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Eldritch Artillerist Class
by Albert S. [Verified Purchaser] Date Added: 01/13/2022 13:42:44

An interesting complementery class to Starfinder's solarian. Both are strong fighters with supernatural abilities, but while the solarian channels power from stars and specializes in melee, the artillerist channels the void and works best in ranged combat. This is so far the best-written class by Wayward Rogue Publishing, but still has quite a number of the usual weird sentences and confusing rule references.

Right at the beginning, the author seems to have forgotten that "key ability score" does not mean "important abilities". It is one particular ability used for calculating Resolve Points. So we don't know which one it is.

(FYI: I hate the font used in the headers. Very hard to read, especially the numbers. Also some headers are missing the level references or the colored background emphasis.)

Most class features depend upon the pact you choose at 1st level. More about these later, but first a few words about the non-optional stuff. Immunity to atmosphere/vacuum, tech-based surveillance, and the higher level tricks based around the ethereal plane and teleportation all seem to fit nicely with the "space warlock" concept. I really like Void's Gift as this is one of the few class features which actually work in starship combat. (Starship combat in Starfinder feels like a different game sometimes, with so many of the "normal" rules not being applicable. But I digress.) The lie detection feature I do not get. It does not fit the class at all. What I really miss, on the other hand, is an ability that would help the Artillerist ignore that pesky rule about provoking AoOs every time you fire a gun.

Now let's see the fun stuff: there are five pacts to choose from. All give a different ranged weapon, roughly similar in strength to the solar weapon of the solarian class, and a bunch of optional powers. There are pretty strong themes here. One is about sonic effects. (Fun fact: there is no explicit rule in Starfinder about sonic weapons being useless in vacuum.) The second utilizes plants (very cool combos here), the fourth fire and shapechanging, the fifth cold. I deliberately left out #3, because I am somewhat baffled about it: this gives you the melee weapon of tentacles, which, though cool, does not belong to this class. I suggest strictly adhering to the "ranged fighter" concept. Artillerist, remember?

Some powers give skill bonuses. These are so useless they might as well be ignored. Do I want a perform (sing) bonus or an attack that causes momentary unconsciousness on a failed fortitude save? Decisions, decisions... (not).

An overall problem is that there are sentences in the text everywhere that just don't make sense. Missing words, amateurish rule references. Also, I may be too visual, but some powers just don't feel right. Can you grow a tree on a space station? Can you "submerge" a big pistol in a single dose of poison? Still I think this class would play pretty well with minimal corrections. If only it was written more professionally, I would have given it 5 stars.



Rating:
[4 of 5 Stars!]
Eldritch Artillerist Class
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Novafist
by Albert S. [Verified Purchaser] Date Added: 01/13/2022 13:23:58

A cyborg warrior class for Starfinder. A pretty straightforward idea that could (in theory) fill the role of Pathfinder's barbarian, with some monk-ish features to boot. Unfortunately, delivery of the details is quite amateurish.

Right at the beginning, the author seems to have forgotten that "key ability score" does not mean "important abilities". It is one particular ability used for calculating Resolve Points. So we don't know which one it is.

(FYI: I hate the font used in the headers. Very hard to read, especially the numbers.)

It is not a mistake as such, but longarms proficiency seems inappropriate for a hand-to-hand specialist class.

Just like Pathfinder’s monk class, the novafist has an augmented unarmed damage that scales up with level. But if you compare it with melee weapons of the same level you can see that it is slightly stronger at low levels, but becomes very weak at high levels. I still suggest recalibrating this whole feature.

Also, since the text mentions “tendril barbs”, why is the damage strictly bludgeoning? If the concept here is that the novafist can take anyone apart with bare hands (and I think it is), then the option of doing slashing or piercing damage would be nice.

Novafist uses two different point pools. The simpler one is called Durability. It reduces damage suffered or (at high levels) allows for a saving throw reroll. Since that is pretty much the entire thing, the point pool is totally unnecessary, a “times per day” rule would be sufficient.

The other point pool, Nova Charges are more complicated. These symbolize fuel for your unique cyberware and are used to activate special attacks.

Meteor rush is a monk’s flurry kind of attack, but with a different system. There is only one attack roll, then a separate roll to calculate how many actual hits took place, and finally a reduced damage roll. For example, at 19th level this feature can do a maximum of 5D4 times 1D12 damage for the cost of 3 Nova charges (of a max. pool of 7). I just can’t help feeling this is needlessly overcomplicated, alien to the core mechanics of the game, and very hard to balance with other classes.

The last signature abilities of the class are the Improved Augments. The Novafist gets one of these unique cybernetic implants at every even level, starting at 4th. (BTW there are no class features related to standard cybernetic items. This might be worth exploring.)

Under the augment write-ups there are quite a lot of confusing details. A few examples follow.

Magnetic charge lets you pull the target towards you. But if it is a touch attack (it should be, but is it?), then you are already adjacent to the target. So it only makes sense if you first move away, then pull. Which brings up the question of the power’s duration. Or if it is a ranged attack (which defies logic, IMO), how is it delivered?

Kinetic barrier needs “something solid” to create the barrier. Basically you tear of the walls or somesuch (as I gather, anyway). What has it do with cybernetics at all? Some kind of collapsible tower shield implant would be much more in style.

Elemental augment gives you “acid, electricity or fire” damage type. Improved elemental augment gives “acid or cold”. Besides the fact that acid appears under both powers, elemental damage types are treated equally in Starfinder. It makes no sense that some of them should require two augments, while others only one.

Pulsar rocket makes a reference to the off-target condition that is really hard to understand. Such references to existing rules should be more accurate.

To sum it up, the general idea seems solid, but many details need to be either recalculated or rephrased.



Rating:
[3 of 5 Stars!]
Novafist
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Crimson Chains Preview
by Spencer V. [Verified Purchaser] Date Added: 05/22/2021 16:52:32

it is good, but it is a bit dark though. . . not for the faint of heart.



Rating:
[5 of 5 Stars!]
Crimson Chains Preview
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The Guide to the Cult of Shub-Niggurath
by Robert S. [Verified Purchaser] Date Added: 06/21/2020 08:39:12

Very poor product support. Pretty significant errors in the book. I asked for errata with no response.



Rating:
[1 of 5 Stars!]
The Guide to the Cult of Shub-Niggurath
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Special Quarantine Bundle
by Matthew C. [Verified Purchaser] Date Added: 05/31/2020 14:24:12

$15 for such a large bundle is hard to pass up. It's a great value.

However, had I paid full price for any of the products in the bundle I would have been very disapointed.

In ALL of the products, typos and inconsitincies are abundant. The products appear in your library in a jumbled mess with no semblance of organization. You receive EXACTLY 100 products. Though many are duplicates and some are just word documents.

I am MOST disappointed that they did not include all of the issues of their "Whispers of the Dark Mother" adventure path. The bundle is missing the "Tower of Hidden Doors" and "Town of Brighton"

Regardless of my gripes, I stick by my leading statement. This is a great VALUE. $15 for something that took the publishers hundreds of hours to create is a STEAL. But be warned, you are paying for quantity over quality.



Rating:
[4 of 5 Stars!]
Special Quarantine Bundle
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Elves of Celmae SECOND EDITION
by Cameron D. [Verified Purchaser] Date Added: 05/07/2020 10:33:52

While I am not a huge fan of elves, and my only major complaint would be that the cover art leans a little too close to a WoW night elf for my liking, I think that the story and lore within this supplement is a great addition to the Celmae lore and world. With this book you get a whole lot crammed into 15 pages, and I like how these elves really seem to pull a lot from Celtic and Gaelic tales in their abilities and various different factions. Overall, if you are looking to add some elven excitement to your Pathfinder game, feel free to snag this book. Comics, Clerics, & Controllers d20 Roll: 16



Rating:
[4 of 5 Stars!]
Elves of Celmae SECOND EDITION
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Cultures of Celmae: Dwarves 2e
by Cameron D. [Verified Purchaser] Date Added: 08/19/2019 21:23:33

Dwarves will always be my first love for fantasy races - short, stocky, big beards, usually Scottish/North Country English accents, with a love for beer and axes - what is not to love? So when our friends over at Wayward Rogues Publishing asked us if we wanted to take a look at their new Cultes of Celmae: Dwarves 2e supplement, I was more than down - and just in time since I got my Pathfinder 2e stuff in today.

With new feats, racial heritages, as well as setting locations, deities and classes, Dwarves 2e packs so much into 14 pages and it leaves me wanting more. At some points the layout seems a little off, and some of the text options for titles blend into the page a bit too much, making it hard to see - but those are my only qualms. Acting both as an intro to Pathfinder 2e fan content and as the Shattered Skies setting that Wayward Rogues has developed, Dwarves 2e is a perfect little product to add to your Pathfinder library if you are looking to add something a little new.

Comics, Clerics, & Controllers d20 Roll: 18



Rating:
[5 of 5 Stars!]
Cultures of Celmae: Dwarves 2e
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Cultures of Celmae: Oyapok 2e
by Cameron D. [Verified Purchaser] Date Added: 08/07/2019 18:46:46

I grew not far from a pond and a river, so I am all too familiar with the little critters that inspired this race which Robert so beautifully put together. One part river rat, one part muskrat, and one part otter, the Oyapok are my kind of race - nomadic waterfaring wanderers in search of the next hunt or their next cove to dock in. With excellent feats such as Tough Tail or Wash Pain Away, and fantastically engaging lore - Cultures of Celmae: Oyapok 2e is more than just a race supplement, going above and beyond in 11 pages that some race pieces struggle to do in more. Definitely worth the price, and you get so much more than just a race for Pathfinder - you get whole new roleplay opportunities and gateways.

Comics, Clerics, & Controllers d20 Roll: Nat 20



Rating:
[5 of 5 Stars!]
Cultures of Celmae: Oyapok 2e
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The Hunger from Below
by Cameron D. [Verified Purchaser] Date Added: 05/05/2019 10:57:01

With elements pulled from various adventure-horror films like Indiana Jones and the Temple of Doom, The Mummy, and others, The Hunger from Below perfectly meshes traditional dungeon crawl adventuring with an intense sense of urgency, suspense, and haste. Your players NEED to help the town, your players NEED to survive - it is a quest of NEED versus WANT, and that shows in the gameplay. If you want to give your players an intense challenge, something they will not forget, than consider using The Hunger From Below.



Rating:
[4 of 5 Stars!]
The Hunger from Below
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Hellpriest
by BM M. [Verified Purchaser] Date Added: 04/15/2019 13:53:17

I have picked up a few different hybrid classes from Wayward Rogues Publishing and most run the gamit from decent to great, however, this product was a huge let down. The abilities seem disparate and to me there lacks a truly unifying theme for the class and it's associated abilities (one of the main themes is summoning a spiked chain which is all well and good but how does this reflect a cleric/sorcerer hybrid). Also, I would have liked to see more thematic abilities based on one of the aspects of the class: pain.Somethig like this:

Pained Beneveloence (Ex): Your pain is clear for all to see. Your suffereing invokes pangs of guilt and a heedless need to assist you in the hopes of helping to alleviate your anguish. This grants the hellpriest a bonus equal to x to bluff and diplomacy checks.

Overall ... it seems a hodgepodge of abilities accept for the progression of the summoned spiked chain.



Rating:
[1 of 5 Stars!]
Hellpriest
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Creator Reply:
Sorry this missed the mark for you. Your suggestion for "Pained Benevolence" is quite good, though I am thinking a bonus to the Intimidate skill. Might be more appropriate. What else would you have liked to see more of? More alternate Class features tied to pain?
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The Guide to the Cult of Shub-Niggurath
by Cameron D. [Verified Purchaser] Date Added: 04/15/2019 09:10:50

Elisting a feeling of terror, dread, and primal fear, The Guide to the Cult of Shub-Niggurath is an excellent addition to any game that is looking to truly implant that sense of occult gore horror. With inspiration from Lovecraft, Hellraiser, Spawn and Hellboy, this supplement adds new gameplay mechanics that flesh out (pun intended) the utilization of the occult in RPGs. For instance, the Larvel Progenitor option for the Alchemist is both disgusting and interesting at the same time, a halfway point between Maggot from the X-Men, and Venom. Overall, definitely a need if you are looking to add a heaping pile of morbid to your game.



Rating:
[4 of 5 Stars!]
The Guide to the Cult of Shub-Niggurath
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Revanchist Hybrid Class
by Cameron D. [Verified Purchaser] Date Added: 04/10/2019 07:54:56

The Revanchist is a perfect merge of edgy action-adventure hero and noble paladin. It reminds me of many of those character tropes you see in various mediums; the Shield Hero, Drizzt Do'Urden, Zorro, and other heroes on the path of vengeance. However, while some characters who fall into this category can often become at odds with the party, Wayward Rogues has developed and built a hybrid class that allows for synergy and advanced roleplay options that go beyond Edgy McEdgelord and allow for a multi-dimensional player-character. Unless you want to to the Edgy McEdgelord routine - that is all up to you. Overall, I am more than prepared to roll up a Revanchist character when I get back into Pathfinder.



Rating:
[4 of 5 Stars!]
Revanchist Hybrid Class
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Mechromancer Core Class
by Cameron D. [Verified Purchaser] Date Added: 03/22/2019 12:41:01

The Mechromancer class supplement does the perfect job it set out to do - to make YOU, the player, feel like a Gundam or Transformer or Jaeger or Titan - without compromising balance mechanics. With unique systems for building and developing your own mech, this supplement takes the potential of the Technomancer and beefs it up with some classic 80s and 90s anime/cartoon-inspired giant robot energy. For players who want to add a major cinematic feel to their games, but stll kep it easy to manuever with and inline enough with what the GM has in mind, then definitely snag yourself a copy of the Mechromancer.



Rating:
[4 of 5 Stars!]
Mechromancer Core Class
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Cult of the Wendigo
by Cameron D. [Verified Purchaser] Date Added: 03/17/2019 18:27:13

Cult of the Wendigo offers a unique take on the terrifying Native American myth - expanding the legends and stories that surround the monstrous flesh-eater into something greater than a simple entry in a bestiary. One part setting, one part quest book, and a whole hell of a lot of frigid Nordic horror, Cult is a must-have for anyone who wants a new kick in their game - whether they be in a frost-rimed mountain setting, where villagers are being stolen for grisly sacrifical rites to appease the wendigo, or to offer a new diety for a player to worship or bond with.



Rating:
[4 of 5 Stars!]
Cult of the Wendigo
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Mechromancer Core Class
by Albert S. [Verified Purchaser] Date Added: 11/26/2018 11:39:36

I don't think this class has a single original paragraph to it. Play a technomancer with the powered armor proficiency, and you practically have the same character. In Pathfinder terminology, the mechromancer would be a technomancer archetype with magic hacks swapped for a mech suit and upgrades. But 16 out of the 23 upgrades are actually magic hacks, copypasted from the Starfinder core book. And remaining are either built-in weapons or upgrades no different from what you can find in the core book, Chapter Equipment. With the exception of the suit size increase and maybe the charged tentacles upgrade you can in fact do better, as the core book has more and better fleshed out options.

(P.S. I checked: if you use an Ironclad Bulwark armor from Starfinder Armory, you can have tentacles installed too, or at least a pretty close equivalent melee weapon.)



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[1 of 5 Stars!]
Mechromancer Core Class
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