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Everyman Minis: Gloom Discoveries $2.95
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Everyman Minis: Gloom Discoveries
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Everyman Minis: Gloom Discoveries
Publisher: Rogue Genius Games
by Thilo G. [Featured Reviewer]
Date Added: 01/08/2018 04:30:46

An Endzeitgeist.com review

This installment of the Everyman Minis-series clocks in at 10 pages, 1 page front cover, 1 page editorial, 1 page advertisement, 4.5 pages of SRD, leaving us with 2.5 pages of content, so let’s take a look!

All righty, after a brief introduction, we receive the gloom chymist archetype: These fellows replace bombs with glooms, which inflict 1d6 cold damage + Int-mod, +1d6 for every 2 alchemist levels beyond first – this otherwise is treated as bombs, but does NOT qualify as bombs for the purpose of prerequisites. Instead of poison resistance, poison use and swift poisoning, the archetype gains umbral gloom at 2nd level, which allows the gloom chymist to increase or decrease the light level by one step within the gloom’s splash radius, lasting Int-mod rounds. This decision must be made upon preparing glooms. At 8th level, the gloom chymist may expend two uses of daily glooms to increase/decrease light levels as per daylight/deeper darkness instead, using alchemist level as caster level- which is one cool idea!

The majority of the pdf then is devoted to gloom discoveries – these include doubling the splash radius for glooms,a dding a nauseating/sickening fume to the gloom…and pretty amazing: The alchemist can learn to create a crawling gloom: Place it, and it’ll move towards the target, crawling over objects etc. – the discovery is pretty amazing, and yes, the gloom has an AC and Ref-saves that scale. Blinding and deafening via a gloom and direct hits, confusing targets – the debuff options have sensible minimum level requirements. There is a fast bomb variant and the discoveries include a cool gravity option, which allows for some soft crowd control to the creatures in the splash radius, entangling them. Temporary fatigue can also be found.

Really cool would be options like masochistic gloom, which animates the shadow of a target that was directly hit – this requires an 4th level or higher extract slot expenditure, but animates the shadow to deal damage to its owner. Oh yes! High-level temporary petrification of targets is also neat.

Now, a significant part of the options would be devoted to living glooms: By using one gloom class feature use and a 1st-level extract slot, the alchemist can conjure a creature as per summon nature’s ally/monster I, adding the shadow creature template to the creature called. Higher spell-slots can be used for better summons. These gloom summons can be further augmented (analogue to the feat) with a discovery and another ones provides unique, expanded creatures to choose from, enhancing the unique flair of the discovery-tree. Finally, there is a complex one that lets the alchemist add extract levels to duplicate more potent summon spells, using ½ class level as limit. Cool! Speaking of which: Paired patches of shadow for dimensional bounce make sense and rock. The grand discovery lets the PC choose a discovery, which is then not counted as discovery to modify the gloom, applying it for free.

Conclusion:

Editing and formatting are top-notch, I noticed no serious hiccups. Layout adheres to Everyman gaming’s two-column standard, is printer-friendly and the full-color artwork is solid. The pdf has no bookmarks, but needs none at this length.

Luis Loza delivers some cool alchemist options here: While less openly available than I’d like them to be, they offer a distinct and fun shadow-themes variant for the alchemist, one that made me really wish there’d be more space for it – the living and crawling glooms deserve expansion and frankly, I think that the gloom-concept could have carried more. That is just me complaining at a high level, though – well worth checking out! My final verdict will be 5 stars.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
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