements. Precise rules, evocative ideas, funny writing - what more can you ask for? 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Star Log.EM-074: InsaneCorp's Bewildering Biotech
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Starfarer's Codex: Legacy Cavalier
by Thilo G. [Featured Reviewer] Date Added: 01/03/2020 07:10:55

An Endzeitgeist.com review

This installment of the Starfarer’s Codex-series clocks in at 24 pages, 1 page front cover, 1 page editorial, 1 page SRD, 2 pages of advertisement, leaving us with 19 pages of content, so let’s take a look!

All right, so, unlike the excellent legacy gunslinger, this one features once more a base class: The legacy cavalier receives 7 + Constitution modifier skill points, 7 HP, 4 + Int skills per level, proficiency with basic and advanced melee weapons, small arms, longarms and both light and heavy armor. The class sports full BAB-progression as well as good Fort- and Ref-saves.

Okay, first disappointment: Challenge is a 1/day ability, +1/day at 4th level and every 4 levels thereafter, where the individual bonuses also increase by 1. I really don’t get that, as it was already annoying in PFRPG, and SFRPG tends to use Resolve expenditure in conjunction with Stamina recovery as a refresh mechanic for abilities you shouldn’t spam. You get +2 insight bonus to atk versus the target, and take a -1 penalty to AC with regards to other targets. Challenge has no duration, and has order-dependent effects, but at 13th level, you can use your reaction after defeating a challenged foe to designate a new opponent; at 17th level, being declared the target of your challenge imposes a -2 penalty to atk rolls and spell save DCs for targets other than you.. Also at first level, you get Expert Rider, one of the new feats herein, which lets you treat an indifferent animal as domesticated and trained for combat for the purpose of riding it. Additionally, at the start of your round, you may make a Survival check to direct your mount instead of needing to take a move or swift action, and you may make a Survival check to stay in the saddle without needing to expend your reaction. You can also rear/train animals in days or weeks and lift them to a CR equal to your character level -1. You can only have one such specially trained mount, and can’t sell it for profit.

The second feat here would be Emergency Protocol, which lets you stay in the saddle when unconscious, and the mount will withdraw from combat – I like this one.

At first level, you also get a mount, using cavalier levels as master levels, as per the companion rules – the mount will usually be a horse or cycledroid, or a pony or cybersled. Base form must be quadruped or wheeled, and the companion must be one size category larger than you and possess the mount evolution at all times. Mounting in battle, fast mount or dismount, fighting, guiding with knees or staying in the saddle when the mount rears or takes damage all require no rolling. HECK YES. Thank you. This makes using them at the table painless.

But are mounts as potentially OP as they can be in PFRPG’s 1st edition? Well, first we choose a companion type: Biological companions get a natural attack as a bonus evolution at 1st level, and you can use your Resolve to stabilize it while within 60 ft. Replacing a fallen mount is a relatively quick process. Technological companions are technological constructs and proficient with small arms or basic melee weapons, and it gains specialization in the chosen weapon at 3rd level. Repair and replacement are relatively painless as well, but not something you’ll quickly do in combat. Companion base forms are aquatic, avian, biped, quadruped, or serpentine, with different ability score base array, and ACs, with EAC’s base value being at most 11, KAC’s at most 13. Each mount base form has a single good save and notes two ability scores that increase over the levels, as well as two skills which similarly are enhanced. Initial evolutions are included. Issue here: E.g. the avian form does not specify whether the base form’s flying ability is supposed to be extraordinary or supernatural, nor does it specify a maneuverability. This is relevant, as flight is usually an advanced evolution…which btw. makes no sense, in that it lets you choose between Ex and SU, or so it seems…but Ex is ALWAYS worse. Companions have a limited feat array, begin play with link, and 3rd level nets evasion, 6th devotion, 15th improved evasion, and a new set of advanced evolutions is unlocked at 11th level. They can attain up to 10 evolutions, 8 feats, and their good save caps at +9, the bad saves at +5, and the BAB adheres to a ¾-progression. Ac increases from +0 to +18, and HP increase from 10 to 230. Extra ammo, cooldown mighty jumps – there are some cool options here. In case you’re wondering – no, there is no evolution that lets them use ladders, but at least we do get an evolution that allows them to squeeze. As a whole, mounts are potent, but not as overbearingly so as they could be in PFRPG.

Back to the cavalier: 2nd level nets an insight bonus to Survival for handling and rearing animals and riding creatures, which improves further at 7th level and every 5 levels thereafter. 3rd level nets Weapon Specialization and tactician, which lets you lend a combat feat to an ally within 30 ft., for 3 rounds, +1 round for every 2 cavalier levels. It can be used 1/day, +1/day at 5th level and every 5 levels thereafter. Once more, this feels a bit archaic with its per day abilities, but on the plus side, Expert Rider is a combat feat, so you can briefly make allies not suck as much at riding. 9th level lets you grant 2 feats, or one to all allies within 30 ft. 19th level lets you use this ability as a move action and grant 3 combat feats to one target, or 2 to all allies within a 30 ft.-range.

4th, 8th, 10th, 14th, 16th and 18th level net combat feats, and 4th level lets you execute cavalier charges as a full action while in the saddle, which is interesting in that SFRPG’s harrying fir rules make this one more versatile for skirmishing. 11th level provides the option to make an additional attack at -4 to both attack rolls when using the cavalier’s charge ability, and the capstone doubles the challenge damage bonus when hitting challenged targets at the end of an unmounted charge or cavalier’s charge; on a critical hit, the target must save or be stunned.

5th level nets banner, a holographic image that nets a scaling morale bonus on saves versus fear to allies, and this improves at 15th level to also apply versus charms and compulsions. The banner may then be supercharged as a standard action, allowing allies to reroll saves vs. mind-affecting effects. This one actually can be used again after short rests with Resolve expenditure.

As far as altered or replaced class features are concerned, the cavalier primarily misses order abilities or misses out on some bonus combat feats. Greater tactician might be delayed by one level if 9th level is a replacement class feature, replacing the 10th level combat feat.

8 orders are provided, and as before, they are chosen at first level. Orders usually add a skill as a class skill, have information on their edicts to adhere to, and modify the challenge class feature. Additionally, the orders provide 3 order abilities – one is gained at 2nd, one at 6th and one at 12th level. Let’s, in all brevity, go through these: The order of the void is particularly potent versus objects of the challenge target, and the first two order abilities allow for the breaking of barriers and objects more easily; the last one lets you sow distrust among targets, which causes them to lose the ability to e.g. grant flanking bonuses, etc. This ability once more does look like one that could feel Starfinder-esquer, but that’s me nitpicking. Not so nitpicky: The order of the ward (challenge and abilities focusing on enhancing the AC of allies) has one ability that improves at 15th level – and it’s the only such scaling operation. Pretty sure that should be 12th level. Cool: There is an order for stealth operation specialists, a hologram-themed feinter, a pretty straightforward ranged specialist, and one order that lets you coax more out of tech and batteries.

The pdf also provides a summary of mounted combat rules and stats for light and heavy horses.

Conclusion: Editing and formatting are very good on a formatting and rules-language level. Layout adheres to the series’ two-column full-color standard and the pdf features some rather neat full-color artworks. The pdf comes fully bookmarked with nested bookmarks for your convenience.

Okay, I freely admit to being slightly biased in favor of this pdf as a concept. Saber Rider was one of my most beloved childhood shows, and I can still listen to that show’s theme-track on an endless loop for hours without getting bored. I love the science-fantasy robot-horse cavalier idea. I always liked the notion of the cavalier, particularly the space cavalier. However, I also consider the original PFRPG cavalier to be an abject failure and one of the most boring, unrewarding classes for the system. I adore the notion of the space cavalier. And the legacy cavalier does a better job at the trope and as a class than I feared it would. The fact that these guys miss out on onslaughts unless mounted, etc. is a pretty interesting balancing tweak for a generally potent class. Matthew Morris’ legacy cavalier’s primary shortcoming is, ironically, in that it tries pretty hard to be an “as faithful as possible” legacy conversion of one of the most boring PFRPG classes ever.

The cavalier has all big choices at first level, and this hold true for this version as well, alas. Mount customization does help a bit. But only a bit. Add to that that its abilities try, more so than most SFRPG-options, to impose fixed, non-Resolve-based limitations, and we have a class that very much feels like…well, a legacy conversion.

Personally, I wouldn’t want to play this class; It’d bore me, particularly withal those 1/day abilities. The class does very few things with all the cool options that Starfinder has to offer, and ultimately, that’s what most irked me about it – it didn’t feel like a Starfinder class to me. Your mileage may vary, though – and what may be a fatal failure of the design for me, might be a great, newbie-friendly feature for you. If you expected something more akin to how legacy gunslingers work, then this might disappoint you.

As such, my final verdict will be 3.5 stars, and while, personally, I’d round down, as a reviewer, I have to acknowledge that plenty of people might want this – a class they can just settle on and be done with; no huge option array to consider, just pick and play. Hence, my official rating will round up.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Starfarer's Codex: Legacy Cavalier
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Occult Skill Guide: Binding Ritual
by Thilo G. [Featured Reviewer] Date Added: 12/27/2019 07:39:00

An Endzeitgeist.com review

This installment of one of my favorite series for Starfinder clocks in at 19 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 15 pages of content, so let’s take a look!

Now, if this is your first Occult Skill Guide dealing with rituals, let me give you a very brief run-down: We all know that Starfinder is science-fantasy, right? Well, rituals emphasize the fantasy aspect in a crucial way – in making magic feel like more than just some sort of technology with another power-source; rituals are magic at its finest – they require symbolic components, careful preparation, research, and more participants – but for this amount of effort, they also allow you to do things beyond the ken of spellcasting. There is always a risk – of damage incurred, of ability drain, of death and worse, for this amount of power requires skill to pull off, and even then, it can be dangerous.

If that sounds complicated, it’s really not – if you’re familiar with PFRPG’s Incantations or Occult Ritual engines, you will be familiar with the basic premise of how these work. As all ritual-pdfs in the Occult Skill Guide series, you don’t need another book to use the material herein. Instead, the pdf not only concisely explains how rituals work in a step-by-step guide, it also comes with a detailed step-by-step guideline for the GM to create more rituals. And these rules are very tight. In fact, they are some of the smoothest I have seen, with ritual descriptors and component point budgets providing a framework for quick and easy ritual design based on a sensible framework: If your ritual has to do with [Meditation], Sense Motive and/or Perception are key skills; for [Liturgy] rituals Culture will be key; for rituals that have the [Routine] descriptor, we’ll use Computers. And you won’t have to calculate costs – or much at all. In fact, you’ll get to consult a massive table, and rock them out.

I’ve tried it multiple times by now, and from hazy concept in the back of my head to finished ritual, properly spelled out? 5 to 10 minutes, tops, including writing all down.

In this supplement, we deal with the level 5 rites of imprisonment, which is an abjuration [occult] ritual per default; in many ways, the ritual represents a staple of (science-) fantasy literature and games, where the adversary has some means of imprisoning the target, but oddly, such luxury is never really made available broadly or codified beyond some spells – this pdf changes that. The ritual requires 5 hours to perform, and requires a set of shackles/restraints that are forged from abysium, adamantine alloy, djezet, horacalum, inubrix, noqual and siccatite – which costs a massive 81K credits; furthermore, a tier 8 computer with range III upgrade costing 80100 credits is needed; reagents (here misspelled “regents” would be 12 candles made from thriae wax mixed with the targets blood, as well as two aeon stones.

The primary ritualist draws the seal around the creature, whereupon the candles are placed in equidistant positions akin to a clock’s hand-positions, whereupon the restraints are placed on the target, with the aeon stones phased into them to lock them; thereafter, the binding method is selected via magitech software, which brings a facsimile to life and imprisons the target. The binding methods allow for the target to be made an outcast, shunned by a species; the target may be chained, imprisoned in gems, vials, etc., entombed in a demiplane, confined to an area specified in a map, transformed into a figurine or illustration, set asleep…or, well, there are rules for combining them!

As always, we have a legend, as well two hooks for different uses of such a ritual.

Conclusion: Editing and formatting are excellent on a rules-language level; on a formal level, I noticed e.g. an instance of “regent” instead of “reagent,” but nothing serious beyond typos. Layout adheres to the series’ neat two-column full-color standard, and the pdf comes with quite a few nice full-color artworks. The pdf has no bookmarks, but doesn’t necessarily need them at this length (unless it’s your only ritual pdf, in which case that might be slightly annoying).

Alexander Augunas’ binding rituals fill a niche in the game that I really enjoyed – from the collector to the shunning of targets to further quests, these binding rituals allow for a variety of unique and cool angles. Perhaps the PCs have a Neegan-situation and just don’t want to kill a powerful adversary, instead opting for imprisonment? There you go – perfect angle for that. I love this ritual and its vast narrative potential. 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Occult Skill Guide: Binding Ritual
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5e Menagerie: Griffmeras
by Thilo G. [Featured Reviewer] Date Added: 12/18/2019 07:29:34

An Endzeitgeist.com review

This monster menagerie happened in a curious way: Owen K.C. Stephens posted brief descriptions on social media; Jacob Blackmon started illustrating them and stating them for 5e – and then, Margherita Tramontano joined the fray and crafted Pathfinder iterations – there we go – the pdf is 27 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, leaving us with 23 pages of content, so let’s take a look!

The critters herein all have full-color artworks, depicted on their own page, which makes them suitable for handouts – a big plus, as far as I’m concerned. It should be noted that the formatting of the respective creatures within is pretty good, with only the header of the respective creature abilities deviating from standards – they are only bolded, not both bolded and in italics. Now, as for the critters within, what do you get?

Well, we start with the Ahemset, which would be a massive viper with a crocodile head. It clocks in at challenge 3 and can constrict targets, which is nasty, courtesy of its razor scales. The bite carries poison, and the gaze of these beings can charm those meeting it. Nice one. Also at challenge 3, the Criocore is a ram-headed lion with spider-aspects (cool!) – it gets a proper charge attack that may knock targets prone, has acidic webs, etc. – really cool! Like it!

While we’re talking about challenge 3 critters: A Guldami is a wolf/scorpion-hybrid and conceptually pretty cool, with pack tactics and the option to execute attacks with wolf maw and stinger. Karnnoloups, at the same challenge, are antlered wolves that may assume humanoid form during the winter months. It also has quite an array of cold-themed innate spells. The final challenge 3 critter is the serpohipp, a horse body with a large cobra protruding from the neck – it’s, unsurprisingly, poisonous and gets a neat trampling assault.

The challenge 9 Cerbearus is a puntastic Large celestial with multiple heads and cool innate spellcasting tricks. The creature works much better in the 5e-iteration. At challenge 2, the ulvarg is a Large wolf with a human head and mouth. Cool: It has an intrinsic knowledge of when the word “ulvarg” is uttered, may turn invisible and ahs a couple of cool trick. The 5e-version is vastly superior to the PFRPG-iteration.

The challenge 5 dracopotamus is surprisingly Stealthy (getting twice its proficiency bonus to Dexterity (Stealth) and trampling charges; it can also make a vortex that takes water vehicles etc. into account. With steam breath, we have a pretty cool critter in 5e!

At challenge 8, I love the look of the grunthumplema – basically the front-body of a bear, supported with orca tail and head as well as a walrus head – capable of swimming through ice, with freezing blood, this is a “cool” (haha) critter – I particularly like how the freezing blood in the 5e-version actually differentiates between where you’re affected by it, and that you may end up petrified! Minor nitpick – there are a couple of blank spaces missing in “KeenHearingandSmell.”

Lykopards, are challenge 1/4 panther/jackal hybrids with caustic blood – oh, and they are evil. Their blood ruins weapons fast, and they can mimic sounds and human voices. They also have pack tactics and pounce.

Really cool conceptually: Picture a colossal hybrid of a sperm whale and a massive crab at challenge 19, the lyngbakr is just that – it’s a pretty brutal, if very straightforward combatant. Unfortunately, its defenses are super-sucky for the challenge – no condition or damage immunities, and no proficient saving throws. With low Int and Cha, these ask to be pummeled hard.

On the other end of the CR-spectrum, at challenge 0, the sektaf is something I’d genuinely take as a pet: Picture a spider with a cat’s head – including many cat-eyes. The artwork is pretty cute, and the critter comes with the option to share its web sense while close to its master – greatly appreciated!

Conclusion: Editing on a formal and rules language level is pretty good; formatting sports a couple of minor snafus, but can still be considered to be good.. Layout adheres to the series’ two-column full-column standard, and the pdf comes with pretty cool full-color artworks. The pdf comes fully bookmarked for your convenience.

It is obvious that this supplement was penned primarily with 5e in mind, and it is vastly superior in this version; Jacob Blackmon and Margherita Tramontano do a vastly superior job in this iteration. The creatures are unique, the 5e-rules are implemented in a concise manner, and while a few aesthetic niggles in verbiage exist, they don’t impede gameplay, rendering this a fun file in its 5e-iteration. There are a couple of critters that are a bit “safe” designwise, as in they don’t do that much interesting stuff, and the challenge 19 creature is vastly over-inflated in its actual challenge, but as a whole, this is a cool little supplement. My final verdict for this version will be 4.5 stars, rounded down.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
5e Menagerie: Griffmeras
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Monster Menagerie: Griffmeras
by Thilo G. [Featured Reviewer] Date Added: 12/18/2019 07:28:24

An Endzeitgeist.com review

This monster menagerie happened in a curious way: Owen K.C. Stephens posted brief descriptions on social media; Jacob Blackmon started illustrating them and stating them for 5e – and then, Margherita Tramontano joined the fray and crafted Pathfinder iterations – there we go – the pdf is 28 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, leaving us with 24 pages of content, so let’s take a look!

The critters herein all have full-color artworks, depicted on their own page, which makes them suitable for handouts – a big plus, as far as I’m concerned. Now, as for the critters within, what do you get?

Well, we start with the Ahemset, which would be a massive viper with a crocodile head. It clocks in at CR 6, and has poison, a dominating gaze and scales that can cause serious injuries to those trying to grapple it. It also has several serious errors in its statblock.

The CR 12 Cerbearus is a puntastic good outsider with multiple heads and cool SPs. It’s also missing e.g. a plus in its Perception value, which also contradicts itself (is it +17 or +28?), and it’s missing its initiative-line.

At CR 8m the ulvarg is a Large wolf with a human head and mouth, capable of speech. Its formatting for its double strike ability is all kinds of wrong and obviously still mired in 5e Multiattack. Ability types are also incorrectly formatted. A plus is missing…you get the idea. Also at CR 8, the Criocore is a ram-headed lion with spider-aspects (cool!) and lacks a maneuverability rating for its fly speed. Unfortunately for the acid web-spinning critter, its statblock also has glitches. The CR 7 dracopotamus fares better- with its knockout, poison and ability to create vortices, it’s a pretty cool critter!

At CR 13, I love the look of the grunthumplema – basically the front-body of a bear, supported with orca tail and head as well as a walrus head – capable of swimming through ice, with freezing blood, this is a “cool” (haha) critter. (The freezing blood DC is only noted in the statblock, not in the ability description, but the critter is fully functional!)

The CR 5 Guldami is a wolf/scorpion-hybrid and conceptually pretty cool, even though I’d have loved to see more unique abilities here. Karnnoloups, at the same CR, are antlered wolves that may assume humanoid form during the winter months. It also has quite an array of cold-themed spells known. Lykopards, at the same CR, are panther/jackal hybrids with caustic blood – oh, and they are evil. Also at CR 5, we have the serpohipp, a horse body with a large cobra protruding from the neck – it’s, unsurprisingly, poisonous. Unfortunately, it once more sports a couple of glitches in its statblock.

Really cool: Picture a colossal hybrid of a sperm whale and a massive crab at CR 18, the lyngbakr is just that – it’s a pretty brutal, if very straightforward combatant. On the other end of the CR-spectrum, at CR ½, the sektaf is something I’d genuinely take as a pet: Picture a spider with a cat’s head – including many cat-eyes. The artwork is pretty cute, and the critter comes with the option to take it as an improved familiar – greatly appreciated!

Conclusion: Editing and formatting are okay on a formal level, passable on a rules-language level. It’s painfully obvious that this version of the supplement has been rushed out; several of the creatures have serious and pretty obvious glitches that should have been caught even in a cursory inspection. Layout adheres to the series’ two-column full-column standard, and the pdf comes with pretty cool full-color artworks. The pdf comes fully bookmarked for your convenience.

Jacob Blackmon and Margherita Tramontano usually do better work – a couple of the creatures herein are inspired in their concepts, and there are some gems in this pdf; at the same time, there are plenty of glaring and obvious glitches in the rules integrity department, making this pdf ultimately feel rushed. All in all, my final verdict can’t exceed 2.5 stars, rounded up only due to in dubio pro reo.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
Monster Menagerie: Griffmeras
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Occult Skill Guide: Headbeast Corruption
by Thilo G. [Featured Reviewer] Date Added: 12/17/2019 08:09:22

An Endzeitgeist.com review

This installment of the Occult Skill Guide-series clocks in at 9 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 5 pages of content, so let’s take a look!

If you haven’t yet had a corruption-pdf, fret not – all rules required are included herein. Essentially, corruptions represent multi-stage changes to characters that fall roughly in two categories: Complex afflictions, and the lure of dark powers. When you e.g. remember Ravenloft’s dark powers, which grant potency, but also drag further into the darkness, you’ll have a good idea. Corruptions, obviously, had been originally intended as representations of therianthropy and the like back in their first iteration, but Alexander Augunas has seriously expanded the concept in his complex total redesign of the engine for Starfinder.

If you haven’t already, I strongly suggest checking out the corruptions available for the game – particularly if you plan on playing e.g. Gimmerspace or the like. They also represent the vagaries of magic, and, like the entire Occult Skill Guide-series, ultimately help make magic in Starfinder feel less like just another type of technology. I provided a full explanation of the engine in previous corruption-reviews.

The headbeast corruption may be contracted by transmutation going horribly awry, by curses, gravity, or even stranger phenomena. The victim will experience light-headedness, and gravitate towards simple and pleasurable activities. This corruption has a peculiar virulence: Every hour the victim does not engage in stimulating activity accrues one corruption point. This EXPLICITLY includes sleeping and eating. Yep, you have a reason to stay awake… At this latent stage, the victim can be intellectually rehabilitated, and, unsurprising, the save here is Will, the associated ability score Intelligence. The manifestation is btw. a +2 enhancement bonus to Will-saves versus negative emotion effects, and a corresponding increase to being targeted by e.g. Antagonize or being demoralized.

At stage 1, the character gets the absentmindedness and jovial temperament manifestation improves, and each corruption point accumulated decreases height and weight by 5% of the original size – just the head remains unchanged. The Absentmindedness manifestation, btw.? When hit by a mind-affecting effect, roll a d20. On 17+, you are unaffected, and at higher corruption stages, that improves to up to 11! (So yeah, when you’re dealing with super potent mind-slavers, there might actually be a reason to go for this corruption…) Jovial temperament enhances your Diplomacy and Survival to improve creature attitudes.

At corruption stage 2, the jovial temperament’s bonus applies to Will saves in general, and the victim shrinks in size and takes reductions to Wisdom and Intelligence…at stage 3, this corruption locks you down to Int and Wisdom 3, but further increases the bonus versus negative emotions….and also: Nightmare fodder:

“Even as the victim’s body seemingly withers away and retreats into their head, they gain the temperament of an eager puppy and have never seemed happier.” That…kinda got to me. It seriously, thoroughly creeped me out.

The pdf also includes sample headbeast stats (that’s the endstage), and an easy 4-step guideline to quickly make headbeast stats.

Conclusion: Editing and formatting are top-notch, I noticed no glitches on a formal or rules-language level. Layout adheres to the series’ two-column full-color standard, and the pdf has no bookmarks, but needs none at this length.

Alexander Augunas’ headbeast corruption is genuinely one of the most disturbing things I’ve seen in a long while. Jacob Blackmon’s art makes them seem so adorable – like kittens or puppies. And knowing that they are beings who lost their sentience to happiness? Yeah, that is a genuinely frightening thought. This pdf straddles the line between adorable and nightmare-inducing perfectly, making it my favorite corruption so far. 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Occult Skill Guide: Headbeast Corruption
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Starfarer's Codex: Technomancy Manual
by Thilo G. [Featured Reviewer] Date Added: 12/12/2019 13:21:36

An Endzeitgeist.com review

This installment of the Starfarer’s Codex-series clocks in at 15 pages, 1 page front cover, 1 page editorial, 2 pages of advertisement, 1 page SRD, leaving us with 10 pages of content, so let’s take a look!

We begin with a brief recap of the spells herein, and then a selection of spell lists by class – with the Starfarer Companion-classes bard, cleric, magus and wizard, as well as the witch, being covered. I am not a big fan of any of these classes, but if you are, I guess it’s nice to have them here.

The spells in this pdf are btw. technomancy in flavor – this does not mean that they are technomancer-exclusives – plenty of spells are also found on the mystic spell list.

All righty, we begin with a level 1 spell, namely archive memory, and it is a spell I love conceptually – it lets you store your memory on modules, with the amount of memory required being contingent on the amount of information you want to store. Unfortunately, there is no real guideline provided regarding item levels or the like – could you store everything with sufficient modules? Another issue is that you get to decide whether you retain the information or not, and whether you can recover t by connecting to the module, or not. This is a spell that is oddly wibbly-wobbly for Starfinder – and one that has serious repercussions for the realities of a setting it is introduced into. If this spell exists, why would any secret agency ever not make tons of use of it? The lack of more nuanced examples for modules required/storage capacity required for various memories also makes this a puzzling spell to handle – a great concept, with an nonoperational implementation. Circuit lets you link batteries and share their charge pools. Deceive surveillance is a 4th-level variant of holographic image that explains why not everything is automated: Automated cameras and sensors receive no saving throw to disbelieve the illusion fed to them, though guardsmen and AIs etc. do! I like this one, as it does add to the plausibility of the world. Decompose does what it says on the tin;depressurize targets a space suit or armor and exposes the target to the full effects of the environment.

Disguise companion is a nice one that lets you disguise your drones, companions, familiars etc., and stow companion is great, in that it lets you stow them in a demiplane. Electrostatic attraction glues objects together, using bulk as a scaling metric (smart!), with breaking the attraction causing electricity damage. Glitching curse is a specialized curse that makes tech fail half the time – it’s temporary, btw. It is a bit akin to short circuit, which is an object-targeted malfunction curse; Hobble vehicle reduces vehicle speed and full speed, and makes it harder to handle, while supercharge vehicle enhances it.

Hormone jolt is an interesting bludgeoning-damage cause battle spell (the target takes damage from spasms), and this particular spell explicitly provokes no AoOs. Infuse shadows exists for all 6 spell levels, and each spell level does something different: The first-level iteration is a soft terrain control spell; the 6th-level version is a close-range attempt to strangle a target with their shadow – and in-between, we have skittering spider-like climb speed and the like. Minor nitpick: “Throw” and “Spell Resistance” are not bolded in the spell’s write-up. Cool: Make an impromptu spider harness from electro-junk via junk powered armor? Yes, please! Miniaturize lets you shrink items for prolonged periods of time, decreasing their Bulk. This one might warrant careful consideration on part of the GM. It is cool and useful, but it could break some plots. As an aside: I'd suggest instead using the fantastic Sizechanging Rules by Everybody Games. Phantom limb nets you a shadowstuff arm that allows you to hold an additional item at the ready – and explicitly just for that, but you may stack this spell with itself, controlling up to Intelligence modifier limbs at once. Subjective gravity is a variant of control gravity that does what it says on the tin.

Transport junkbot comes for levels 4 – 6, which makes junk into an impromptu, fully stated transport vehicle – and yes, stats for all three spell levels are provided. Ventilate cleans toxins and pollutants, which would be considered to be OP in SFRPG, were it not for the suitably high spell level – personally, I won’t use it, but that’s a matter of personal aesthetics, rather than a genuine gripe. Violent combustion, finally, is a level 4 variant of explosive blast., which might knock flyers to the ground – personally, I think the skill DC to remain airborne being fixed is a bit odd.

Conclusion: Editing and formatting are good on a rules-language and very good on a formal level. Layout adheres to Rogue Genius Games’ two-column full-color standard, and the pdf uses nice full-color stock artwork- The pdf comes fully bookmarked with nested bookmarks – kudos!

Matthew Morris’ technomancy spells were off to a bad start, but after the first spell made me dread the shape of things to come, the remainder of the pdf continued to deliver several interesting and worthwhile offerings. I e.g. am very much a fan of subjective gravity for the mind-boggling things you can do with it, and plenty of spells here are very much super-useful. While I am not blown away by all spells and won’t introduce all of them, I will certainly take a bunch of them on board. Considering the low price, my final verdict will be 3.5 stars, rounded up.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Starfarer's Codex: Technomancy Manual
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Occult Skill Guide: Dispelling Ritual
by Thilo G. [Featured Reviewer] Date Added: 12/11/2019 07:29:53

An Endzeitgeist.com review

This installment of one of my favorite series for Starfinder clocks in at 17 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 13 pages of content, so let’s take a look!

Now, if this is your first Occult Skill Guide dealing with rituals, let me give you a very brief run-down: We all know that Starfinder is science-fantasy, right? Well, rituals emphasize the fantasy aspect in a crucial way – in making magic feel like more than just some sort of technology with another power-source; rituals are magic at its finest – they require symbolic components, careful preparation, research, and more participants – but for this amount of effort, they also allow you to do things beyond the ken of spellcasting. There is always a risk – of damage incurred, of ability drain, of death and worse, for this amount of power requires skill to pull off, and even then, it can be dangerous.

If that sounds complicated, it’s really not – if you’re familiar with PFRPG’s Incantations or Occult Ritual engines, you will be familiar with the basic premise of how these work. As all ritual-pdfs in the Occult Skill Guide series, you don’t need another book to use the material herein. Instead, the pdf not only concisely explains how rituals work in a step-by-step guide, it also comes with a detailed step-by-step guideline for the GM to create more rituals. And these rules are very tight. In fact, they are some of the smoothest I have seen, with ritual descriptors and component point budgets providing a framework for quick and easy ritual design based on a sensible framework: If your ritual has to do with [Meditation],, Sense Motive and/or Perception are key skills; for [Liturgy] rituals Culture will be key; for rituals that have the [Routine] descriptor, we’ll use Computers. And you won’t have to calculate costs – or much at all. In fact, you’ll get to consult a massive table, and rock them out.

I’ve tried it multiple times by now, and from hazy concept in the back of my head to finished ritual, properly spelled out? 5 to 10 minutes, tops, including writing all down.

As for the focus, we’ve seen quite a few cool examples so far, but this one deals with a very common issue in any gaming dealing with magic – dispelling. Using dispel magic can be SUPER anticlimactic – it might work for battle-buffs and the like, but more potent effects? In such cases, it might be lame to have an easy way to cancel them. Similarly, dispel magic is not available at 1st level. Well, enter this ritual, for it’s a level 1 abjuration [occult] ritual that takes 1 hour to perform. The primary ritualist must have a family-level bond with the target, and for reagents, we need soil from the target’s childhood home, blessed oil, expensive quartz sand and candles. The ritual must be performed under a full moon during a solstice or equinox on the target’s home planet.

The soil is mixed with the sand, and the ritual is drawn on the floor around the target, who may not be wearing or wielding equipment. Candles are then placed in certain directions, and blessed oil traces the seal, while the entity blessing the oil is invoked; at the conclusion of the prayers, the candles are lit in a specific order, and the primary ritualist prostrates until the candles are burned down. The DCs for the Mysticism checks are pretty high – but here’s the amazing thing: At every step, you can instead relate a story you share with the target – and use a skill in that story. Say, the target saved the ritualist when they were climbing in the mountains? That’d make Athletics a viable candidate! Each step must evoke a different memory. And yes, this does enhance the backlash (which, in this instance, is not fatal, but a long sleep, which, when interrupted, will see the characters severely sleep-deprived), but it is awesome. It rewards the players for weaving background stories that their characters share, for, you know, roleplaying. Awesome.

On a success, the power of the emotional bond and memories is converted into vibe points: For each skill check succeeded, the ritualist generates 1 vibe point, and if they surpassed the DC by 5 or more, that enhances further. If memories were evoked in the check, 1 vibe point per point the DC was beaten is instead generated! Relationships (as per the Advanced Skill Guide) also help here…and finally, there is the option of selfless sacrifice: You can take ability damage or drain, damage, lose mementos – or, you can sacrifice your youth, revert to adulthood (including total memory loss/becoming an NPC) – or make the ultimate sacrifice, losing your life. These last sacrifices, obviously, create vast amounts of vibe points. Depending on the vibe points accumulated, you get scaling dispel check bonuses and the maximum spell and ritual level you can best with the ritual increases. A level 1 spell effect only takes 6 vibe points; a level 1 ritual takes 30…

Of course, the pdf does feature a proper legend, and a suggested encounter – if a PC has, for example, been transformed into a skinsuit (still one of the most horrifying rituals, imho…), this ritual may well reverse that…

Conclusion: Editing and formatting are excellent on a rules-language level; on a formal level, I noticed e.g. an instance of “Generations” instead of “generates”, but nothing serious beyond typos. Layout adheres to the series’ neat two-column full-color standard, and the pdf comes with quite a few nice full-color artworks. The pdf has no bookmarks, but doesn’t necessarily need them at this length (unless it’s your only ritual pdf, in which case that might be slightly annoying).

Alexander Augunas’ shatter spell ritual is amazing. It is hard enough to pull off to make spamming it not an option, even for optimized groups; it has rewards for proper roleplaying hardcoded into its rules, and the math checks out. This is how serious curse-breaking and magic should feel – it ties into emotions, connections, sympathetic resonances – and, as an aside, thus also perfectly aligns with the in-game explanation for why rituals work in the game. This is certainly a ritual that many a group of players will wish to perform at one point. Highly recommended, 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Occult Skill Guide: Dispelling Ritual
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