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Vaughan" /><category term="Monte Cook" /><category term="Diamond Throne" /><category term="historical" /><title>Lou Agresta's RPGAggression</title><subtitle type="html">Blogging on design, gamer life and shamelessly plugging stuff.</subtitle><link rel="http://schemas.google.com/g/2005#feed" type="application/atom+xml" href="http://rpgaggression.blogspot.com/feeds/posts/default" /><link rel="alternate" type="text/html" href="http://rpgaggression.blogspot.com/" /><link rel="next" type="application/atom+xml" href="http://www.blogger.com/feeds/8094253580295035742/posts/default?start-index=6&amp;max-results=5&amp;redirect=false&amp;v=2" /><author><name>Lou Agresta</name><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="//lh3.googleusercontent.com/-kWUxx4nZHbc/AAAAAAAAAAI/AAAAAAAAAV0/KdUhwBROq5c/s512-c/photo.jpg" /></author><generator version="7.00" 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reviews 101 Variant Monsters</title><content type="html">&lt;a href="http://www.rpgnow.com/product/114492/101-Variant-Monsters-(PFRPG)?term=101+va&amp;amp;affiliate_id=189525"&gt;&lt;b&gt;101 Monster Variants &lt;/b&gt;&lt;/a&gt;&lt;br /&gt;
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&lt;a href="http://2.bp.blogspot.com/-OR6bSvIgmTU/UbW7x10pCTI/AAAAAAAABCs/WlgD4v6P1iU/s1600/114492.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/-OR6bSvIgmTU/UbW7x10pCTI/AAAAAAAABCs/WlgD4v6P1iU/s320/114492.jpg" width="247" /&gt;&lt;/a&gt;&lt;/div&gt;
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This installment of Rite Publishing’s 101-series clocks in at a massive 47 pages, 1 page front cover, 1 page editorial, 1 page SRD, 2 pages of advertisement, leaving us with a massive 42 pages of content – a great bang for buck ratio, but can the quality stand up to the quantity?&lt;br /&gt;
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Organization-wise, these variant monsters are grouped together by CR, spanning the gamut from CR 1 –CR 25 – personally, I consider this organization great, since you’ll probably not be searching for variant monsters by their name. The respective entries all feature the name of the base-creature to be modified in brackets and the entries themselves can be considered creature-archetypes or templates created for one specific creature, though unlike most templates they do not modify the base-creature’s CR. Take for example the first creature, the Brownie of the Solstice Court: Taking the benevolent fey, we get essentially the unseelie version of the critter – they are not only unpleasant in their maliciousness, they get a new signature ability – a dust they use to cover their bows (for their feat/weapon-choice reflects the changed focus), which not only penalizes those hit, it also makes the victims incur a confusion-like effect that should make these nasty fey loathed foes of your PCs. We also get desert ghouls that turn into hyenas and fast healing as long as they are not deprived of flesh to fuel their cannibalistic healing. Giant Armadeiras Spiders are also interesting – their strange poison is not canceled out by antitoxin and requires successful first aid in the form of a healing-check to prevent suffocation – rather cool!&lt;br /&gt;
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In the CR 2-range, we e.g. get a dream imp, which not only gets a gaze that makes its victims susceptible to sleep and less alert, but which make also cover whole areas in subtle auras of dream-like haziness. Or did you want a foe for blink dogs? What about the new Flicker Wolf, which may bite through portals? Very nasty for hit-and-runs… In the CR 3-range, a black version of the hell hound, the Dipian, may drain the blood of his adversaries. There also is a rust monster-variant that decays flesh instead of metal and a cockatrice that can vitrify foes – with full rules for vitrification given, of course.&lt;br /&gt;
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A classic, the Giant Scythe Beetle, makes a return to PFRPG in the CR 4-range. One of the strangest ways to be trampled would be featured in the new variant of Amphisbaena – the ouroborus may lock heads and roll over foes – weird, but also a cool idea. Cooler, though, would imho be the variant of the Slithering Tracker that paralyzes its foes and then invades their bodies, taking control – this one actually coming with a full-blown template for the unfortunate host-creature - a nice example for Rite Publishing going above and beyond what would have been required from this book in favor of cool concepts. Speaking of cool concepts: Turning winter wolves into Dogs of war with slashing/piercing breath weapons as well as DR is a great idea. Speaking of great ideas: If you’re like me and are missing the eye tyrant-rays of a certain IP-protected creature, you’ll enjoy a variant of the gibbering mouther that has a weaker, but nonetheless versatile selection of eye rays.&lt;br /&gt;
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Another fine creature would be the Thunder Jinn – a variant of the regular Djinni that replaces whirlwind form with a cool ability that has thunder and lightning smashing down on the djinn, adding sonic damage to attacks as well as a cool vulnerability to… silence! Or take an aquatic version of the medusa that gets petrifying attacks and may attack with her hair.The CR 7 Bladeleaf-treant may animate its leaves as a swarm (which gets its own statblock) and one particularly infamous torture implement, the Brazen Bull, becomes a variant for the gorgon that cooks those locked in its form alie – disturbing indeed! What about a bubonic plague-spreading variant of the behir that not only gets a diseased breath attack, but which may also fling foes around or see in smoke?&lt;br /&gt;
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Perhaps you enjoyed the by now legendary hidden character Nordom from Planescape: Torment and always wanted a version of a malfunctioning Zelekhut inevitable? Well, there’s a variant in here as well and yeah, Maruts also get their due!&lt;br /&gt;
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Golemcrafters may now create a Maharal Golem, which may turn naturally invisible and spawn wraiths, whereas earth elementals may now be exchanged with adamantine elementals. On the cool side, Devourers may now be changed to emit dangerous, deadly chaotic waves of energy.&lt;br /&gt;
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If you’re looking for some cool mythological creature, why not check out the Jotund Troll-variant – the Grendal – and yes, from a susceptibility to grappling to a dread aura, it comes with some cool signature abilities. Have I btw. mentioned the Prism-energy based Nightwalker/flier/etc.-variants or the awesome variant linnorms one can also find herein? Especially the Chaos Serpent with its massive breath weapon table is a highlight among them. Speaking of highlight: As someone thoroughly entrenched in Norse lore, the Norn of the Solstice Court as a less benevolent dealer of fate is one of my favorite creatures herein – at CR 18 also one hell of a foe and not one to be trifled with.&lt;br /&gt;
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There also are variants of Cyclopes – good, blinded ones and those with deadly precognitive knowledge that makes hitting them extremely difficult indeed. Jorogumos get a variant with the Red Harlot – spider-like predators that apart from their limbs, look like beautiful women – and contrary to their appearance, they are not that bad: While not nice by any definition, they are brilliant kidnappers that do not seek the death of their victims and are honorable to a fault to boot – always speaking the truth, which makes for an interesting combination.&lt;br /&gt;
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One of the cool variants in here would be the CR 14 Hand of the Reliquary – the hand of a vanquished avatar or similar powerful being, these deadly things (based on the Demi-lich) can age you prematurely to venerable age’s threshold and blast foes with deadly rays of pure entropy – beware, blasphemers, beware!&lt;br /&gt;
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Apropos beware – I mentioned CR 25 before – well. It’s a variant of the Tarrasque – one that essentially turns it into the King of Monsters, Godzilla in all but name! Yes. If you’re like me, that one will make you smile just as much as the extremely deadly new behemoth variants.&lt;br /&gt;
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&lt;b&gt;Conclusion:&lt;/b&gt;&lt;br /&gt;
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Editing and formatting are very good, I didn’t notice any significant glitches. Layout adheres to RiP’s two-column color standard and is relatively printer-friendly. The artworks, when applicable, are nice and thematically fitting and usually are stock-art, though at this fair price-point, that’s more than ok. The pdf comes fully bookmarked by CR.&lt;br /&gt;
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Impressive – that’s what this pdf is. When I read about this first, I expected some lame “Exchange x with y” basic entries accompanied by some reskinning – but this pdf offers SO MUCH MORE.&lt;br /&gt;
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Each and every creature herein comes at least with one, more often than not multiple new signature abilities and weaknesses, borrowing extensively from both Norse and Asian myths to supplement original creations to deliver variants that are thoroughly original and honestly often better than full-blown new creatures I’ve seen. In fact, the sheer amount of cool ideas herein is rather astonishing – with e.g. the aforementioned hand and similar far-out concepts, the pdf is surprisingly lacking in only one category – and that is filler. While not each creature is glorious, the amount of beings I’d consider lame can be counted on one hand – which is next to nothing, given the amount of them we get in here. It would have been so easy to deliver a lazy job here, but that wouldn’t be rite – and so author Steven D. Russell gives us a glorious collection of variant monsters that cuts an awesome figure when compared to just about any bestiary – especially when taking the extremely fair price into account.&lt;br /&gt;
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Reskinning monsters can make them interesting again – using these variant monsters will make your players dread stats they (mostly) ought to know by now – and even if only used to scavenge signature abilities, this pdf delivers in spades – the 101-series continues its glorious stride of top-notch material with this installment, scoring a full 5 stars plus seal of approval – so go ahead and bring these variants into your game!&lt;br /&gt;
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You can get these fearsome critters &lt;a href="http://www.rpgnow.com/product/114492/101-Variant-Monsters-(PFRPG)?term=101+va&amp;amp;affiliate_id=189525"&gt;here on OBS&lt;/a&gt; and &lt;a href="http://wig.bz/1u1?product=collections/rite-publishing/products/101-variant-monsters"&gt;here on d20pfsrd.com's shop!&lt;/a&gt;&lt;br /&gt;
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&lt;b&gt;Endzeitgeist out.&lt;/b&gt;&lt;div class="feedflare"&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/rpgaggression/~4/HB49N6-CtEU" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://rpgaggression.blogspot.com/feeds/5756864917167572679/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=8094253580295035742&amp;postID=5756864917167572679&amp;isPopup=true" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/8094253580295035742/posts/default/5756864917167572679?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/8094253580295035742/posts/default/5756864917167572679?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/rpgaggression/~3/HB49N6-CtEU/ezg-reviews-101-variant-monsters.html" title="EZG reviews 101 Variant Monsters" /><author><name>Endzeitgeist</name><uri>http://www.blogger.com/profile/14901346386314639723</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-OR6bSvIgmTU/UbW7x10pCTI/AAAAAAAABCs/WlgD4v6P1iU/s72-c/114492.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://rpgaggression.blogspot.com/2013/06/ezg-reviews-101-variant-monsters.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0MGSHszfCp7ImA9WhBUFUo.&quot;"><id>tag:blogger.com,1999:blog-8094253580295035742.post-1195295593494991589</id><published>2013-05-03T06:03:00.004-04:00</published><updated>2013-05-03T06:03:49.584-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-05-03T06:03:49.584-04:00</app:edited><title>EZG reviews Legendary Classes: Covenant Magic</title><content type="html">&lt;a href="htpp://rpg.drivethrustuff.com/product/113081/Legendary-Classes%3A-Covenant-Magic?term=covenant+magi&amp;amp;affiliate_id=189525"&gt;&lt;b&gt;Legendary Classes: Covenant Magic&amp;nbsp;&lt;/b&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-R9yvLGluUEc/UYOLJaMYylI/AAAAAAAABCc/MMcVKY6hf5Q/s1600/Covenant.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/-R9yvLGluUEc/UYOLJaMYylI/AAAAAAAABCc/MMcVKY6hf5Q/s320/Covenant.jpg" width="247" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
This pdf is 47 pages long, 1 page front cover, 1 page editorial/ToC, 3 pages of SRD, leaving us with 42 pages of content, so let's take a look!

&amp;nbsp;

Without any introduction or wasted space, we are introduced to the new Medium base-class that gets d8, 4+Int skills, 3/4 BAB-progression, good will-saves, proficiency with light armor and simple weapons, as well as spell-like abilities of up to 6th level - and you'd be outrageously gasping by now since they cannot be counterspelled - but: A rather interesting balancing method is being used -  a medium can only maintain one spell-like abilities at once, with a new ability immediately ending the first. These abilities also get aligned later and count as spell for item activation purposes starting level 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The spell-like abilities can be each used 3/day and their governing spellcasting attribute is charisma. At first level, the medium also chooses an influence - but more on that later.

&amp;nbsp;

Mediums gain spirit guides that may use &lt;i&gt;guidance &lt;/i&gt;on their behalf whenever s/he enters a trance and detect spirits, which include undead, fey, invisible, outsiders and also use this ability to notice and analyze haunts and even keep them from attacking - which is great since they are mostly untapped  regarding class abilities. Starting at 3rd level, the medium also gets perhaps one of the most complex and well-executed abilities I've seen in quite a while - Séance. Mediums may call spirits and souls of creatures into their bodies to tap their knowledge and  bargain with them planar ally style - including a max HD-table per level.&lt;br /&gt;
&lt;br /&gt;
Now Influences, as I've mentioned before, are important: Mediums may choose from 11 influences that include diabolical forces, angelic hosts, restless souls, elemental forces or seelie and unseelie courts. Each Influence nets the medium a bonus language, a selection of trance covenants and spell like-abilities and a different capstone ability (yes, one for every influence) and also recommended, but not prescribed spirit boons.

&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
I need to address Trances. Mediums may enter  a trance that lasts 4+Cha-mod rounds +2 per medium level after the first. While in trance, mediums get +4 to Con and Cha as well as access to the covenants and spell-like abilities associated with her/his influence and may use his/her spell-like abilities associated with influences once per trance without counting against the daily maximum. Essentially, the trance can be considered a caster's equivalent of a barbarian's rage (and no, they are not compatible) and trances do have some restrictions to maintain balance.

&amp;nbsp;

Now regarding favored class options... WOW. Blues. Half-Rakshasa.Duergar. Fehr's Ethnology-races. Psionics Unleashed-races. Remarkable Races from Alluria Publishing. And even ARG-races ALL COVERED. Wow. Just wow. 2 pages CHOCK-FULL of favored class options. This goes above and beyond. Nice!

&amp;nbsp;

Now have I mentioned spirit boons? At 1 st level, 3rd level and every 4 levels after that, the medium may choose a spoken invocation to gain the benefits of one of (unless I miscounted) 44 (!!!) spirit boons, which include things you'd expect like reading minds and telekinesis and implanting geas, absorb wounds of others via stigmata, add essentially add what amounts to metamagic-like, yet thoroughly unique effects to your spell-like abilities, which include ignoring the miss chances of incorporeal adversaries, prolong them etc.&lt;br /&gt;
&lt;br /&gt;
Have I mentioned the option to put psychic shackles on spirits and chain them in your mind, turn incorporeal, possess foes (also only limbs - quite cool!), heal ability damage and raise the dead? Yes - the options are varied and damn cool.

&amp;nbsp;

A new spell lets you expel spirits and then, we're off to the topic of covenants - Depending on the strength of the spirit called, a covenant requires the expenditure of money, with access being also predicated on a tree of 5 progressively more expensive feats - though advice for alternate progressions are given as well if you're not sold on the approach. Finding covenants is not only an opportunity for spending character resources, but also for roleplaying and entering covenant examples are provided alongside comprehensive lists of covenants by strength.&lt;br /&gt;
&lt;br /&gt;
Covenants are depicted somewhat akin to feats - the power-level of the covenant being included in brackets behind the name, followed by a short fluff description and then the benefits as well as a comprehensive list of patrons that can grant the respective covenant. Dark Arcanas, Archon Wards, the option to temporarily rip someone from death's grip, turn into &lt;i&gt;elemental body II&lt;/i&gt;, gaining living illusions as companions, tap into your patron's abilities, manifest blades from the very heavens, immunity to ageing, mitigating dazing and stunning down to  being staggered, gain a gaze attack that detects thoughts and may stun those that meet your gaze, cast foes down to the very hells - all these are just the tip of the ice-berg.

&amp;nbsp;

The pdf also features advice on creating new covenants as well as guidelines for non-monetary tasks for entering covenants.

&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&lt;b&gt;Conclusion:&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Editing and formatting are top-notch, I didn't notice any significant glitches. Layout adheres to PDG's printer-friendly 2-column standard and the interior artwork is far beyond what the humble cover would make you believe - we neat full-page full-color artworks, multiple of them, and I have seen none of them in other publications before. The pdf is fully bookmarked with nested bookmarks for your convenience, making navigation easy.

&amp;nbsp;

Damn. I'm stupefied. Seriously, honestly stupefied. This class and its material rank for me as one of the most complex examples I've seen so far and it takes a bit of effort to properly get this material and appreciate it. And then, slowly, the potential, the vast friggin' potential of this class and its covenants sink in. Harry Dresden-style deals with fey? Check. Haunted by visions of hell? Check. Scions of the Heavens? Check. Champions of the elemental forces? Ditto. We essentially get a feat-style-ability-suite-style-class COMBINED with unique spellcasting COMBINED with talent-based abilities COMBINED with domain/bloodline-like abilities COMBINED with modes à la rage. And all elements interconnect. Yes, you could just extract the covenants for any class.&lt;br /&gt;
&lt;br /&gt;
But oh boy would you miss out.

This may be no class for beginners, but it is G-L-O-R-I-O-U-S. Complex, mechanically innovative, customizable. Oh boy. It's been AGES since I've been this excited about a class and it marries author David Nicholas Ross' mastery of crunch with great production values and we get perhaps one of the best classes, perhaps even the best I've read so far for PFRPG. Yes. That good. Do me a favor, do yourself a favor - get this. The class and covenant magic is so modular, it practically screams to have its already impressive array of abilities further expanded. Even if you're only remotely interested in good crunch, get this. If you want a class with complex customization options that marries these with massive roleplaying potential, get this.

This is worth every cent thrice. At least.&lt;br /&gt;
&lt;br /&gt;
This is the new gold-standard for class-design against which all other classes will be judged.

My final verdict would be 6 stars, if I only could - hence, 5 stars + seal of approval and a high chance that this will feature on my Top Ten of 2013-list.

Get this awesome class &lt;a href="htpp://rpg.drivethrustuff.com/product/113081/Legendary-Classes%3A-Covenant-Magic?term=covenant+magi&amp;amp;affiliate_id=189525"&gt;here on OBS&lt;/a&gt; and &lt;a href="http://wig.bz/1u1?product=collections/purple-duck-games/products/legendary-classes-covenant-magic"&gt;here on d20pfsrd.com&lt;/a&gt;!

&lt;b&gt;&amp;nbsp;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Endzeitgeist out.&lt;/b&gt;&lt;div class="feedflare"&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/rpgaggression/~4/RZEfutT8xuU" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://rpgaggression.blogspot.com/feeds/1195295593494991589/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=8094253580295035742&amp;postID=1195295593494991589&amp;isPopup=true" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/8094253580295035742/posts/default/1195295593494991589?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/8094253580295035742/posts/default/1195295593494991589?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/rpgaggression/~3/RZEfutT8xuU/ezg-reviews-legendary-classes-covenant.html" title="EZG reviews Legendary Classes: Covenant Magic" /><author><name>Endzeitgeist</name><uri>http://www.blogger.com/profile/14901346386314639723</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-R9yvLGluUEc/UYOLJaMYylI/AAAAAAAABCc/MMcVKY6hf5Q/s72-c/Covenant.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://rpgaggression.blogspot.com/2013/05/ezg-reviews-legendary-classes-covenant.html</feedburner:origLink></entry><entry gd:etag="W/&quot;Ck8AQHk5fSp7ImA9WhBUEk8.&quot;"><id>tag:blogger.com,1999:blog-8094253580295035742.post-8013740231011424602</id><published>2013-04-29T03:34:00.000-04:00</published><updated>2013-04-29T03:34:01.725-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-04-29T03:34:01.725-04:00</app:edited><title>EZG takes a first look at Necropunk</title><content type="html">Hej everybody!

Little Red Goblin Games has made the Alpha-pdf for their current Necropunk-&lt;br /&gt;
kickstarter available to me and I figured, I'd let you in on what to expect from this project!&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;a href="http://www.kickstarter.com/projects/1294249392/necropunk-pathfinder-campaign-setting?ref=live"&gt;&lt;img alt="904108_548085631908251_1699784086_o" class="alignnone size-medium wp-image-12867" height="99" src="http://endzeitgeist.com/wp-content/uploads/2013/04/904108_548085631908251_1699784086_o-300x99.jpg" width="300" /&gt;&lt;/a&gt;&lt;/b&gt;

&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
So what is Necropunk? Well, first of all it is a kickstarter by Little Red Goblin Games, but why should you check it out?

First of all, because it is something not seen that often - innovative. Scott Gladstein, head of LRGG, provided me with their playtesting document and I had some time to digest it - and am honestly surprised by it.

The "Necro" in Necropunk made me anticipate a grim, gory setting - which it essentially isn't - at least not necessarily.
Mankind has left earth and evolved, developing species-wide psychic powers, spurned by a genetic trigger left in our DNA by some progenitor to activate upon achieving a certain distance from our solar system - the means of conducting these powers being uncommon and smart - human bones.&lt;br /&gt;
&lt;br /&gt;
The results of this discovery were catastrophic - a bone-rush began and since bones not only contained power, but also were a means of attaining wealth, they changed how society works. Via these bones and the psychic augments at the beck and call of humanity, a rise to melee weapons and extreme powers that hearken to fantasy without copying genre conventions was the result.
The races of Necropunk have developed from humanity and no elves, dwarves etc. will show up - why? Since races, especially in roleplaying games, lend themselves to overly simplistic stereotyping, they would rather hamper what the setting sets out to do - in spite of appearances, the setting's goal is not a dystopian nightmare (though you could easily make it one), but rather a setting of political intrigue, social combat and horror - the subtle type of horror. Psychological horror and tackling philosophical questions relevant to life and death and what constitutes a human are core themes of the Necropunk setting.&lt;br /&gt;
&lt;br /&gt;
The respective human races are quite different from one another and should still offer something diversity-wise -also thanks to rather extensive and interesting pieces of information on the respective cultures that developed.

Languages deserve a special mentioning in that they come with dialects as well as sample alphabets - a neat level of detail that adds further depth to the setting.

Class-wise, there is no magic and hence a bunch of classes from standard PFRPG are not an option in Necropunk, but there are psionics- a whole different beast from standard 3.X-psionics, btw.: Every individual has a PPI, a psychic potential index. The higher the PRI, the psychic resistance index of bones, the less well it conducts your psychic powers. As swift actions, you can allocate PPI to Necrotech or specific powers.&lt;br /&gt;
&lt;br /&gt;
Psychic charges on weapons can be used to get +1 to damage per charge, whereas armors can be enhanced with regards to AC and DR. The ready availability of DR should already point towards a concept - namely that combat works slightly different:

As combat happens at the speed of thought, there are phases - each turn having several phases - analogue to e.g. reflex boosters in Shadowrun, individuals with golem armors act first and may act out a standard action per phase they have - which immediately makes battles a different brute. Having much experience with additional actions in my homebrew setting, I can attest to the way they can change a given setting.&lt;br /&gt;
&lt;br /&gt;
The skills also point towards a change - heal can be sued to adapt to body modifications, zero-g combat is covered etc. Advice on converting from PFRPG to Necropunk and vice versa is part of the pdf and there also are quite a bunch of new classes that support the changed focus of Necropunk, coming e.g. with potential conflicts inherent in the class.

Take the diplomat, where Self versus Community is a central theme - as is their ability or the Magpies that can see the flow of luck and possibilities, but also deliver some grand roleplaying catalyst-quirks or the non-magical medic-class, which, with some reskinning, should also be nice for campaigns that never liked divine magic and how its healing works. The classes also feature several racial archetypes for major customizations of the base-classes.&lt;br /&gt;
&lt;br /&gt;
Or take the Psychic, who may actually lockdown abilities and items via their abilities and even highjack them or the hyperfast Qu'em practitioners, martial artists akin to WuXia-heroes with their differing traditions or the ranged weapon fighters called sentinels.

Of course, beyond an admixture of the innovations of phases and psychic abilities with classes and the plethora of new feats, there is another piece of content that surprised me and which I think you should be aware of: Social Combat. How many times have you had the scene at your gaming table: One player does all the talking while the others watch. In Necropunk, all classes get social combat modifiers and a wide variety of different maneuvers to undermine social confidence.&lt;br /&gt;
&lt;br /&gt;
This combat is not only a nice way to support player involvement, but also is rules-wise analogous to regular combat, making mastering it simple.
Outfits also influence social combat and there is a wide array of items provided of both mundane items and Necrotech, allowing for a wide array of shopping and customization options. Have I mentioned the drugs, body modifications etc.?

If by now that hasn't been made abundantly clear - from what I've read so far of Necrotech, I consider it more than interesting - it's innovative and NEW.&lt;br /&gt;
&lt;br /&gt;
I have quite literally never seen a setting like it and its rules so far are solid and serve well to support the unique components the rules introduce. The ability to lock down items, the emphasis on social combat and the overall melding of necromantic aesthetics with cyberpunk has potential galore to do something different -not only in fluff, but also in crunch.

I've read only the unfinished playtest-manuscript and I'm quite impressed with what Little Red Goblin Games has created here - If you are interested in what I described and if you want to see a setting that has true potential for innovation, for doing something different, I'd suggest you give Necropunk a chance - it's funded already, so the risk is nil.&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;I'll, of course, be reviewing the final version as well, but from what I've seen so far, I think the final product will be a quite impressive feat and beyond what I've seen from LRGG in other releases - the heart's blood they poured into this really shows - this might develop into THE setting to explore complex questions of ethics, philosophy etc. and provide a backdrop for intelligent roleplaying just as well as a more action-oriented playing-style.

You can check &lt;a href="http://www.kickstarter.com/projects/1294249392/necropunk-pathfinder-campaign-setting?ref=live"&gt;out the Kickstarter here!&lt;/a&gt;

&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Thank you for your attention! I hope I gave you a good impression on the potential of this product!

&amp;nbsp;

&lt;b&gt;&amp;nbsp;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Endzeitgeist out.&lt;/b&gt;&lt;div class="feedflare"&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/rpgaggression/~4/dqaIkhwJPFI" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://rpgaggression.blogspot.com/feeds/8013740231011424602/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=8094253580295035742&amp;postID=8013740231011424602&amp;isPopup=true" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/8094253580295035742/posts/default/8013740231011424602?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/8094253580295035742/posts/default/8013740231011424602?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/rpgaggression/~3/dqaIkhwJPFI/ezg-takes-first-look-at-necropunk.html" title="EZG takes a first look at Necropunk" /><author><name>Endzeitgeist</name><uri>http://www.blogger.com/profile/14901346386314639723</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>0</thr:total><feedburner:origLink>http://rpgaggression.blogspot.com/2013/04/ezg-takes-first-look-at-necropunk.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEEMQ3g7cSp7ImA9WhBVGUs.&quot;"><id>tag:blogger.com,1999:blog-8094253580295035742.post-5947569831205939065</id><published>2013-04-26T04:58:00.000-04:00</published><updated>2013-04-26T04:58:02.609-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-04-26T04:58:02.609-04:00</app:edited><title>EZG reviews Heroes of the Jade Oath</title><content type="html">&lt;br /&gt;
&lt;a href="http://www.rpgnow.com/product/113908/Heroes-of-the-Jade-Oath-%28PFRPG%29?term=heroes+jade&amp;amp;affiliate_id=189525"&gt;&lt;b&gt;Heroes of the Jade Oath&lt;/b&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&lt;a href="http://www.rpgnow.com/product/113908/Heroes-of-the-Jade-Oath-(PFRPG)?term=heroes+jade&amp;amp;affiliate_id=189525"&gt;&lt;img alt="hotjo" class="alignnone size-medium wp-image-12861" height="300" src="http://endzeitgeist.com/wp-content/uploads/2013/04/hotjo-224x300.jpg" width="224" /&gt;&lt;/a&gt;&lt;br /&gt;
This massive book is 175 pages long, 1 page front cover, 1 page editorial, 3 pages ToC, 1 page SRD and 1 page back cover, leaving us with 168 pages of content, so let's take a look!

&amp;nbsp;

First of all, let me tell you about the genesis of the project - HotJO has been in the making for what seemed like forever and was originally the first BIG project of Rite Publishing, intended to be released as a supplement to Monte Cook's Arcana Evolved. When the Beta-version of the book was released, the content was fresh and interesting in style and flavor. Now, with the advent and influx in popularity of PFRPG, people on the RiP-boards, yours truly included, started to ask about a conversion and the pdfs released so far in the line were used to get more artwork and even better production values for the Omega-version and the book this review is all about, the very first iteration of Heroes of the Jade Oath for PFRPG.&lt;br /&gt;
&lt;br /&gt;
Why is this important? well, because it explains some of the design-decisions made as well as all the races introduced - AE doesn't feature the standard races as prominently and thus, this book has a LOT of ground to cover in a scarce few pages, even at its length.

&amp;nbsp;

Now that doesn't mean that this book is all crunch and indeed, it begins by introducing us to the very concepts that define social structure in the setting of the Jade Oath: Favors, Family and Face. The importance of (extended) family structures, clans and the value of face are all concisely and easily understandable to western audiences as relayed herein. Thankfully, the done-to-death cliché of Seppuku is also addressed and put into a valid cultural perspective that shows that author Frank Carr has a firm grasp on social strata and cultural concepts. If you're looking for an almost historical level of detail regarding customs like in the release of the German old-school setting Midgard's (NOT the one by KP) KanThaiPan, though, you won't find that level of detail here, with e.g. the making of appropriate presents, food and medicine not covered, but chances are you probably are not reading this review to know about the likes anyway.&lt;br /&gt;
&lt;br /&gt;
That being said, the map of the lands of the Jade Oath should be commented on - made by cartography-legend Jonathan Roberts (now of "A Song of Fire and Ice"-fame), the 2-page spread is eye-watering in its gorgeousness - and it is my pleasure to report that the locales featured in the gazetteer-style gloss-over of the lands provides places that stand in no way behind the quality of the map:

&amp;nbsp;

The respective regions not only include massive amounts of write-ups for covenants, societies and clans (all with their respective symbols and tokens), but also contains areas like the undead-hampering "Fallen Pillar of Heaven", the gorgeously-illustrated city of Xinmar in the Heaven's Reach Mountains, the floating garden or the crawling dragon mountain, which is in fact the world's oldest dragon, slowly winding its ways through mountainous ranges. Now if the extensive gazetteer-section with all its pieces of information on culture, produce, locations etc. has not sparked some sort of great idea for an adventure, I'm not sure your imagination can be helped. The Lands of the Jade Oath feel very distinct and there is no way they could be mistaken for any other Asian-themed setting.&lt;br /&gt;
&lt;br /&gt;
That out of the way, let's take a look at the chapter on races and their mechanics, shall we?

&amp;nbsp;

Now first we get pronunciation-guidelines for races and an entry on the breeds of human (the discovery of the eight will usher in a great doom, by the way!) before delving into the &lt;b&gt;Bakemono&lt;/b&gt;. A metal-eating, goblinoid race, their males are small, horned almost goblinoid looking beings that get +2 to Con and Int as well as -2 to Cha, slow landspeed, darkvision 60 ft., light blindness, a bite that is devastating vs. objects and undead, +2 to saves vs. poison and +2 to craft-check relating to metal. They also have slow speed and count as evil goblinoids and get full spell-progression. Their females instead get +2 to Wis and Cha and -2 to Str. They also can take levels in the Bakemono-Paragon-class, which spans 6 levels and gets d8, 4+Int skills per level, 3/4 BAB-progression and good ref-saves. The class also improves bites by granting improved sunder to the bite and allowing bakemono to eat magical items as well as continuously detecting magic. The class also allows them to gain the shapeshifter-subtype as well as turning into large size, the form corresponding to their chosen totem or even into a swarm. And also minor attribute enhancements depending on the gender of the bakemono as well as attribute bonuses over the levels, something that almost each of the paragon-classes grants.

&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
The towering, ponderous &lt;b&gt;Dahren&lt;/b&gt; can either gain +2 to Str or +2 to Con and Wis, low-light vision, +2 to intimidate and sense motive and craft as well as the giant subtype, in spite of their medium size. The race also gets its paragon-class, spanning 20 levels and having them grow to up to colossal size (the additional sizes also being covered in the height &amp;amp; weight-table, btw.!) - the class is essentially a revised variant of the Jotun Paragon-class featured in RiP's "&lt;a href="http://www.rpgnow.com/product/94964/In-The-Company-of-Monsters-(PFRPG)?term=company+mons&amp;amp;affiliate_id=189525"&gt;In the Company of Monsters&lt;/a&gt;", but allows the character now to multiclass as soon as they have passed 6th level. The class offers d8, 4+Int skills, 3/4-BAB-progression, good fort-saves, up to +13 natural AC and improving slam-attacks (up to 4d6) as well as rock catching skills and a selection from a wide variety of elemental-themed talents. Now, it would have been easy to just cut-copy-paste the class, but there actually are new talents in here and since the original class is elemental in its theme and HotJO uses the eastern system of elements, the respective abilities have been modified, which is nice to see.

&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Next up are the agile &lt;b&gt;Faen&lt;/b&gt;, who get +2 to Dex and one mental attribute of your choice, are small, gain their own fey-related subtype, slow speed, low-light vision, +2 to perception, stealth and proficiency with bows and faen-weapons as well as a reroll 1/day. They may replace latter luck with minor spell-like abilities or the run-feat and +1 to initiative. Their paragon-class gets d8 HP per level, spans 6 levels, 4+Int skills per level, 34 BAB-progression, good ref-saves, 3 levels of spell-progression and an interesting idea: Depending on the racial trait chosen, the paragon-class expands the options, gaining either more spell-like abilities, more luck-based options or more quickness-based options. Cool! The most important thing, though, is already known to people familiar with Arcana Evolved: Faen may undergo a metamorphoses at 3rd level of the paragon-class, going into chrysalis and emerging as a full-blown fey, a so-called sprite. These sprites threaten regular 5-foot squares, gain +2 to Dex and -2 to Str and also wings, which allow them to fly at 30 ft. It's also nice to see that the conversion adds fly to the list of class skills upon the transformation.

&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
The &lt;b&gt;Garuda&lt;/b&gt; should make for an interesting class you almost assuredly haven't seen before: Partially scaled and feathered, this race resembles a badass-version of a humanoid archeopteryx with a stronger lean towards colored feathers. Story-wise, they are the hunters of the tainted, created by the dragons to stem the tide of the infernal dragon's taint. They gain +2 to Dex and Wis, -2 to Cha, +1 natural armor, low-light vision, may glide up to 100 ft. with their wings, gain +2 to perception and may cast detect evil 1/day as a spell-like ability. Their racial class grants d8, 2+Int skills, 3/4 BAB-progression, good fort-saves, up to +3 dodge-bonus to AC and also increasing flight capabilities as well as bites, claws, spell-like abilities and finally even pounce.

&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Now if you're more a fan of canines, the &lt;b&gt;Goushen-race&lt;/b&gt; has you covered. The race is descended from the foo dogs of legend and get +2 Con and Wis, -2 to Int, low-light vision, +2 to survival, scent and their 6-level paragon-class gets d8, 2+Int skills per level, 3/4 BAB-progression, good fort and ref-saves and up to +2 natural armor. Their paragon-class provides them with bite attacks, grab with their bites and also massively improving grapple-capabilities.

&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
For more feline-affine people, the &lt;b&gt;Hushen-race&lt;/b&gt; would be what you're looking for - essentially a tiger-faced class of proud feline humanoids, they gain +2 to Str and Cha, -2 Int, low-light vision, +2 to intimidate, stealth and perception and suffer from blood frenzy, requiring a save to break from combat once blood has been spilled. Their 6-level paragon-class comes with 3/4-BAB-progression, d8 HP, 2+Int skills per level, good ref and fort-saves, +2 natural AC, scent, bite, claw and even rake and pounce as well as the option to run while using stealth, making them rather lethal with their natural attacks.

&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;Now, the &lt;b&gt;Kirin Shen&lt;/b&gt;-race is interesting in that it essentially is an acquired template that can be taken by taking a single-level as a Kirin Shen racial paragon. Kirin Shen are the chosen of the Kirin, gain +1 to BAB, ref and will, 6+Int skills and d10. The template they gain requires them to be of at least 6th level and is provided for the DM's convenience with all the tools necessary to add it to respective creatures (it's Cr +1 if you don't take levels in the racial class, btw.) and allows it to use a healing touch that improves with HD as well as overland flight, ethereal jaunt and finally immortality at the highest HD.

&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;Perhaps the most far-out and interesting race of the setting, at least for me, would be the &lt;b&gt;Mandragorans&lt;/b&gt;: Mandragorans are essentially humanoid plants with alluring bodies that feature long vines instead of hair. They may manipulate objects and taste via these vines and they gain +2 to Wis and Cha, -2 to Str, low-light vision, +4 to stealth in forested and marshland areas, 1/day roll a will-save twice and take the better result, full spell-progression, + HD on saves vs. poison and their spores grant them +1 to diplomacy, handle animal and bluff, but also make hiding harder. Mandragorans may also heal a limited amount of damage via spending time in the sunlight and resting at night as well as communicate basic emotions via spores. They also get 5 alternate racial traits that feature magic abilities, desert and water-dwelling mandragorans, mandragorans with a mild poison and those with thorns. Their racial paragon-class gets 3/4 BAB-progression, d8 HP, 2+Int modifier skills per level, more spell-like abilities, woodland stride, the option to regrow from being torn to shreds and plant-like immunities. The racial paragons may also change gender in a week-long ceremony, which emphasizes their alluring strangeness as well as providing for interesting roleplaying options.

&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
The reptilian &lt;b&gt;Nagaraja&lt;/b&gt;, genderless asexually-reproducing humanoids are the stewards vs. the infernal taint introduced by the dragons, but many think they are shirking their racial duties. They gain +2 to Int and Dex, -2 to Con, 60 ft. darkvision, +1 natural armor, gain a limited array of spellcasting abilities, +2 to acrobatics and swim as well as linguistics and may opt to chose from two alternate racial traits, one granting a hood and a charming gaze attack, while the other replaces legs with a tail they may use as a natural weapon vs. foes. Their 6-level racial paragon-class offers them 3/ BAB-progression, good will-saves, 5 levels of spell-progression, d8 HP, 2+Int skills per level, blind fight an improved detect magic per will and up to +2 natural armor as well as increased casting prowess.

&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;The &lt;b&gt;Qahngol&lt;/b&gt;, a variant half-orc-race, once conquered the empire, only to ally with their subjugated race to vanquish an undead dragon. They gain +2 to one ability score of their choosing, count as orcs, gain low-light vision, +2 to ride and handle animal and an interesting racial curse: The Qahngol get a name mask upon their coming of age and upon removing/losing it, they run the risk of being targeted by their ancestral curse, which turns them into infernal cannibals - the simple template is provided as well as rules for the creation of name-masks and the simple-template. Their 6-level racial paragon-class gets d8, 2+Int skills per level, 3/4 BAB-progression, good fort and will-saves, 2 levels of spellcasting progression, rather massive attribute bonuses, a limited synergy with the fighter and barbarian classes when determining bonuses for feats, rounds of rage etc. as well as keen scent and wild empathy.

&amp;nbsp;&amp;nbsp;

&lt;b&gt;&amp;nbsp;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Ruishishen&lt;/b&gt; are essentially the HotJO setting's Litorians, i.e. Lion-like humanoids, this time descendant from the celestial lions and massively decimated by traitorous groups. They gain +2 to Dex and Int, -2 to Wis, low-light vision,+2 to perception, intimidate and survival, count as one size larger for effects based on size and their 6-level racial paragon-class gets d8, 2+Int skills per level, 3/4 BAB-progression, good fort- and ref-saves, up to +2 natural AC-bonus, bite and claw attacks (the latter counting later on as ghost touch weapons!), scent, faster movement, a fear-inducing roar and may as a capstone temporarily turn incorporeal.&lt;br /&gt;
&lt;br /&gt;
The variant dwarven race, the &lt;b&gt;Sanesaram&lt;/b&gt;, get +2 to Con and Wis, -2 to Cha, slow speed (and no encumbrance speed modifiers), +4 dodge bonus to AC vs. gainst, +2 to appraise, +2 to saves vs. spells and spell-like abilities, + 1 to atk vs. goblinoids, +4 to CMD vs. bull rush and trip as well as clan-dependant bonuses, 8 of which are provided. Their racial paragon-class spans 6 levels, grants d8, 2+Int skills per level, 3/4 BAB-progression, good fort and will-saves, 3 levels of spellcasting progression , stonecunning, may add their class-level to craft-checks, further increase their resiliency to detrimental effects and improve their distinctiveness by gaining more abilities depending on the clan they belong to. At highest levels, they also get minor bonuses to atk and damage whenever someone hurts them - a Sanesaram's grudge is a force indeed.

&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;The &lt;b&gt;Shenxue&lt;/b&gt; are the descendants of spirits and mortals, being thus native outsiders that can be influenced more with their truenames. Since the term shenxue thus applies to a vast variety of combinations of races and spirits, they come with information on racial traits for all the core and HotJO-races as well as a rather large array of different aspects that offer access to snow, panda or mountain spirits, to name just a few. Each aspect has its own penalties as well as different penalties to balance their benefits. Since they are born from such a cosmic union, the shenxue are required to adhere to a certain obeisance chosen at character creation, prohibiting them from for example sealing them from private dwellings, crossing rivers and cool, unique ones: Wandering Eyes for example, makes it only possible for the shenxue to see through the eyes of a chosen host. The shenxue paragon-class develops these further by modifying the class-skill-list according to aspects and providing highly versatile spell-like abilities and unique options depending on the aspect you've chosen. Like most paragon-classes, they span 6 levels and also gain d8 HP, 2+Int skills per level, 5 levels of spellcasting progression, 3/4 BAB-progression and also an ability that lets them see the presence or absence of all the spirits inhabiting everything, making for an interesting story-telling device. The racial paragon class suffers from non-standard save-progression for all 3 saves: They cap at +3 at 6th level instead of +2.

&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;The penultimate new race we get would be the &lt;b&gt;Verrik&lt;/b&gt;, another familiar face from Arcana Evolved, who gets +2 to Str and Wis, -2 to Cha, blindsense, the option to shut down senses (making them temporarily immune to gaze attacks, language-dependant effects etc.), minor spell-like abilities and may opt to be born with a magic-discerning third eye. Their 6 level paragon-class nets them 3/4 BAB-progression, good ref-and will-saves, d8 HP, 2+Int skills per level, 5 levels of spellcasting progression, improved sell-like abilities and as a capstone even get blindsight. All in all...I honestly consider the Verrik overpowered. Blindsense alone is powerful Combined with all the sense-turning of-options, the race becomes a bit too strong for my tastes.

&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;The final new race would be the &lt;b&gt;Yueyangren and Yueyinren&lt;/b&gt;, the moonfolk, which are essentially variant elves. Regular elves, moonlight elves are the Yueyangren and get +2 to Dex and Int, -2 to Con, low-light vision, +2 to perception, elven immunities and bursts of speed for 3 rounds. The dark-skinned moonshadow elves, are closer to high elves in mentality than to drow, in spite of their appearance. They get +2 to Dex, Int and Cha, but -2 to Str and Con, count as elves, gain darkvision 60 ft., elven immunities, +2 to perception, +4 to CMD vs. trip and bull rush, light blindness and both types of moonfolk may take the Yueren paragon-class, which gets d8, 2+Int skills per level, 3/4 BAB-progression, good ref-saves, 5 levels of spell-progression, improved spell-like abilities, may walk on walls and ceilings 1/2 character level rounds cha-modifier times per day (cool!), gain superior vision with different effects depending on sub-breed, and gain movement-bonus-feats as well as the option to charge through difficult terrain.

&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;Now that we've covered all those new races and their respective classes, let's take a look at the new base-classes in the pdf, starting with the &lt;b&gt;Demon Hunter&lt;/b&gt;. But before I get on to that, let's quick classify that "Demon" does not mean only chaotic evil outsiders in the context of the lands of the Jade Oath - it means undead, goblinoids, fey and aberrations just as much as demons and similar outsiders - they essentially hunt the supernatural. The class gets d10, 2+Int skills per level, full BAB, good fort-saves, spellcasting of up to 4th level. They gain the ability to detect infernals via their powers, gain ranger-like specialization versus foes and may at higher levels even delay taking damage (including attribute damage) for 1 round cha-mod times per day. They may later also craft iron flasks and gain a cool capstone that allows them to change creatures into their servants, elevating them from their tainted being to celestial heights. There are also 6 different suites of abilities available to the Demon Hunter-class, including one that grants infernal companions that improve over the levels, improved ofudas and boons for wooden swords, the signature weapons of the immaculate exorcism-tradition.

&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
The &lt;b&gt;enlightened scholar&lt;/b&gt; gains 3/4 BAB-progression, good will-saves, up to +4 AC bonus, up to 2d6 unarmed damage (better damage when ch'i-focused), d6 HP, 6+Int skills per level and may also chose from a variety of talents from varying paths, that set them upon track for becoming immortal, allow them to create strange contraptions etc. The Folk Magic-table (which allows minor spellcasting) is now also included, as is the immortal knowledge-table (though that mentions "monk" when "scholar" is meant). The class per se is truly unique with its wide array of options and the complexity of rules for contraption-creation etc.

&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Similarly, the &lt;b&gt;Kusa-class&lt;/b&gt; predates the Ninja-class from UC, getting unarmed strikes and sneak attacks as well as 3/4 BAB-progression, d8 HP, 6+Int skills per level, up to +7 insight bonus to AC, good ref-saves. The Kusa also gets a Ki-pool as well as multiple talents, grouped in three general level-classes, providing access to new talents at higher levels. Again, the class feels like it should have been converted to options for the Ninja-class, especially since the Kusa is not half as complex as the abilities of the enlightened scholar.

&amp;nbsp;

Speaking of archetypes: The other classes also get a variety of options - Barbarians may now for example take totem rage powers that correspond to specific animals like centipedes and mantises. There are multiple powers assigned to each totem and for barbarians wholly committed, there's an archetype to gain a totem-related animal companion. cavaliers may now chose from 2 new Xia-orders, which are also available to samurai, btw., one devoted to the ancestors and one to protecting the chosen organization's land and people. We also get an array of different monk-archetypes, which range from the kensai with their living weapons to the grapple-focused Thaskalos, the armored sohei to the spellcasting, lawful good yamabushi. Witches get perhaps one of the coolest option in the book - 4 new patron-spell-lists and a bunch of hexes. What's cool about these hexes is the factor that the hexes come with descriptors that mark them as particularly appropriate for the respective patron. At least in my opinion, as long as the choice of other hexes is not penalized, this is a great idea to enhance flavor.&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;The next chapter introduces us to the new &lt;b&gt;Feng Shui-skill&lt;/b&gt;, which allows you to improve the regenerative boons of resting by properly aligning the area and even the time required to rest. It should be noted that a bunch of the mechanics to come make use of the arcane focus and ki-focus (interchangeable as term with Ch'i, btw.). Gaining focus in either, much like gaining psionic focus, is a full-round action that provokes AoOs. Arcane Focus requires an arcane pool to be used (problematic, since the magus' arcane pool and this one's is different -I'll get to that in a second), while ki-focus needs at least 1 point of ki in your reservoir. You may expend either focus to take 15 on a concentration check.

&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Among the different feats included in the chapter, we are introduced to a variety of feats with the new (Arcane)-descriptor. In order to make use of them, you have to take a feat that grants two points of arcane points, which do NOT stack with the magus' arcana pool. Substituting "Arcane" with "Eldritch" or a similar word would have GREATLY helped to avoid confusion here. A botch, in my opinion, since while the non-stacking is mentioned, I consider two pools with the same name problematic. (Arcane)-feats usually grant you additional points of arcane pool and allow you to do uncommon things by expending your focus: Arcane Dodge, for example, grants you a stacking dodge-bonus of +1 to AC and allows you to expend focus as an immediate action for an increase to +4 to AC versus one attack as an immediate action.

Ki-focus works much the same way and feats from other sources now retroactively get the ki-descriptor.&lt;br /&gt;
&lt;br /&gt;
It gets more complex, though: There is a subset of Ch'i-feats (or Ki-feats, whichever spelling you prefer) called chakra-feats. These feats require the character to be ki-focused to work. Characters may invest ki-points into chakras when ki-focused and there's a limit depending on level on how many points can be invested into a given chakra. Much like other points, these allocated points on the chakra allow the character to do uncommon things while focused and grant additional options via expending them. Moreover, each chakra has 3 different sets of potential ways to invest ki: Ki can be invested in Balanced Ki, Yang Ki or Yin Ki, granting different benefits for being focused or expending the aligned ki. A total of 7 chakra are provided - and that's before the additional options via chakra-feats come in!&lt;br /&gt;
&lt;br /&gt;
Speaking of complex options: Want a lesser version of the gestalt idea that is not as unbalancing and allows you to play essentially two characters in one body? The Ancestral Possession-feat allows you to do just that, giving you a second set of mental ability scores and actually a second class - problem is: The change of personality in command is disorienting and happens EVERY time you roll a 1 on a d20. Yes, that can lead to some VERY awkward roleplaying situations and while it may save you, it may also doom you. Especially for a group low on players unable to cover all fields a great feat.

Regarding enhanced options - several of the feats deal with yet another concept integral and iconic in lore: Sutras. While some brackets still point towards the single-pdf-release, rest assured that Sutra Magic is also within the pages of this book, allowing e.g. divine casters, demon hunters etc. to gain access to the iconic ofudas and providing guidelines on creating new sutras as well as a bunch of them for your immediate perusal.

&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Beyond the vast array of feats that use these new and complex mechanics, we also get short suggestions for cinematic houserules à la damage-based knockback, improvised weapons for everyone, the option to throw foes in grapple, a new use for hero points and (Chinese) Zodiac Signs: These work essentially as traits, but come as a double-edged sword: While being stronger than your average trait, they also come with drawbacks, which might make for truly intriguing roleplaying opportunities. I really like the approach to traits, though you should be aware that they make HEAVY use of hero points, thus, if you don't play with them, you will get less of this chapter. (But when playing a WuXia-style setting, why not use hero points? Oo)

&amp;nbsp;

It should also be noted that we get an array of new exotic weapons (that are not that exotic in the HotJO-setting), most of which actually come with neat artworks, as well as new alchemical gear. Thankfully, the rather complex ch'i-mechanics come with a cheat-sheet in the section on magic that also details aforementioned sutra magic and closes the book.

&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&lt;b&gt;Conclusion:&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
Editing and formatting. Well. If you take a look at the credits, you'll see that beyond being a patron, I also helped proof this book. But just a couple of pages. Without wanting to harp on my fellow proofers (after all, it was a non-paying gig) - some glitches slipped past us. Some that shouldn't have. The Enlightened Scholar is still violating PFRPGF-design with its +9 ref-save progression and lacks its capstone ability. The Kusa should have been upgraded with regards to the Ninja-class. There are still multiple references to Arcana Evolved classes like the Magister (full-blown arcane caster) and the Mage Blade (Gish-class) and similar classes in here: Not in any rules-context, mind you, but they still are there.

While MOST (about 90%) of the conversions are successful and awesome, the rest could have been caught with more proofing and more care.&lt;br /&gt;
&lt;br /&gt;
I noticed multiple instances of non-italicized spells, a lack of uniform italicization regarding the terms "ki" and "ch'i" etc. And we also get some pages that clearly show that different people have been at work here - while many pages are free of glaring glitches, there also are some pages in this pdf that feature several.

Layout...is GORGEOUS. Paizo-level and beyond beautiful. Two-column standard, green highlights, golden kanji-borders, Wayne Reynolds-cover and interior artwork that more often than not is on the level of the cover. That is: Up to the very most beautiful you'll ever see in any publication. The pdf also comes with extensive, nested bookmarks. As per the writing of this review, no printer-friendly version is included.

&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
This is a crunch-monster and perhaps the one pdf that took me longest to review so far. So much math to do. More, in fact, than in just about any product I've reviewed so far. The races with their racial paragon-classes should definitely prove to be a boon for fans of the Diamond Throne-setting that have since the Arcana Evolved-days switched to PFRPG and concept-wise, the Mandragoran is perhaps one of the coolest plant race I've seen in ages.

I really like the Arcane Pool-idea - but why not rename it? Why make it ambiguous and easy to confuse with the pool of the Magus?

Mechanically, &lt;b&gt;Sutra Magic, Chakras&lt;/b&gt; etc. are bold, exciting and cool and speak of a solid grasp on rules by author Frank Carr (for AE) and Timothy Wallace (for the PFRPG-conversion) as well as something only seldom seen: Boldness in design. these options marry cultural fluff with solid rules and uncommon design-choices, making them a joy to behold, at least for me.

The cultural fluff of the book of the book speaks not only of a knowledge, but of an understanding of cultures and myth and offers fresh and exciting vistas on eastern roleplaying that could work together with established setting like Rokugan or Kaidan, but still brings its extremely distinct flavor to the table and can easily stand on its own. Distinctiveness and modularity are well-mixed in the options provided herein.&lt;br /&gt;
&lt;br /&gt;
The writing per se ranges from extremely evocative...to. Well. Not so evocative. When proofing my chapters, I continuously stumbled upon instances when multiple sentences started the same way in a quick succession. There were paragraphs containing what I call "no conjunction-disease" - something that ruins the reading experience of any given text by providing essentially a quick succession of basic subject-verb-object-sentences sans prepositions, conjunctions and subordinate clauses. I tried to correct that, but overall, when the book is concerned, I have to say that generally, HotJO cannot be considered a universally great reading experience. When the writing works, it works well, but these sometimes cropping up accumulations of bland, boring sentences, while conveying information, still tug at what would otherwise be a universal sense of wonder and awe at these intriguing lands.

&amp;nbsp;

As much as I'm loathe to say it, since I really, really like the book. It feels like it has been pushed out slightly too fast.

Yeah. I know. Get the pitchforks and torches ready.

The book's been in the making for very long, postponed etc. - but after such a long wait, I think that a flawless quality should have been of tantamount importance. Perhaps giving each of the chapters to two proofers minimum would have been the prudent thing to do.&lt;br /&gt;
&lt;br /&gt;
I don't know. What I do know is that with just one or two more months of proofing and editing, this pdf could have been a new benchmark for crunchy-setting books, a hallmark, a legend.

&amp;nbsp;

Now, with all the glitches still here and there in the pdf, some of which actually impede the rules, this pdf feels like it falls flat of its own potential. Not all of it, mind you, and the glitches are nothing that can't be potentially fixed/errata'd.

&amp;nbsp;

This book could have been my number 1 of 2012 or 2013- it had all the potential, all the right ideas. And, again, generally, they do work. But those that don't combined with an amount of editing glitches/conversion relics make it impossible for me to unanimously recommend.&lt;br /&gt;
&lt;br /&gt;
I can't rate this 5 stars, though I so want to - for the sutras, the demon hunter, the ideas herein, for the imaginative pieces of crunch and fluff. For the well-done conversions of spellcasting, which is hard to do indeed. But the quality of the writing fluctuates hard and there are quite a few relics here. This conversion had the chance to set right all the small (and large) glitches from the HotJO-pdfs and let the chance slip. The thing is: I really, really liked this project. I put $60 down for the patronage, tried to help with the conversions as much as my schedule allowed. I proofed as much as I got, chapter-wise, and as much as my time allowed. I'm dedicated to this project and it could have been one of the best Pathfinder-releases ever.

&amp;nbsp;

It could have.

But as a reviewer, I have never let the likes of such problems slip and won't start now, no matter how I'd want to. As much as it pains me, in spite of the glorious ideas, in spite of all crunch that teems and bristles with ideas, I can't rate this higher than 4 stars - with seal of approval, though.

If you want to supplement Jade Regent, check out the setting or simply scavenge ideas - &lt;a href="http://www.rpgnow.com/product/94964/In-The-Company-of-Monsters-(PFRPG)?term=company+mons&amp;amp;affiliate_id=189525"&gt;here's the link to OBS to check it out!&lt;/a&gt;

&lt;b&gt;&amp;nbsp;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&amp;nbsp;As always, thanks for reading my ramblings and feel free to drop in on my own &lt;a href="http://endzeitgeist.com/"&gt;page&lt;/a&gt; for the latest reviews.&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;Endzeitgeist out.&lt;/b&gt;&lt;div class="feedflare"&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/rpgaggression/~4/FQMt9pIsRzI" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://rpgaggression.blogspot.com/feeds/5947569831205939065/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=8094253580295035742&amp;postID=5947569831205939065&amp;isPopup=true" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/8094253580295035742/posts/default/5947569831205939065?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/8094253580295035742/posts/default/5947569831205939065?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/rpgaggression/~3/FQMt9pIsRzI/ezg-reviews-heroes-of-jade-oath.html" title="EZG reviews Heroes of the Jade Oath" /><author><name>Endzeitgeist</name><uri>http://www.blogger.com/profile/14901346386314639723</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>0</thr:total><feedburner:origLink>http://rpgaggression.blogspot.com/2013/04/ezg-reviews-heroes-of-jade-oath.html</feedburner:origLink></entry><entry gd:etag="W/&quot;AkYFRHg7fip7ImA9WhBQEUs.&quot;"><id>tag:blogger.com,1999:blog-8094253580295035742.post-3699667375897421831</id><published>2013-03-13T05:48:00.000-04:00</published><updated>2013-03-13T05:48:35.606-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2013-03-13T05:48:35.606-04:00</app:edited><title>(End)ZEITGEIST reviews: Digging for Lies</title><content type="html">&lt;a href="http://rpg.drivethrustuff.com/index.php?affiliate_id=189525"&gt;&lt;img alt="DriveThruRPG.com" border="0" src="http://rpg.drivethrustuff.com/themes/dtrpg/images/affiliatebanner2.gif" title="DriveThruRPG.com" /&gt;&lt;/a&gt;&lt;br /&gt;
Hey everybody!&lt;br /&gt;
&lt;br /&gt;
It's steampunk-conspiracy-time again!&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://rpg.drivethrustuff.com/product/99610/ZEITGEIST-%233%3A-Digging-for-Lies-(Pathfinder-RPG)?term=zeitgeist+3&amp;amp;affiliate_id=189525"&gt;&lt;b&gt;Zeitgeist III - Digging for Lies&lt;/b&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
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&lt;br /&gt;
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  &lt;w:LsdException Locked="false" Priority="39" Name="toc 9"/&gt;
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   UnhideWhenUsed="false" Name="Medium List 1 Accent 1"/&gt;
  &lt;w:LsdException Locked="false" UnhideWhenUsed="false" Name="Revision"/&gt;
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   UnhideWhenUsed="false" QFormat="true" Name="List Paragraph"/&gt;
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   UnhideWhenUsed="false" QFormat="true" Name="Quote"/&gt;
  &lt;w:LsdException Locked="false" Priority="30" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Intense Quote"/&gt;
  &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
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  &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 1"/&gt;
  &lt;w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 1"/&gt;
  &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 1"/&gt;
  &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 1"/&gt;
  &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 1"/&gt;
  &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 1"/&gt;
  &lt;w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="61" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light List Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 2"/&gt;
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   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 2"/&gt;
  &lt;w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 2"/&gt;
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   UnhideWhenUsed="false" QFormat="true" Name="Intense Emphasis"/&gt;
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   UnhideWhenUsed="false" QFormat="true" Name="Subtle Reference"/&gt;
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   UnhideWhenUsed="false" QFormat="true" Name="Intense Reference"/&gt;
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   UnhideWhenUsed="false" QFormat="true" Name="Book Title"/&gt;
  &lt;w:LsdException Locked="false" Priority="37" Name="Bibliography"/&gt;
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 &lt;/w:LatentStyles&gt;
&lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 10]&gt;
&lt;style&gt;
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 table.MsoNormalTable
 {mso-style-name:"Table Normal";
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 mso-style-priority:99;
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 mso-padding-alt:0cm 5.4pt 0cm 5.4pt;
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 mso-para-margin-right:0cm;
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 mso-para-margin-left:0cm;
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 font-family:"Calibri","sans-serif";
 mso-ascii-font-family:Calibri;
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 mso-hansi-font-family:Calibri;
 mso-hansi-theme-font:minor-latin;}
&lt;/style&gt;
&lt;![endif]--&gt;

&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="mso-ansi-language: EN-US;"&gt;The third
part of En Publishing's steampunk-AP is 99 pages long, 1 page front cover, 1
page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving us with 94
pages of content, so let's check this out!&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span style="color: red;"&gt;&lt;b&gt;&lt;span lang="EN-US" style="mso-ansi-language: EN-US;"&gt;This being
a review of an investigation-heavy adventure, this review contains SPOILERS for
both this module and its two predecessors. Potential players should jump to the
conclusion.&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="color: red;"&gt;&lt;b&gt;

&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;!--[if gte mso 9]&gt;&lt;xml&gt;
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   &lt;w:CachedColBalance/&gt;
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   &lt;m:wrapIndent m:val="1440"/&gt;
   &lt;m:intLim m:val="subSup"/&gt;
   &lt;m:naryLim m:val="undOvr"/&gt;
  &lt;/m:mathPr&gt;&lt;/w:WordDocument&gt;
&lt;/xml&gt;&lt;![endif]--&gt;&lt;br /&gt;
&lt;!--[if gte mso 9]&gt;&lt;xml&gt;
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  LatentStyleCount="267"&gt;
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  &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 8"/&gt;
  &lt;w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 9"/&gt;
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   UnhideWhenUsed="false" QFormat="true" Name="Emphasis"/&gt;
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&lt;![endif]--&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="mso-ansi-language: EN-US;"&gt;All right,
still here?&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="mso-ansi-language: EN-US;"&gt;After the
rather trademark smart and complex narrative of Zeitgeist has been expanded and
the adventure sketched (which includes a new form of madness and a feat to
benefit slightly from insane clarities) we'll return to the matter at hand.&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="mso-ansi-language: EN-US;"&gt;The agents
of the RHC have recently achieved a stunning victory against Macbannin, only to
be stumped by their boss's boss, lady inspectress Margaret Saxby, who
subsequently took over the investigation. in the rainy autumn months, though,
the constablers will still have something to do. After all, the Kaybeau Arms
and Technology Expedition is going into full swing: Modeled slightly after the
World Exhibit, the PCs are commanded to guard the peace there in a village of
tents full of experimentational weaponry -what could go wrong? After a short
briefing by Sara Lockheart, the PCs will have opportunity to see some
prototypes (and even help fine-tune some, engage in philosophical debate with
the dwarf Kvarti Gobatiy and generally enjoy themselves - until the incident
happens - not via an exploding prototype, but via the incursion of alien,
nightmarish creatures! What could have been a mishap of magic turns weirder
yet, as the creatures don't just disappear. If the PCs manage to save Simon
Langfield, the unwitting arcanist who got these creatures here by using his
staff of the ancients, they'll have a massive mystery at their hands. Of
course, first it's time for the constabulary to confiscate bodies and items and
Martial Scientist-PCs will also have a background-related benefit waiting from
what happens here. The investigation of the fair should prove interesting, as a
gang of thieving street urchins and the family complicates the investigations -
yet another way for the PCs to get on the good side of notorious Morgan
Cippiano, though.&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;a href="http://rpg.drivethrustuff.com/index.php?affiliate_id=189525"&gt;&lt;img alt="DriveThruRPG.com" border="0" src="http://rpg.drivethrustuff.com/themes/dtrpg/images/affiliatebanner2.gif" title="DriveThruRPG.com" /&gt;&lt;/a&gt;
&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="mso-ansi-language: EN-US;"&gt;If they are
smart, the PCs may well determine the origin of the illegal magic staff that
caused the mishap and contact the responsible seller, posing as interested
buyers. Hence, they are off to the Lanternwood Subrail Station, where they meet
up with Kaja Stewart. If they think the fence helpless, they'll soon learn
otherwise, for the woman has not come unprepared: Multiple walking turret
constructs as well as her eidolon (she's a summoner) as well as her
refreshingly smart use of the terrain should make this a challenging encounter
indeed. While an interrogation of her might yield results, the conspiracy&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;will move on to kill her - with a
surprisingly apt plan, nonetheless. Also, her death is not required and if the
PCs make the connection, she can describe a tiefling surprisingly like Caius
Bergeron in the context of the McBannin-case. With her dead or not knowing
more, the investigation, for now, is stumped and in a dead-end, which the
module uses for a foreshadowing of module #5, in the form of a dead body and a
mangled golem, mysteriously torn to shreds . Reactivating the golem, who now
houses the mind of a rogue Obscurati, will be a project that spans multiple
modules but eventually yield success.&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="mso-ansi-language: EN-US;"&gt;But back to
the weird magical items: Seeing that they seem old, the logical step to check
for their origins would be the Pardwright University of Natural History's
Professor Hans Weber. The professor heard rumors about a recently unearthed
ziggurat in the High Bayou and that Dr. Xambria Meredith led an expedition
there. Being the only survivor of the ill-fated trip, the woman has been
slightly addled by the now blurred ordeal. The constables may make ample
conversation with her, though, and thus fill in gaps in their knowledge of the
ancient secrets. Now also rather interesting: It was Caius Bergeron who
financed the expedition of Dr. Xambria and while, for now, they can't really nail
the elusive noble down - for now.&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="mso-ansi-language: EN-US;"&gt;With all
resources exhausted in town and work slowing to a crawl/busy-work at best, it
is time for the PCs to leave Risur behind for the city of Bole via train and
from there to the village of Agate and from there to the High Bayou's creepy
swamps. (Also nice: If the PCs are versed in folklore and offer sacrifices to
the sleeping fey titan, they can avoid fighting the native creatures of the
bayou - great to award immersion and smart thinking.) The ziggurat's
otherworldy aura promptly starts to erode the sanity of the PCs and in a break
from investigations, they have a dungeon to explore at their hands - one that
makes the spirit-seers see bad omens and features fun components like
hallucinations and dead bodies! Have I mentioned the notes of the lost
expedition, the traps galore, the actually intelligent puzzle based on planetary
correspondences and teamwork and weird aberrations? Yeah. They're there.&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;Better yet, the obscurati have not been idle
and have added their own trickery to the already formidable dungeon. If the
players persist, though, they may in a vision witness the sealing of the planet
Apet (from which the weird creatures at the fair hailed) and the dysfunctional
portal to the place that was once sealed by the confiscated staff and the
legendary axis seal. Once the PCs have loitered enough, things get UGLY: A
flood of poison spreads throughout the Ziggurat, forcing the PCs to make a run
for it. Worse yet, EACH and every mummy they have seen animates, making the
escape a running fight through the step-pyramid's corridors.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;a href="http://rpg.drivethrustuff.com/index.php?affiliate_id=189525"&gt;&lt;img alt="DriveThruRPG.com" border="0" src="http://rpg.drivethrustuff.com/themes/dtrpg/images/affiliatebanner2.gif" title="DriveThruRPG.com" /&gt;&lt;/a&gt;
&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="mso-ansi-language: EN-US;"&gt;Upon their
escape, the Voice of Rot, the fabled fey-titan, demands sacrifice: One thing,
sentient, has escaped and the titan wants it dead and rotting - and the PCs
better oblige. the detect Planar Energy-spell here is a great help, in fact, it
is throughout the module: A concise and interesting list of clues helps DMs run
the investigation of this particular lead.&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="mso-ansi-language: EN-US;"&gt;Upon their
return to Risur, the PCs hence have a fey titan to appease and find the suspect
- but other news also ask for their attention. Their main suspect, Caius
Bergeron, has been murdered, in a locked room. Witnesses report a woman fitting
Xambria's description having a lively discussion with Caius as well as a ring
that could be the first clue the PCs have for the Obscurati's means of
identifying one another - or get into the deep end. More pressing is a map with
coordinates... And celebrity bard Rock Rackus, who also shows traces of Apet
energy and is currently languishing in jail. The man with the apt name is
something of a rockstar who claims to have visited the unseen court of the fey
(on the moon) and also happens to be a specialist in teleportation magic. He
also has this particular scroll he misplaced that may lead to quite a bit of
interesting treasure and information (in module 12) - if only the PCs could get
these pesky charges dropped? Better yet, dockers are looking up to the man,
though he is just riding the wave right now and after his own gain - if the PCs
are convincing, they may stir him to become, quite literally, a better man and
thus influence the future modules as well.&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="mso-ansi-language: EN-US;"&gt;Another
seal has been discovered (and can be conjectured from Caius' notes) and Dr.
Xambria's ship, the dagger, is already waiting when the PC's vessel arrives
there. While Dr. Xambria might seem like a good suspect and she indeed does
show traces of massive Apet energy, it's not that simple and her cooperation
and demeanor hold up. When Il Dracon de Mer, a war vessel shows up, it's time
for naval battle with a vessel crewed by loyalist's to the now deceased Caius.
After having defeated the opposing vessel (optionally via the simplified naval
combat rules also featured in here), the PCs will have to get to the seal,
which is defended by specialists that are well-trained for defending the seal
beneath the waves and also have an array of animal companions at their beck and
call. Aquatic combat is thankfully quickly summed up and while I prefer
Cerulean Sea's more complex take on underwater combat, terrain wise there is
nothing to complain here. The sunken dig site has an inactive portal that the
leader of the specialists tries to open and a further skyseer dream complement
a battle that should prove to be both tactical and interesting - especially
when insane water-creatures erupt from the portal and the PCs have to work
potentially with their adversaries to re-seal it, establishing the procedure
for further situations. (Btw.: I love it when modules do this - establish a
cohesive "law" or "way how things work" and then actually
stick to it - that lends a sense of cohesion to any given setting!)&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;a href="http://rpg.drivethrustuff.com/index.php?affiliate_id=189525"&gt;&lt;img alt="DriveThruRPG.com" border="0" src="http://rpg.drivethrustuff.com/themes/dtrpg/images/affiliatebanner2.gif" title="DriveThruRPG.com" /&gt;&lt;/a&gt;

&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="mso-ansi-language: EN-US;"&gt;The return
to Flint with their captives will prove the mettle of your PCs, especially
their paranoia: The mastermind of the latter troubles makes its move if the PCs
don't use their wits: A creature called Sijhen, a spy and scout from the planet
of Apet that has lain dormant in Xambria's consciousness - rising from the body
when needed and forcing her/modifying memory it tries to assassinate PCs, crew,
anything alive on the ships, really and the creature also has an evil array of
summoned monsters attack. Probably , the dread creature beats the PCs back to
flint, with the golden icon of Apet, enacting its masterplan, thankfully
befitting of a creature of its intellect. Upon their return to Flint, they'll
realize that the strange madness from the ziggurat has spread to Flint and by
now, the PCs hopefully can connect the items of the ancients with the madness.
The Museum of Natural History host a grand gala and the PCs may socialize -
until Xambria/Sijhen make their move and assault with a contingent of deadly
creatures from Apet - if the PCs manage to defeat the duo, Xambria seems to
wrestle free of Sijhen's influence and realize her mutated, eye-sporting arm,
surrendering. Xambria hopefully can retain control long enough and thus, the
PCs get her back to HQ while she can stave off the influence of Sijhen.
Unfortunately, this is also part of Sijhen's plan - it contacted the Obscurati,
threatening to expose them: And indeed, Xambria reveals the existence of the
conspiracy to the PCs, connecting Mcbannin and Bergeron, adding the information
that Caius had the plan "to ride the train" (to be featured in
adventure #4). Worse, She exposes Saxby as a member of the Obscurati before
being taken over by Sijhen again and the creature floods the RHC headquarters
with planar energy before phasing through the ceiling.&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="mso-ansi-language: EN-US;"&gt;The whole
headquarter turns first translucent, then transparent and the game is on:
Members of the RHC become mad due to the planar energy-influx and not only is
Sijhen escaping, the PCs will have to rally the maddened RHC operatives, defeat
the obscurati kill squad sent to dispatch them (which unprofessionally mentions
notorious crimeboss Lorcan Kell) and catch Lady Saxby, who is guarded by fellow
RHC-officers unaware of her duplicity and trying to make a run for it. Oh, and
Sijhen is opening a gate in the subterranean railway-tunnel, trying to escape
to its home planet. Worse, Sijhen is conjuring a truly interesting unique vast
creature the PCs will have to defeat and worse, Xambria is doomed to die unless
spirit mediums intervene - alternatively, her consciousness may end up in one
of the PC's bodies.&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="mso-ansi-language: EN-US;"&gt;The first
appendix &lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp;&lt;/span&gt;includes multiple optional
encounters, like an audit with Lord Viscount Inspector Nigel Price-Hill
(husband of Saxby who does her best to discredit them), Lorcan trying to frame
a murder on the PCs for taking down Kaja's smuggling operation and a radical
Vekeshi plot of a less than smart being wanting to assassinate Rock Rackus -
trying to recruit a PC for the job. The pdf also provides stats for the new
creatures, new magical items (including the experimental steam suit), the boon
of sharing Xambria's consciousness, dramatis personae,&lt;span style="mso-spacerun: yes;"&gt;&amp;nbsp; &lt;/span&gt;3 beautiful hand-outs, 5 pages of quick naval
combat rules, and 14 pages of beautiful maps.&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;a href="http://rpg.drivethrustuff.com/index.php?affiliate_id=189525"&gt;&lt;img alt="DriveThruRPG.com" border="0" src="http://rpg.drivethrustuff.com/themes/dtrpg/images/affiliatebanner2.gif" title="DriveThruRPG.com" /&gt;&lt;/a&gt;
&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span lang="EN-US" style="mso-ansi-language: EN-US;"&gt;Conclusion:&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="mso-ansi-language: EN-US;"&gt;Editing and
formatting are top-notch, I didn't notice any glitches, which is quite a feat.
Layout adheres to the 2-column standard and is full-color and beautiful. The
original artworks are GLORIOUS and supplemented with stock-art here and there.
Cartography deserves a special mention, since the maps are beautiful indeed. It
should be noted that the pdf comes with layers that enable you to print-it out
without draining your printer as much - though there is a problem pet-peeve for
me: The maps lack player-friendly versions (with one exception) and are studded
with numbers. While I don't mind regarding the RHC-headquarters, the other
locales should also come with player-friendly versions.&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="mso-ansi-language: EN-US;"&gt;That
remains the only gripe I have with this module, though: While less complex than
the webs of intrigue featured in issue 2 of the AP, we still get a truly superb
module of backstabbing and conspiracy, of weirdness and horror that is indeed a
glorious addition to the stellar AP. My final verdict for the third gutsy,
intelligent module of the Zeitgeist AP will thus clock in at 5 stars plus seal
of approval.&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;span lang="EN-US" style="mso-ansi-language: EN-US;"&gt;You can get the PFRPG-version &lt;a href="http://nerdtrek.com/wp-admin/rpg.drivethrustuff.com/product/99610/ZEITGEIST-%233%3A-Digging-for-Lies-(Pathfinder-RPG)?term=zeitgeist+3&amp;amp;affiliate_id=189525"&gt;here&lt;/a&gt; and the 4th edition version &lt;a href="http://rpg.drivethrustuff.com/product/99117/ZEITGEIST-%233%3A-Digging-for-Lies-(4E)?term=zeitgeist+3&amp;amp;affiliate_id=189525"&gt;here&lt;/a&gt;. &lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;b&gt;&lt;span lang="EN-US" style="mso-ansi-language: EN-US;"&gt;Endzeitgeist
out.&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div class="feedflare"&gt;
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