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Town of Brighton
by Allan T. [Verified Purchaser] Date Added: 08/22/2015 14:34:39

Very good little booklet on a town, obviously a lot of thought and work went into making this, illustrations, NPCs, plot hooks and plenty of things to get the imagination moving! Thanks a lot please make more!



Rating:
[5 of 5 Stars!]
Town of Brighton
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Creator Reply:
You\'re very welcome! Thank you for the kind words and your review.
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Cultures of Celmae: Gnomes
by Sean C. [Verified Purchaser] Date Added: 06/25/2015 10:13:54

Once again the Shattered Skies campaign supplements never stop ceasing to amaze me. Clocking in at 14 pages of fantastic fluff and crunch we focus on the Gnomes. The gnome race began underground living a nomadic existence before discovering the staples of magic that we know today. Using their magical might the gnome race came together building an impressive magical library. Though through their wanderlust gnomes came to the surface, learned the language of the wood and eventually spread across the surface. Though their society came to ruin when the shattering happened. The gnomes today are varied by those who live in the sky and those who live underground. The Svirfneblin also know as the deep gnomes, have an odd stat array +2 to Dexterity, +2 to Wisdom -2 strength and a -4 to charisma. Though Svirfneblin do have innate spell resistance to balance this out as well as several traits giving out static bonuses. The other subrace of gnomes known as the Pechs who are surface/sky gnomes. Pech receive a +2 to dex and Charisma and a – 2 to strength. Pechs also receive a few static bonuses but most importantly a free +1 to the DC of an illusion spell. Not game breaking, but the gnome racial class the Shadowskiver is very illusion focused.

Speaking of the Shadowskiver, it is a full level 1-20 base class that is a rouge bard hybrid. Now in the past a few Shattered skies classes get several options from both their parent classes in addition to their own mechanics. The ShadowSkiver is essentially the arcane trickster base class. The Shadowskiver gets 6+int skill point per level, which is to be expected and 3/4ths BAB. Proficient with light armor and the longsword, shortsword, raiper, sap short bow and long bow the Shadowskiver is limited in its options. That can be made up for by full bard progression spell casting and full sneak attack progression. Now I can see the potential why’s of full sneak attack progression, and I think it is a good fit both crunch and fluff wise. Though I think it’s a valid concern to be wary of this combination. At first level the Shadowskiver must assign a skill point to Acrobatics, Bluff, climb, and stealth. Though at 2nd level this isn’t necessary and may level as usual. A little odd that a class feature is telling you what to assign ranks to but nothing bad. Ontop of cantrips and sneak attack that is our 1st level class features. 2nd level we get a free Quickdraw as well as evasion. At third level we get spell focus illusion as a free feat. If you are a perch gnome that is a free +2 dc to you illusion spells by level 3. At fourth level the Shadowskiver receives uncanny dodge. After fourth level I feel like the Shadowskiver should be able to choose a sort of discipline to focus on. Though as it is the Shadowskiver gets several free feats. At 6th level the Shadowskiver gets point blank shot, and it he had it the bonus increases from a +1 to a +2. At 8th level we receive improved uncanny dodge and Two weapon fighting, or another combat feat of your choice if you have two weapon fighting. With the Scaling two weapon fighting feat from Kobold press this is essentially two weapon fighting and improved two weapon fighting. Which means more sneak attacks. At 9th level the Shadowskiver receives rapid shot, or may ignore the -2 from rapid shot if you already had it. From 10th level on the Shadowskiver no longer provokes AoO from using throwing weapons adjacent to an enemy as well as the snatch arrows feat. At 11th level the Shadowskiver can create a cloak of shadows which gives them a miss chance of 5%+5% per level after 11 up to a max of 50%. This has alarms ringing in my head, and while things that can see in magical darkness and enemies with True vision can ignore the miss chance. That is still a powerful class feature. Though very unique. While this cloak is active you can also make stealth checks as if you had concealment. At 12th level if anything medium or larger is adjacent to the Shadowskirver they get a +2 dodge bonus to AC. Okay. At 13th level the ShadowSkirver can cast any of his illusion spells as if they were affected by the Silent Spell metamagic feat. At 14th level fast movement and poison use become available. I actually would have swapped these two class features out for something a bit lower level. Poison by level 14 should be ineffective since poisons don’t scale well. And fast movement is only a free 10 feet movement bringing gnomes up to 30 feet. Though at 15th level the Shadowskiver can alter his illusion spells and make them shadow spells to duplicate any wizard or Sorcerer conjurations (summoning),(creation) or Evocation spell. Dealing a percentage of the effect based on spell level the formulae is Spell level x 10%. And that percentage is only against creatures which beat the save dc. Otherwise the spell functions as normal. At 16th level the ShadowSkiver may make an attack in an attempt to stun their foe for 1d4 rounds. Fortitude save negates. Which can be used once a day at 16th level and 3 times per day at 20th. At 17th level the Shadowskiver can now freely add the extend metamagic feat doubling the duration of their silent spells. It should be noted that this does actually stack with the extend metamagic feat. So you can quadruple a few of your illusion spells if you wish. At 18th level, you may now use snatch arrows a number of times per day equal to your dex mod and any thrown weapons that have the returning property automatically come back to you if you move. I personally just buy a blinkback belt. Also we get an odd class feature that states the shadowskiver may flank a foe within 10 feet but does not threaten or provoke attack of opportunity. Considering that you can make ranged sneak attacks within 30 feet, I’m not too sure what the class feature is supposed to do. At 19th level your shadow spells get a bonus 20% damage and 20% more likely to affect non-believers. And finally at 20th level the Shadowskiver receives the death attack of the rogue.

All in all the Shadowskiver is very strong and a little wonky. Spells plus full sneak attack progression, plus the feats to make this class the ultimate switch hitter makes it strong. Stronger than the rogue by far and even more powerful than the slayer. Not to mention the fact that you can eventually cast illusion spells without verbal components and they last twice as long.

All in all I really enjoy the supplement the fluff is great and actually makes me care about Gnomes for once. The shadowskiver is very strong and the best switch hitter class I’ve seen. Maybe rearranging a few feats and making the shadowskiver choose their path of assassination might have been a better route. Though I like a lot of the illusion class features not many people use the illusion spells and they are quite flavorful. Though this is essentially arcane trickster the class.

Along with a few interesting feats and another well crafted city waiting to be dropped into anyone campaign I’ve giving the Cultures of Celmea Gnomes a 4 out of 5 stars. Its a great product with a unique class idea that just get a few to many things for free. Though I do liek the bonuses one gets if they already have the feat in question.



Rating:
[4 of 5 Stars!]
Cultures of Celmae: Gnomes
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Cultures of Celmae: Dwarves
by Sean C. [Verified Purchaser] Date Added: 05/05/2015 16:57:03

The Shattered skies campaign setting Cultures of Celmae Dwarves pdf contains 14 pages of content. I’m very new to reading about the fluff of the Shattered Skies campaign setting, and I thoroughly enjoy what they have done to Dwarves, in the lore of this broken world. In fact the Dwarves are crucial to the campaign setting as they triggered “the shattering” a cataclysmic event. The shattering also split the dwarves between the typical standard fare who went to help fix the broken world and their evil brethren the Durergar who believe a lack of tradition made their patron angry and caused “the shattering”. The fluff in this book is exceptionally detailed even providing examples of both Dwarf and Durergar capital cities and patron deities. The cities are provided with detail and statistics are given so that each city is able to be dropped into any campaign setting one should choose. The deities examined in the book are also detailed with some amazing fluff as well as patronage explained for clerics. The Lawful good Adan is well explained and is believe to be the creator of several races as well as the main deity for the early Dwarven race. His counterpart the Ashen king a lawful evil god served by the Durergar and various evil humanoids is similarly well explained. After the fluff is in place we see one class that could be an instrument for either deity the Forgepriest.

The Forgepriest is similar to the Warpriest class but focuses on crafting and using runes to duplicate spells. The Forgepriest is a 3/4ths BAB class with a D8 hit die proficient with all simple, martial and Dwarven weapons as well as with all types of armor and shields except tower shields. Now the Forgepriest is not a racial class so free proficiency with Dwarven weapons is interesting I can imagine non Dwarven Forgepriests are rare and hard to find. Regardless this class gets 6th level spell casting, has good fortitude and will saves but at bad reflex save. As written there is no skill points per level I’m sure it is the same as the Warpriest’s. At first level Forgepriests actually receive a bonus skill point to be used in armorsmithing,weaponsmithing or bowmaking. They get one bonus skillpoint each level. At 2nd level a Forgepriest can channel energy as well. At 2nd level they gain the bonus feat artistic crafter. Forgepriests gain endurance wand weapon focus (weapon specialization if you already have weapon focus) with hammers at 4th level. At 6th level the Forgepriest can scribe scrolls and at 8th gain craft magic arms and armor. At 10th level the Forgepriest becomes immune to the fatigued condition, and exhaustion makes the Forgepriest fatigued. At 13th level the Forgepriest unlocks the ability to use runes. Essentially when the Fogepriest levels they can select one spell 5th level or lower from the Wizard/Sorcerer list and learn it. Now there are two important things to remember. Runes do not take up standard Forgepriest spell slots. The wording is ambiguous on how many spell you can cast in my opinion. The text states “instead he can cast one of these spells twice per day.” These spells have to be prepared and gained when you regain your Forgepriest spells. You also have to have the correct casting modifier. I feel like the rune system works, but it is limited. At 15th level you may designate up to 5 people to be able to cast the runes you have prepared. At 16th level you may inscribe a permanent rune on a weapon or armor. This take up one spell slot permanently but allows you to cast the rune twice per day. At 20th level the Forgepriest becomes the Perfect Weapons. For 1 minute the Forgepriest gains DR 10/- and any runespells cast during this time do not count towards his daily limit.

Next we have 3 new feats one of them being Artistic craftsman, and two regarding mounts in tunnels.

After the Forgepriest class we get some new weapon qualities like acid splash which give a +4 on saving throws against acid or rusting. Folded metal which gives a +4 to hardness. Blood-grooved which reduces the weight by 20% or ½ pound whichever is greater and increases the hardness by +2.

Finally we have the priest bane weapon quality which does 2d6 extra damage against creatures with divine spells or spell like abilities.

Lastly we get stats about the campaign only metals Osmium and Deep metal.

At the end of the day this book has some great fluff about dwarves. I really enjoyed the fluff and I think it is original for dwarves to seek out the surface and be the cause of a cataclysmic event. The fluff is top notch and the crunch backs the fluff completely. I thought the city statistics were very well done. I look forward to seeing the next race available in The Shattered skies campaign setting. That being said the Forgepriest looks like a fun class and I can see one being important to a party. I think the rune system could be implemented better. Having runes scale from 1st level and having a number of rune slots listed would making things less ambiguous. Overall I’m going to give this product a 4 out of 5 stars. It has fantastic fluff. The Forgepriest class lives up to its name and provides a great crafting class. I feel like the rune system could have been further explained and better implemented. There is a bit of information missing like the perfect weapon item quality details and the skill points per level for the Forgepriest. Other than the ambiguous wording of a few Rune system rules there are few errors.



Rating:
[4 of 5 Stars!]
Cultures of Celmae: Dwarves
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Mariner Hybrid Class
by Sean C. [Verified Purchaser] Date Added: 04/11/2015 20:34:20

The Mariner is a martial class with a focus on nautical tracking and underwater combat against aquatic foes. A hybrid class taking features from its ranger and fighter classes, with a nautical theme gets a variety of class features to make it a worthy adversary for any foe whether it be landlubbers or underwater horrors. The Mariner has a D10 hit die Full Base attack bonus Progression and 4+int skills per level. Proficiency with all armor types, simple and martial weapons. . As well as good fort and Ref saves and a medium progression will save ending at a total +8 at max level. At first level The Mariner gains + for to swim checks which progresses to a +6 after 10 ranks in swim a bonus to navigate checks and the ranger’s favored enemy class feature against aquatic types only. At 2nd level The Mariner gains their own custom combat style called Trident and Net Combat. This works similar to ranger and slayer combat styles, you have a list of feats like two weapon fighting and some of the new feats included in the book like Net Combat. At 6th and 10th levels your feat selection increases. The Mariner also gains armor training as the fighter class feature and the Endurance feat. When underwater The Mariner treats his armor training as 4 levels higher underwater and 4 levels lower when on land.At 4th level The Mariner gains the ability to cast a small number of ranger spells as the ranger class. Also at 4th level all allies flanking with The Mariner gains a +2 to attack rolls. At 5th level The Mariner gains weapon training like a fighter. At later levels The Mariner gains evasion, improved evasion, scent, ignoring difficult terrain in costal conditions, and being able to hide in plain sight underwater only. This improves to being able to stealth while even observed. At 19th level The Mariner gains 5 DR/- for wearing armor or using a shield. Why? I’m not entirely sure where the fluff meets crunch for this ability. At 20th level The Mariner has two yes two capstone abilities. One Capstone the Marine Life Master increases your tracking concerning underwater creatures. The second Capstone Weapon Master allows The Mariner to choose one weapon all critical automatically confirm, the critical modifier increases by one, and the weapon can’t be disabled.

The 8 new feats in this book help make fighting with a net practical as well as fighting under water with a variety of fighting styles. Finally the book includes a paragraph about tracking under water.

All in all this class receives the best features of the standard Fighter and Ranger, then a lot of free abilities concerning aquatic environments and enemies. The Mariner is a strong marital, if you are playing in a pirate campaign or Skulls & Shackles it’s the strongest marital I’ve seen for aquatic campaigns so far. While this class receives many class features it’s still not completely broken. The feats are well designed and shore up an aquatic niche other publishers haven’t so far.

I saw no major editorial mistakes and the text was easy to read. The Mariner is a solid marital class on land and amazing under water. I’m giving a 4 out of 5 stars since this class is very strong on land and fantastic underwater.



Rating:
[4 of 5 Stars!]
Mariner Hybrid Class
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A Spiteful Legacy
by natali N. [Verified Purchaser] Date Added: 11/25/2014 23:37:44

A nice adventure with easy to use hooks. Some encounters were very challenging, but it made for fun play. Some Lovecraftian elements, which I always like. A great 1st level adventure to begin a new campaign with :)



Rating:
[4 of 5 Stars!]
A Spiteful Legacy
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