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Fifth Edition Feats (5e)
by James B. [Verified Purchaser] Date Added: 02/25/2023 21:05:42

A large collection of feats for use in D&D 5th Edition games. Some do fit fairly well alongside official 5th Edition feats (though many are plainly OGL-friendly versions of those official feats)... but most are largely in the style of D&D 3.5, with many clearly and directly derived from 3.5 material. While some of the latter category can still work in 5E, in certain styles of games, a number raise balance concerns (especially feats of the "Extra" and "Improved" types). Others seem to overlook some compatibility questions with 5E (such as those that should factor in death saves and don't). Still, there are some fun and useful inclusions here and there... but there's also a lot of material DMs should be careful about including. (Originally posted on Goodreads)



Rating:
[3 of 5 Stars!]
Fifth Edition Feats (5e)
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Altered Beasts: Gnolls, Vol. I (PF/5e)
by James B. [Verified Purchaser] Date Added: 12/25/2022 22:49:49

As a Pathfinder supplement, this is OK. As promised, it provides a selection of variant gnolls, and it also ends with a stack of gnoll feats. The variants are adequately useful, although none really seem like ideas that hadn't popped up somewhere before, either for gnolls or for other humanoids. As a D&D 5th Edition supplement, however, it's not OK. The conversions from Pathfinder are fairly minimal, and some leave out features that appeared to be essential to the concept. Even weirder, some 5E versions have abilities that the Pathfinder versions don't, which makes one wonder if the Pathfinder versions got updates that the 5E versions did not. The price tag is also pushing it for the amount of content you get. Overall, this is a disappointment.



Rating:
[3 of 5 Stars!]
Altered Beasts: Gnolls, Vol. I (PF/5e)
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Fifth Edition Options
by John P. [Verified Purchaser] Date Added: 07/07/2021 09:04:58

A lot of optional rules that I haven't looked at, since my group mainly uses it for the alternative ability score generation. This product has a lot of pages but doesn't have a table of contents so it maybe hard to find a rule if you can't remember the page number.



Rating:
[4 of 5 Stars!]
Fifth Edition Options
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Fifty Magnificently Murderous Mimics
by Erïch J. [Verified Purchaser] Date Added: 03/19/2021 21:49:48

This has some fun ideas for mimics and variations to all sizes, plus swarm. I would rate it one star higher but it has some errors that need to be corrected first.



Rating:
[3 of 5 Stars!]
Fifty Magnificently Murderous Mimics
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Critical Hits: The Curse of Sapphire Lake (5E)
by Jean H. [Verified Purchaser] Date Added: 07/13/2019 15:00:36

This is a wonderful twist on an old tale. The PCs are cast in the role of Beowulf to do battle with a mighty grendel. But things are not as they seem, and the story ends with a moral dilema.



Rating:
[5 of 5 Stars!]
Critical Hits: The Curse of Sapphire Lake (5E)
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Critical Hits: The Curse of Sapphire Lake (5E)
by Jason L. [Verified Purchaser] Date Added: 06/04/2019 09:43:35

This a great adventure for 1st level characters and probably a pretty good one for first time players, too. The characters will be traveling to Kingsbridge where a call for help has gone out from the headman, Siegfried. Siegfried is trying to re-establish the town after it was abandoned decades ago but tools and food have gone missing, trees have fallen on recently cleared paths, and people have caught glimpses of a huge man with his face concealed behind a warmask made of bone. The same descrption given for the creature that killed Siegfried’s father and caused Kingsbridge to be abandoned all those years ago.

The plot is solid, the NPCs are written engagingly, there's opportunity for the players to get clever, and there's a couple pieces of GM advice for if the players try to get too clever.

I think my favorite part is that the end offers the characters a choice and that choice will determine which of two possible endings the players get. Oftentimes, no matter how much of a sandbox you played in the rest of the time, the ending is set in stone. The BBEG has this evil plan and he needs to get kicked in the face so he can't speak the words of the ancient curse because he's too busy choking on his teeth. The beauty of tabletop RPGs is the depth of choice available and it's nice to see that reflected even in the denouement.



Rating:
[5 of 5 Stars!]
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Libram of Lost Spells, vol. 2
by Jason L. [Verified Purchaser] Date Added: 02/28/2019 13:27:43

Another Libram of Lost Spells to add to my game! Excellent.

Let's get the bad out of the way so we can talk about the good. This is going to seem like a wall of text but it's only 3 spells out of 21. Ashen Waste feels like it could be overpowered depending on how your DM handles blindness. Anyone in the 20ft radius area is blinded without a save and the area is difficult terrain. Blindness/Deafness works on two targets at that level but Ashen Waste could target a couple dozen. Call of the Grave, on the other hand, seems underpowered. A 3rd level spell that just makes an undead creature move to a space you designate and stand there while you concentrate for a minute? And it won't walk through a hazard to get there and breaks free if it's attacked? It seems like a waste of an action, not to mention a waste of a known spell or prepared slot. Rumored Demise get special credit as the most ridiculous spell ever. For an hour you can tell people that someone died and they believe you for the duration if they fail their save. Why? Why would anyone use a 1st level spell slot on this? Bluff is still a skill, right? And its effects are permanent until the dummy you lie to finds better information.

Now it's time for the good! And there's so much of it, seriously. Remember Legolas in the Lord of the Rings movies? When he's in hand to hand combat and ducking and shooting arrows at uruk-hai just feet away? That's Archer's Intuition. For a minute you don't suffer disadvantage for using your ranged attack against an adjacent enemy and you can make opportunity attacks with your bow with a 10' threatened area. So baller. Fire Charm lets you make a torch that can fascinate creatures that look at it. Kudos to the author for writing this so well. It can be hard to adjudicate if a creature is looking at a specific spot but the text is admirably clear. Rain of Poison Toads is a great 3rd level spell that obscures the area of its effect as well as making it difficult terrain and damaging creatures. Also it's absolutely hilarious; just frong dropping from the sky, man. It gets me. Ravenous Roots is genuinely creepy, like it makes me a little sick to think about doing that to someone. But it's also perfect for the druid and really screams with the power of nature; creation and destruction, predator and prey, everything goes back to being dirt in the end. Also, it's nice to see a new 8th level spell in general. Speaking of high level spells, this volume adds the first 9th level spell of the series, Sleep of the Dead. This makes a creature immortal and invulnerable to harm but also unconscious, so there's that. They geta new save every month but that should be plenty of time for you to get the body transported to another plane of existence where he won't bother anyone for a while. Also I would want to cast it on a fellow party member and use them for various household tasks like hammering nails or knocking out drywall.

I also want to give mention to Spell Skull, a 5th level spell that lets you implant a 3rd level or lower spell into a skull after which it follows you around for a minute or until you direct it to trigger the spell. It has to be an instantaneous spell that doesn't affect just a single target but it's a great way to get an extra spell out on a turn or deliver a spell in a place or manner that you couldn't normally. Secrets in Ink is an awesome level 1 spell that lets you leave a jar of ink somewhere that will later report everything it saw and heard. That's awesome utility and I love it.

I think 18 or 19 (depending on how you feel about Ashen Waste) out of 21 spells is worth 5 stars for a book under $4. I definitely look forward to further volumes.



Rating:
[5 of 5 Stars!]
Libram of Lost Spells, vol. 2
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Libram of Lost Spells, vol. I
by Jason L. [Verified Purchaser] Date Added: 01/16/2019 14:04:02

When my home game decided to move from Pathfinder to 5e several years ago, I wasn't exactly subtle in my complaint that we were throwing away a lot of years of quality content to change the rule system. Even after years and a couple Whoever's Guide to Whatever books, 5e still doesn't have anything like the breadth and depth of options in Pathfinder. I've made my peace with this; I'd rather play an RPG based on a musical based on the Twilight series than not play with my group but I am nonetheless grateful for 3rd Party Publishers that add good, balanced content to the game.

That was a weird digression.

So, The Libram of Lost Spells! Twenty new spells spread out between all the casting classes in the game in a range of levels. Let’s talk about a few!

Accelerated Healing is a second level spell for druids and clerics that makes the target's hit dice heal for max when you rest and lets the target recover all their expended dice after a long rest. That's a big bucket of out of combat healing, especially at higher levels when you're up to your eyeballs in hit dice. A flavorful spell that can have a big impact.

Bone Spurs (2nd level wizard) and Circle of Serpents (2nd level cleric, druid and ranger) are both neat spells that hamper movement, the former by making it painful to move and halving speed and the latter by making a bunch of snakes eat your face if you leave their circle.

Clutch the Heart (6th level cleric, sorcerer, wizard, or warlock) and Kiss of the Vargouille (5th level warlock or wizard) are both nasty spells. Clutch deals a boatload of necrotic damage and keeps it coming if the target continues to fail its save. If it dies, its heart flies out if its chest and into your hand. That’s some real Kali Maa juju. Kiss is downright creepy and yanks the head off a humanoid target and turns it into a bat-winged chomping machine to gnaw on your enemies. When the spell ends because of a passed save the head comes back to its body and the normal head of the creature is restored. The spell text specifies that reducing the body or the head to zero hit points sends the head back and “the target creature is returned to normal.” One assumes that that means that the body is somehow healed to whatever its hit points were before the spell since it later says that damage to the vargouille doesn’t affect the target but the lack of clarity there isn’t great. If my reading is right, it's extra cool because you could cast it on a friend who was near death and give them a few rounds where their body couldn't be hurt. If you directed the varguille to flee instead of fight, you could have the full minute of duration to clear up the danger and then heal up your buddy.

The highest level spell is Glassteel (8th level sorcerer or wizard). It lets you turn a piece of transparent material into something like glass but with a higher AC than steel and a boatload of hit points as well as some resistance to damage. It’s neat and I can certainly see it used by a big bad or an NPC but I hardly see this coming up much for PC’s. That’s a little disappointing because when I GM I frankly don’t need a spell for my big bad or NPC to have super strong glass. I can just do that. This is too situational for players to have much interest in it and I wish the highest level spell in this book had a bit more appeal.

My total review score would be four and some fraction of stars. I dislike the ambiguity of Kiss of the Vargouille even as I love how cool of a spell it is. Glassteel is dissatisfying. I'm going to round up to five stars, though because 18 out of 20 is still a 90% good book and all the other spells really are great and range from cantrip to 6th level and there's something for every spellcasting class.



Rating:
[5 of 5 Stars!]
Libram of Lost Spells, vol. I
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Libram of Lost Spells, vol. I
by Reviewer X. [Verified Purchaser] Date Added: 12/26/2018 13:03:03

There's some great retro treasures in here, most notably stuff like protection from missiles and the like. This is well worth the purchase, and I hope to see it in Hero Lab and Fantasy Grounds! Looking forward to more of these!



Rating:
[5 of 5 Stars!]
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The Valkyrie Hybrid Class
by Monica G. [Featured Reviewer] Date Added: 12/10/2018 23:13:37

Valkyrie Hybrid Class is a book that presents a new class option in forms that are playable in both Pathfinder first edition and Dungeons and Dragons 5th edition games. The class is nicely adapted to the rules for both systems, including options for variations on the class, such as alternate traits for Pathfinder characters and different complementary backgrounds for D&D. This makes it a very useful tool for players or game masters who play both games. The first few pages of the book have a description of the mythology surrounding the valkyrie, and some flavorful lore that is useful easing this class into your campaign setting. The back of the book has some very useful material to guide players who choose this class, as well as a sample NPC valkyrie that DMs can use to incorporate this class in their game on the fly. As for the class itself, Valkyries serve gods of war, guiding worthy warriors who die in glorious battle to the afterlife. As such, this is a combat-focused class that has a lot of ancillary abilties tied to life, death, and aiding their allies in battle. In Pathfinder, this translates to a hybrid class made up of elements of the barbarian (unchained version) and paladins. The Valkyrie in Pathfinder has a fairly sizable list of special abilities that include things like Deathwatch, Aid, Tongues, and even Call Lightning Storm (and a few others) as spell-like abilities. As well, Valkyries get some other nice abilities to help in combat, such as some aura abilities that grant bonuses to allies, and some smiting abilities that help them take down foes--fairly standard stuff for a paladin-like class. As to be expected for a Pathfinder class, there are also a lot of variant abilities and featured class abilities based on the character's race. As well, there are several interesting class archetypes that offer variant versions of the class--such as mounted valkyries, shield maidens, and valravn--who turn into swans. These all make for some interesting and flavorful variants on the class that bring variety to play. The Dungeons and Dragons rules for this class are rather simpler, and offer something of a tone-down version of what you get in Pathfinder--as should be expected. The D&D rules come in the form of a archetypes that have distinct versions for both the barbarian and paladin classes. Barbarians are allowed to take the Path of the Valkyrie, and paladins may take the Oath of the Valkyrie. The barbarian version of the class tends to be a bit more on the offensive side, with a focus on abilities that target enemies, and some cool abilities, like summoning a winged mount at higher levels. Paladins who take the Valkyrie Oath also gain some advantages in combat, but are more focused on protection than their barbarian counterparts. They gain a set of special spells and abilities that largely center on protection. For example, there's the True Shield ability, which acts much like the Sanctuary spell with some added advantages, and the aura of courage, which protects allies from fear. Rules for D&D also include some other new features such as new spells, feats, and backgrounds that add some very valkyrie-like flavor to gameplay. Both sets of rules offer us a new 'valkyrie' monster option, useful for DMs who want to use this book to challenge their players. As well, there are is a sizeable list of new magic items for both Pathfinder and D&D, which have some items that are useful not only with this class, but also in any game influenced by Norse mythology. This book is a great option for both players and dungeon masters, since it presents this well-known, and popular mythology so well and comprehensively. With the flexility this book offers, it is a great book to pick up especially if you like to play in mutliple systems.

Read the full review at geeksagogo.com!



Rating:
[5 of 5 Stars!]
The Valkyrie Hybrid Class
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Critical Hits: False Valor (5E)
by Jean H. [Verified Purchaser] Date Added: 11/12/2018 10:10:45

I had a chance to run this for my players this weekend, and we had a blast. It's a great story, beautiful in its simplicity. It would be an excellent first adventure for new players, but not necessarily for a new DM. My players solved the mystery about a third of the way through, though they weren't 100% sure of that. They also almost derailed the plot in the first 15 minutes by nearly killing the antagonist. There are two big holes in the information provided: what to do if the party decides to follow Alistair out of the Ploughshare, and what to do if the party goes to the Greengrove. I would also increase the difficulty of the combat encounters. It's meant for a party of 6 and my party of 3 breezed through the encounters. All in all, a fun one-shot, with a wonderful story and enough background that it could be easily incorporated into an existing campaign, or become the start of one.



Rating:
[5 of 5 Stars!]
Critical Hits: False Valor (5E)
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Critical Hits: False Valor (5E)
by Tyler M. [Verified Purchaser] Date Added: 09/17/2018 11:11:03

this adventure path is extremely solid. It is fantastic for new players to the game and even to veterans. The story line is entertaining and the npc's are even more intriguing. I suggest every Dm to come and give it a shot. It also has great replayability and i would play it again with another group given the opportunity. Have fun gamers!!!!



Rating:
[5 of 5 Stars!]
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Critical Hits: False Valor (5E)
by Kris Y. [Verified Purchaser] Date Added: 09/16/2018 19:42:51

An intrigueing mystery plot. Good for both a one shot or as a mini plot in a larger campaign. Had interesting characters and not just your typical village npcs. They werent flat npcs and thats always nice. Plus having random history information from some npcs just made the village more grounded. Had a good story hook and interesting plot developments based on how your party reacts to situations. And the battles were satisfying. Overall a pretty good time to be had.



Rating:
[5 of 5 Stars!]
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Critical Hits: False Valor (5E)
by Dara W. [Verified Purchaser] Date Added: 09/10/2018 14:09:20

False Valor is simple, brutal and effective- the twist brings up possibilities to flesh things out into larger themes in a campaign, or keep as a one-off mystery for the PCs to solve and try and bring peace and closure to a town on the brink of violent eruption. Very clear read, simple but with nuance!



Rating:
[5 of 5 Stars!]
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The Idolator Hybrid Class (Pathfinder)
by Thilo G. [Featured Reviewer] Date Added: 08/20/2018 04:58:53

An Endzeitgeist.com review

This hybrid class clocks in at 39 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, 1 page advertisement, leaving us with 34 pages of content, so let’s take a look!

So, this one takes a bit of a different approach than most hybrid classes – we begin with pretty extensive notes that first explain the design rationale, and then proceeds to provide a flavorful legend and some in-character prose. I enjoy books that take the time to set the stage. Now, idolatry has a bad reputation in the monotheistic religions that many people nowadays follow, but at one time, worshiping statues that actually properly represented the deity was the standard procedure. (One may well argue that, while nominally, most Christians don’t worship idols of their god, worshiping an abstract cross with a depiction of Jesus crucified on it, is actually not that different, and call hypocrisy on the idolatry ban, but I digress.)

Anyways, the idolator thus does feel somewhat “old”, a theme that is further emphasized by the quasi-Mesopotamian flair evoked by the cover and the layout. The class also is unique in that it lists 3 parent classes: Cleric, oracle and unchained summoner. Now, this sounds interesting, right? The class gets 2 + Int skills per level, ¾ BAB-progression, good Will-saves, proficiency with simple weapons + their deity’s favored weapon and light armor.

At 1st level, the idolator gets a favored ability score valued by the deity – these basically represent different specializations: These follow a similar design paradigm: You get either +1/2 class level (minimum 1) or + class level to all ability checks pertaining that ability score. Additionally, the class gets to select two skills based on the ability in question to add to the class skill list – this one, obviously, is not part of the parcel for those choosing Constitution – which is a good thing. The ability score chosen counts as two higher for the purpose of qualifying for feat prerequisites. In spite of the class not getting spellcasting per se, choosing Intelligence grants this boost also for the purpose of concentration, assuming Intelligence as the concentration-governing attribute. Beyond these, each ability score comes with bonus feats granted thus – Strength yields medium and heavy armor proficiency, for example, while Dexterity nets Lightning Reflexes and Weapon Finesse. All of the favored abilities have in common that they render the idolator immune to ability score damage for the chosen ability score at 10th level, with 20th level upgrading that to immunity to ability score drain of the chosen ability.

This also interacts in an interesting way with the class’s take on the mystery feature: We begin play with one, but idolators don’t get class skills or bonus spells from the mystery chosen; they start play with one revelation chosen from the mystery’s list and get another one at 3rd level and every 3 levels thereafter. As a mostly aesthetic nitpick – the class feature should specify that idolator levels count as oracle levels for the purpose of revelation prerequisites. The unique thing, though, would e that revelation DCs are governed by 10 + ½ class level + the ability score modifier of the favored ability chosen! Yep, that means Constitution, Dexterity, etc. could be the governing attributes for these DCs! This has me intrigued, so let’s take a look on how this all comes together!

Now, an idolator is obviously also defined by the idol, right? An idol has a base form and subtype and sports the deity’s alignment. It understands and speaks common and all of the idolator’s languages. An idol is only destroyed upon being educed to negative hit points equal to the idol’s Constitution score. The idol has two forms – statue and animated. Idols remain in statue form until an idolator performs a 1-minute ceremony to animate it. This ceremony necessitates that the idolator remains adjacent to the statue. While in statue form, the idol has a hardness of 8 + the idol’s Charisma modifier. In this form, it’s generally 1 ft. tall and weighs between 10 and 20 pounds. Less portable idols could be Large or Huge, with correspondingly higher weight. Animating the statue transforms it into a Medium creature, and it remains animated until the idolator reverts it back to statue form as a standard action. Dismissal and banishment can revert an idol to statue form. Important: If the idolator is rendered unconscious or asleep, the idol IMMEDIATELY reverts to statue form! This is a small thing, but it means that “Get the priest that animated this monster!” suddenly makes sense – a small touch, but one I enjoyed. The idol, chassis-wise, is based on the unchained eidolon, though the table is provided for your convenience. A crucial difference would be that the idol does not have a max attack column, since it does not gain additional attacks with natural weapons – however, the idol may make iterative attacks when wielding the deity’s favored weapon, with which it has proficiency. The idol may not be altered to conceal it – no alter self, polymorph, etc., though invisibility et al. remain viable.

The idol, when damaged in either form, may be healed by healing magic, but it may also be fixed by spells à la make whole. Idols do not naturally heal hit points, and while nominally constructs, they do not get the construct traits – a fact the discerning reader will have picked up earlier, when the pdf specified the extended death threshold. Instead, they get a subtype, base form and base evolution as though they were an eidolon. Idols don’t have an evolution pool, and they eat and sleep and breathe, but unlike mortals do: Being in statue form constitutes resting, and the idol must rest 8 hours in a 24 hour interval. (“We must raid the temple while the idol sleeps!”) While the idolator does the preparation/resting routine, he burns incense and offers sacrifices of negligible cost to the idol – idols thus can be affected by harmful gasses. Idols may not wear armor, but do qualify for receiving construct modifications, which is an interesting differentiation angle. Now, as an aside, bioconstruct modification makes no sense for an idol, so having a prohibitive list would have made sense, but that is me nitpicking.

The idol begins play with darkvision 60 ft., gets Bluff, Craft, Knowledge (religion), Perception, Sense Motive and Stealth as class skills, +4 of their choice. Idols that gain a fly speed also get Fly as a class skill – nice catch there! An idol begins play with two cleric domains known, chosen from the deity the idol represents, gaining their domain powers and treating the idol’s idolator’s class level as cleric level for the purpose of determining their powers and gaining new ones. Domain powers usually governed by Wisdom instead employ Charisma as the governing key ability score. Subdomains etc. qualify. At 1st level and every level thereafter, the idol chooses a spell from these cleric domains chosen. The idolator’s class level must be at least twice the spell’s level for it to be selected – slightly odd: This means that the idol can’t actually cast the SP chosen at first level, only unlocking it at 2nd level. 1st – 3rd spell level SPs may be used 3/day, 4th to 6th level 2/day, and higher level spells may be used 1/day. A single spell may be chosen multiple times, increasing the daily uses by 1. Material costs higher than 5 gp must be provided for, in spite of the SP nature, but the costs for these components are halved. (minor nitpick: There is a missed italicization here. Idols begin with a starting Charisma of a whopping 17. Minor complaint: A sidebar is a bit confusing: “As an idolator gains levels, his idol gains specific evolutions based on its subtype as if it were an eidolon.” – this directly contradicts the class table and other class features – the text here is probably referring to the abilities gained by a subtype’s base evolution class feature, at least that’s how I read it. Ability score increases are gained at 5th, 10th, and 15th level.

Now, beyond the idol, the class gets their own unique class features dubbed “Sacrifices” – the first of these is gained at 2nd level, with additional ones gained every even level thereafter. There are more than 6 pages of these provided, but they probably could have fitted on fewer pages: The sacrifices are indented below the main ability, and the layout already has pretty wide borders, which makes the pages depicting these look pretty empty. Anyways, as you can glean from the amount provided. Some of these are exclusive for some favored ability scores and/or domains chosen; to give you an example, you can have multiple forbidden languages, and when having the same class skill as your idol, you may roll twice, taking the better result. Charging sans penalty to speed imposed by armor, Improved Unarmed Strike, 20 ft. burrow speed, causing bleed damage when flanking with the idol (there are various flanking upgrades), charmed life, +2 AC for purposes of determining crits versus the idolator, deathless fervor, increasing darkvision building up to seeing through magical darkness, resistance to an energy for Constitution based idolators, divination SPs…and there are some unique tricks: Lock down one magic item slot for a permanent +1 luck bonus to a save that increases to +2 at 10th level. This one is particularly interesting for low magic games. Flight granted scales and retains the implicit 5th level cap for unassisted flight. There also are flavorful choices, like offering a 10 gp meal to the idol to be exempt from requiring food or drink for a week. You can also share potions between idolator and idol, granting both the benefits, though this takes a full-round action and provokes AoOs. Better Stealth, integrating a magic item into the idol, gaining additional, limited SPs, gaining scent…some cool ones. Alas, one of them is obviously a cut copy paste from another source, mentioning a reaction as triggering action, which does not exist in PFRPG. That should be an immediate action. Also odd: On one page of these, the font used around an artwork suddenly changes to a different type, which makes the page a bit harder to read.

Starting at 4th level and every 3 levels thereafter, the idolator gets a bonus feat, with the list governed by the favored ability score chosen. The capstone allows for the choice of one of 4 different ones, three of which are apotheosis-style abilities, while one sports one time miracle and 1 true resurrection, usable by the idol once as an immediate action.

The class comes with favored class options for the core races + orc, and there are 3 different archetypes for the class: The earthly divinity archetype locks the idolator out of variant multiclassing, since that’s basically the angle: The idol loses subtype and base evolutions and instead grants variant multiclassing style abilities at 1st, 4th, 8th, 12th,16th and 20th level. These benefits have been reproduced for your convenience, and encompass the pre-ACG classes. So no, there is no occult support here. There also is an issue here: These benefits can yield animal companions, familiars, etc., and that is problematic regarding companion stacking and interaction. Not a fan. The strange font-glitch also can be found on one page here. The revelator replaces the 6th and 9th level revelation, and the 11th level sacrifice with material component less, improving divination SPs. At 4th level, the revelator can share the benefits of a revelation with a willing target for 24 hours via a 1-minute ritual. During this duration, the revelator loses access to the revelation, though the revelation may be revoked as a standard action. I get what this ability tries to do, but it is a bit rough in the details: Does the recipient use the idolator’s stats to determine the efficiency of revelations loaned? What about revelations with limited uses/durations that need to be spent in increments? Is the limit persistent between characters or not? What about revelations that build on others? Do they cease to function upon the prerequisite revelation being traded away? Does the recipient have to meet minimum level requirements, if any? As written, alas, RAW not 100% functional.

The wordgiver is basically the Moses-style archetype and loses the mystery and revelation class features, instead gaining a tablet. Once per day, the tablet may be used to cast any cleric/oracle spell, using class level as caster level and the favored ability score as governing modifier. The spell’s level must be half class level or lower (here, the minimum caveat is properly implemented), and an additional such wildcard spell is gained at 3rd level and every 3 levels thereafter. Damaged tablets restore their hit points upon resting, and when destroyed, they may be replaced after one week in an 8-hour ritual costing 200 go x class level. The tablet may be hurled as a thrown weapon with a range increment of 10 ft. Annoying: Since the wordgiver does not have Throw Anything, unlike the alchemist, this means that he takes a -4 penalty to atk with the tablet. The tablet, upon impact, deals 1d6 times class level energy damage to the target, with the energy type associated with the deity. No further guidance is granted there…so what if I worshiped Nethys? Free choice? The fact that the table can be thrown thus also is a bit odd, considering that the subsequent spell-upgrades granted don’t yield additional tablet – you have but one. 7th level’s bonus feat is replaced with Leadership.

There is a per se interesting suggested variant rule regarding moral ambiguity, which mirrors many of my own sentiments, but as often before, the like tends to take a lot of time to implement concisely, and what’s presented here cannot really comprehensively cover the repercussions of doing so; thus, I’d strongly discourage attempting to do so, even though personally, I do believe that a big book to make the game more shades of grey-y may be a smart choice. The pdf also includes 4 magic items: chime of divine summons may be rung 1/day as a standard action – 10 minutes after that, the idol appears adjacent to the idolator. The delay here is interesting from a narrative angle: “Look, I’m unarmed. Yeah, you can bind me and put me in shackles. You’re throwing me in a cell? Oh boy, what should I do….” Divine clay of mending can be used to heal the idol. Eyes of the idol lets you see through the idol’s eyes. The rotulus of command draws heavily from the Golem of Prague myth – place a simple order in the idol’s mouth, with conditions, have it execute it. Simple, yet cool. We end the pdf with a sample level 5 human idolator using the mystery of lore and his idol.

Conclusion:

Editing and formatting, on a formal and rules-language level, are both rather good – very good, in fact, though there are a few minor blunders here and there. The archetypes in particular feel a bit like afterthoughts and like they received less care. Layout adheres to a really nice two-column full-color standard that enhances the quasi-Mesopotamian vibe of the class. Artwork is a blend of new full color pieces and fitting stock art – though it should be noted that these manage to all invoke the same ancient flavor. Layout –wise, I think that the sacrifice ability-arrays pages look a bit empty. The pdf comes fully bookmarked for your convenience.

This collaboration between Aaron Hollingsworth and Mark Hart deserves applause for a couple of things: The class is wholly cognizant of the power of the idol, and is structured thus in a clever way to account for its power. The flexible chassis allows for really fine differentiation between different favored ability score idolators, and from mystery to revelations and domains, there is a TON of potential to customize these fellows. No two idolators will be truly alike. Indeed, this hybrid class does have its own distinct identity that renders it distinct from its parents in a rather fun way.

The idolator has a distinct flavor and takes the flexibility it provides into account. In fact, this is a hybrid class that I consider rather worthwhile – it is intriguing, and the small tweaks to rules and the distinct flavor make it feel unique. While the minor hiccups and, in particular, the less refined archetypes do mar this slightly, I consider the base class to still be worth checking out. My final verdict will hence clock in at 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
The Idolator Hybrid Class (Pathfinder)
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