Path of War

Path of War


The final version of the first Path of War book clocks in at 165 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page advertisement, leaving us with a massive 160 pages of content, so let’s take a look!


A short lesson in history: Back in the 3.X-days, there was one particular book that divided the fans of D&D like few before – the “Tome of Battle”, more commonly known as the “Book of 9 Swords”, henceforth abbreviated Bo9S. This book took martial characters and provided choices for them – somewhat akin to spellcasting, with the target goal of making them more interesting. And the book at once succeeded and failed spectacularly. Why? Well, first of all, the respective disciplines of martial traditions were not properly balanced among each other. Secondly, the book utilized per-encounter mechanics, which broke in-game immersion and logic in ways most obtrusive. Thirdly, the mechanics, while innovative, utilized a whole array of options that could easily be broken without even trying. It happened by accident once in my game. The mechanic to regain maneuvers of two of the classes was sub-optimal to say the least. So, after some trepidation and a unanimous vote, my group banned the book.


Fast forward to 2013/14 -Dreamscarred Press releases the first supplements of Path of War, the spiritual successor to Bo9S, and after a highly controversial review, actually listens and includes improvements – but how many? Well, let’s check this one out!


In case you’re not familiar with the basic premise of PoW – the supernatural, extraordinary and spell-like special tricks these classes may execute, their “spells”, if you will, would be called maneuvers. Each character has a so-called initiator-level, which, much like a caster-level, influences the power of many of the options herein. Maneuvers are grouped in different categories: Stances offer passive benefits and can be maintained indefinitely – unlike all the other maneuver types, which would be strikes, boosts and counters. The names of these categories are pretty self-explanatory, but for completeness’ sake: Boosts provide benefits, buffs if you will. Counters can usually be initiated as immediate actions to react to foes/actions. Strikes would be the active, in your face attacks.


Maneuvers are grouped in different levels, ranging from 1 – 9, and in disciplines, which can be considered schools. Each martial class receives a certain list of available disciplines to choose their maneuvers from and has its own way of replenishing maneuvers.


In my reviews of the constituent pdfs, I have analyzed the respective 3 base classes Stalker, Warlord and Warder in detail, hence I will not go into the finer points here – also to avoid bloating the review further. As short summaries – Stalkers are the maneuver-dual-wield rogue/assassin-style class and quite focused on crit-fishing. Warlords are the fighting commanders that command amidst the troops and Warders would be the dedicated tanks that draw the foe’s ire and keep their allies safe while they take the brunt of the foe’s wrath.


Stalkers receive ki and have two options for the regaining of maneuvers – 1 maneuver for a standard action, or wis mod, min 2, for a full-round action – neither provokes AoOs, which is good. However, what still irks me on a design point of view – the latter option also allows the stalker to move his base speed AND receive a +4 insight bonus to AC AND add deadly strike as bonus damage to the next attack/maneuver he executes. This would be a significant bonus and imho one that would have been better off as a scaling benefit – i.e. the tying of class level to the AC-bonus granted. Why? Because playtest showed that, especially at low levels, regaining maneuvers can be used to make the stalker a rather great blocker when regaining maneuvers, when a true strategy/decision-making process behind regaining maneuvers could have provided so much more interesting decisions in combat. At higher levels, stalkers may also use ki to exchange readied maneuvers for other maneuvers, but since that one is based on a resource that is finite, I do like it.

Now I mentioned crit-fishing – that’s where deadly strikes come in – each time, stalkers score a crit against a target, they deal bonus damage against said target for a limited array of rounds. Weapons with higher crit multipliers receive more deadly strike bonus damage. Ki can also be expended to activate deadly strikes, which renders especially high crit multiplier weapons powerful for the stalkers using them. The issue of stacking deadly strike durations has thankfully been cleaned up – while I’m never going to like the mechanic, it now works as intended and thus has my blessing.


The same goes for combat insight, which would be a passive tree of abilities that allows him to add wis-mod to a variety of rolls, scaling with the level. It is my joy to report that the broken regaining of expended ki that failed the kitten-test in the original stalker has been eliminated – kudos! Now if you’re like me and have had some experience with multiple attributes being applied to the same roll, you’ll realize that both combat insight and some stalker talents allow for some significant stacking of powers. The same fine-tuning goes with the option to regain ki via maneuvers – a daily limit with a HD-cap prevents abuse. Alas, melee strikes at range and ignoring all AoOs provoked by movement for wis-mod rounds via ki still are nasty. While I’m still not sold on the Stalker, this marks still a significant improvement over the first iteration of the class.


The Warder’s regaining of maneuvers does not feature a bonus like the stalker’s. Warder’s marking, based on dealing damage to the target and thus forcing it to attack the warder at penalty still feels to me like it could use a saving throw – like the grand challenge, which high-level warders can execute to debuff all opponents within 30 feet as marked. It should be noted for posterity’s sake that this one still feels rather strong as a free action to me. The saves of the class become rather broken at fourth level – int-mod to ref-saves, and initiative in lieu of dex-mod for ref-saves – this makes their saves better than those of the monk. That being said, I’m very glad the designers have made the extended defense ability actually work. Now one obvious glitch is still here – high-level warders may deflect blows that would reduce them below 0 hp to armor/shield, wrecking the items instead – I generally love this ability, but the lack of a caveat for indestructible items and artifacts is a bit nasty. Oh well, since the ability is resolved via the broken condition, at least the artifact can’t be repaired and maintains its condition…I guess. Still, would have preferred the ability to properly specify what happens in such a case. The capstone of the class still doesn’t work – “unable to die from hit point damage” still is pretty opaque – I *assume* this translates to still receiving the damage, but simply not dying, correct? But what once the ability elapses? Is a warder below 0 hp staggered? Or does the capstone grant immunity to hp-damage while in effect? The capstone, alas, still is not anywhere near operative.


The Warlord class is perhaps my favorite from the PoW-classes, mainly because I consider the maneuver-replenishment of the warlord the most interesting – it works via gambits, i.e. actions that provide a bonus upon success alongside the replenishment of maneuvers, while imposing minor penalties on a failure. The problem here with the original warlord still exists – while the gambit-system per se is cool, its fine-tuning is badly broken. A warlord charges a foe – if he hits the target with the first attack after the charge, all allies in range receive warlord’s + cha-mod to damage for their next attack. It should be noted that the penalty for failing a gambit is only a -2 penalty to all d20-rolls. Conceivably, a warlord with cha 20 could grant his allies a+5 damage boost at first level – without daily limits. Shooting into melee (not hard with precise shot) can penalize the foe via another gambit by cha-mod to AC etc. Remember, that is the type of action used to regain maneuvers. I still consider the system per se damn cool, but the math and risk/reward-ratio behind the maneuver-regaining is wonky at best. Worse, the warlord can still charge kittens to grant allies damage-bonuses against actual foes or shoot kittens to grant them temporary hit points. On the plus-side, bonus-types have been cleared up and now are actually properly codified.


The warlord’s presence, gained at 2nd level, is still the equivalent of a level 15 bardic performance, perhaps better. Yeah. Still broken as all hell. For a detailed comparison, please check my warlord-review. It should also be noted that the ambiguities of their effects still are here.


The new skill to identify martial maneuvers still lacks information which, if any non-PoW-classes should receive it as a class skill. Among the feats, thankfully, the utterly broken Defensive Web has died the fiery death it deserved. Unfortunately, the same cannot be said for tactical rush, which allows you to 1/encounter move your movement as a swift action. Victorious Recovery still can be kitten’d as well, though these latter two feats still are within the parameters of what can be considered okay. What is not okay would be extended mark – ONE feat, no prereqs, double the duration of all the warder’s armiger marks. Yeah. You’d have to be an idiot to NOT take this – it makes it highly unlikely that ANY enemy ever can stand long enough to see the mark go away.


Now I won’t be redundant and blabber on about the feats, instead going ahead to the maneuvers themselves, all right? We kick off the maneuvers after an explanation of terminology etc. with a whole new discipline, the evil-alignment exclusive Black Seraph. Based on intimidate, it is an offensive, deadly discipline – that allows you to intimidate kittens to heal yourself as a supernatural ability. Remember, maneuvers can be regained infinitely. This means FREE INFINITE healing as long as any PC or kitten is around. What about negating attacks with intimidate? Doesn’t sound so bad? Well, look for items, spells and class features that net bonuses to intimidate. Yeah. Here I’ll go on a tangent – the mechanic to use a skill-check versus an attack roll or another skill-check is a 3.X remnant. It was broken back then, it is worse in Pathfinder – less skills, less expensive skill-boost items translate to easier buffed skills. Add to that the mathematical convention of d20-roll versus fixed value instead of 3.X’s d20 vs. d20 and we have an assortment of maneuvers herein that simply do not work smoothly in actual play. It’s the square-shaped chicken in a vacuum issue and an unnecessary relic of an older system that is only here as a remnant of the proverbial balance ruins on which PoW was built. I really wish the designers had just shrugged off abilities like this instead of re-introducing what never worked well back into PFRPG. Need an example? Veiled Moon is tied to Stealth, now look at the ways you can buff that through the roof. Yeah. One of the more powerful maneuvers of that one switches positions with the target if the creature fails perception versus your stealth. As an immediate action. No save. This is a nigh-guaranteed insta-kill for just about every character, especially casters, who has not maxed out perception AND is buffed to cope with it. Before breaking the skill check with items.

Back to Black Seraph: What about a level 3 boost that nets you a 10-foot movement sans AoOs and adds +2d6 damage “that ignores damage reduction” – I assume, only the bonus damage ignores ALL DR? Why not tie it to specific types of DR? It should be noted that per se, the discipline offers some nice options that combine strikes with debuffs. However, I do not get why none of the strikes receive the [pain]-descriptor – at least the debuff conditions obviously are pain effects and should not apply to those immune to it. This is especially odd since other disciplines like Veiled Moon take quite some care to apply the proper [teleportation] descriptors. Oddly, this oversight also applies to quite a few other disciplines.


The Broken Blade discipline still features a strike based on a fixed acrobatics DC of 15 that allows the initiator to move 10 ft towards or away from a foe sans provoking AoOs and attacking as well with bonus damage – why not use the existing rules to move in threatened squares with a bonus? DC 15 becomes ridiculous rather fast. Worse, more often than not, these mechanics completely ignore already existing ways to produce an effect , producing redundancy and ambiguity of the results of actions that simply wasn’t necessary. Why tie the success of a trip executed by a martial artist to a ref-save instead of CMD? No, seriously. Yes, I am aware that this does not break anything. But the devil’s in the details – dwarves, for example, no longer receive their stability bonus to this save, falling just as easy, perhaps easier than less stable foes. This is a harmless example, chosen intentionally to illustrate the point – PFRPG as a system features quite an array of tied mechanics and if you ignore an established way to doing things, you necessarily have to take these into account. PoW, unfortunately, often simply does not do this, instead creating its own context and thus leads to more confusion than necessary. Next time the dwarf gets tripped, he’s eligible to ask whether his stability bonus does apply…and if not, WHY? And yes, I am aware of spells doing similar things. But spells are not strikes – I will get on that later on.


For now, let’s just say that Path of War does not need these wonky mechanics – there are a vast plethora of examples in this very book that prove that neither the system, nor the respective disciplines needed these relics to work, which renders the maintaining of them all the more puzzling. Golden Lion would be such an example – apart from one single counter (skill vs. atk – see above) the discipline works conspicuously well without these blunders and is generally superior to the White Raven that spawned it. Iron tortoise, which renders shields actually damn cool and useful, utilizes the compared atk-rolls in counters and shield bashes, but that one’s at least not as bad as skill vs. atk. The level 6 counter that negates an attack OR nets you DR 20 if you fail your counter-attempt still feels too nasty for me – its bigger brother has been nerfed down to DR 40/ on a failure, but still -even within PoW, that’s massive. Where math goes into a corner to cry would be burnished shell – atk + shield bonus versus incoming targeted spell against CASTER-LEVEL Check – if you win, you negate the spell. Weapon Focus (ray)? Pff, wasted that feat, my friend. This one counter neuters all targeted spells utterly. Even within PoW’s design paradigm, broken.


Primal Fury can be quoted as an example on how disciplines can work without (many) of the aforementioned relics – only one counter uses the skill-check nonsense. One particular counter deserves special mentioning here as one of my favorites – it allows the initiator to attack a weapon that has hit him – if the weapon is destroyed by the attack, the damage is mitigated. Elegant, cool, works perfectly within the established context of PFRPG-rules – why not utilize mechanics like this one more often?


Why do we instead get strikes that use e.g. sense motive to attack (against AC) AND deal double damage. The issues with Scarlet Throne persist. The second new discipline would be Silver Crane, the good equivalent to the evil Black Seraph. Conversely, Silver Crane’s Blessing suffers from the same kitten-test failing infinite healing, with the restriction that practitioners of Silver Crane would require evil infernal kittens with damned souls to maintain their good alignment. If those can be arranged for, they may heal allies as well, though! Yay! Infinite healing for the whole group! -.-


On the plus-side, counters to shed negative conditions, for example, make sense to me – so kudos there! Steel Serpent still suffers from a discrepancy between poison fluff vs. poison rules, but I can live with that. Generally, Steel Serpent, Solar Wind and Thrashing Dragon exist and what I complained about in previous reviews mostly still holds true. Veiled Moon’s counters still make evasion and even mettle go home to cry – stealth in lieu of saves etc.


Now this review is already long, so let’s go through those archetypes on fast forward, shall we? The judges ambiguities have been cleared up; Final judgment has been moved to level 15, where it actually works. Divine Abolishment’s targeted greater dispel strikes are still quite powerful, too much for me personally, but still: Kudos for cleaning this guy up! The Soul Hunter now has a kitten-caveat of nothing below 1/2 HD…but why not tie it to the soul hunter’s level? This way, I’ll have to take an advanced kitten with me; Still does not work. The Dervish Defender now need to actually dual-wield to use the two-weapon defense, which is neat. On a flavor-side weird would be that the archetype still does not receive the improved/greater TWF-feats for a massive hidden attribute/feat tax. Granted, this is a cosmetic gripe, but still – if the high-level ability mentions “mastery of TWF”, you’d expect the archetype to know the feats. The ranged Hawkguard Warder has been cleaned of a wording issue and both Sworn protector and Zweihänder Sentinel are okay. Bannerman and Steelfist Commando for the Warlord are okay. The defensively-minded Vanguard Commander with his option to break the immediate action-limit a limited amount of times per day still feels a bit too strong for my tastes.


Now as new content, we receive two archetypes that allow psionic characters to wilder in PoW’s systems – one for the psychic warrior, one for the soulknife. The Psychic Warrior Pathwalker learns up to 13 maneuvers, 7 readied, 4 stances, of up to 6th level. Each discipline receives its own psychic warrior path and…oh boy. Expend psionic focus for full attack at the end of a charge – yep, that would be free pounce. Urgh. Balancing between the respective paths is…strange, to say the least. The War Soul Soulknife receives the same amount of maneuvers and trades psychic strike and the 10th level blade skill for them. Interestingly, they have a mechanic to regain maneuvers upon the defeat of foes that actually manages, via HD and int-cap, to defeat the bag o’ kitten issue – nice. The new blade skills provide the necessary mind blade customization. The option to throw mind blades and combine it with maneuvers, though, needs a heavy whack with the nerf-bat, analogue to the maneuvers that allow you to do this.


We also receive the awakened blade PrC – 10 levels, d10, 4+Int skills per level, full initiator level progression, new maneuvers known at every even level, additional maneuvers readied at 3rd, 6th and 9th level, +1 stance at 3rd and 8th level, 8/10th manifester progression and full BAB-progression, 1/2 will-progression. They also receive an omni-buff-focus, may expend the psionic focus to use an additional counter per round and at 6th level, any semblance of balance that could be achieved via action economy shambles away and whimpers, as psionic focus and maneuver regeneration become tied to another. Worse, by expending a readied action and the focus, these guys may grant themselves standard or move actions to be used as part of the counter, allowing them to add a strike, a cast, movement – you name it – to the game. This is essentially taking the one limitation of counters and throws it out the window. The capstone makes the powerful super-stance of the PrC effectively permanent. Urgh.


Okay, quick run of the PrCs – have they been repaired or are they still on the level of the supplemental content pdf? Battle Templar: Reach of the divine nerfed down to powerful, but okay – kudos!!! The same cannot be said for martial healing, which STILL nets the Battle Templar and his allies INFINITE HEALING. At this point I ragequit this PrC and move on to the next. The bladecaster’s bonus damage is still untyped, the stance still broken, though a tad bit less so than before. The Dragon Fury is still nice, still fails the kitten-test. Mage Hunters have been somewhat streamlined, but still receives what boils down to evasion for all 3 saves. The capstone, which eliminates the option to cast defensively, is the other nail in the coffin for this class – Knowledge (Martial) DC 21 to realize it before hand? Nice, only casters don’t get the skill as class skill, rendering that one just unfair. At least the infinite heal exploit is gone…it’s now only infinite temporary hit points. The Umbral Blade would be my shining light (ironically) at the end of this PrC-tunnel – this one has been salvaged and is the one PrC I can’t find it in me to complain about – indeed, the PrC serves as a nice example what can be done with the PoW-system -scaling class-specific NON-BROKEN stances, cool imagery. Two thumbs up -were the whole book like this, I’d be singing a whole different tune!


We close this pdf with 6 organizations, so-called martial traditions, to include in your game and advice for creating and adapting these traditions. I generally liked these, though I would have loved organization/fame-rules for them.


Editing and formatting are good, though not perfect -I noticed a couple of typo-level/italicization glitches. Layout adheres to Dreamscarred Press’ two-column full-color standard and the pdf comes with an additional, backgroundless, more printer-friendly version. Artwork ranges from original full color to b/w stock and does not adhere to a uniform style. The pdf comes fully bookmarked in both versions for your convenience. Production-value-wise, there is nothing to complain here.


Lead designers Chris Bennett and Andreas Rönnqvist with codesigners Jade Ripley and Sabrina Bennett have managed to write the worst emotional roller-coaster ride of my “reviewer-career.” Alternation between cheers and resigned face palms to this extent has never been so frequent in a series. But how does the final book fare?


Path of War is better than the Book of 9 Swords. It is more refined, less jumbled together. Alas, it also chooses to inherit some of the worst traits of its predecessor and reintroduces them to PFRPG, when the base system purposefully got rid of them.


The explicit design intention of Path of War is to bring martials up to casters in power-level, to “give fighters nice things.” I applaud that. I want that. Only problem is, PoW overshoots the target it set itself. Before you start booing and hissing, let me elaborate. We all have been there – wizards get the fireball and suddenly can clear whole groups of enemies while the fighter diddles his thumbs. DMs have seen this since the beginning of our hobby, through all iterations. When did this become a problem? Well, as soon as player-entitlement started to set in – suddenly, players started whining if they couldn’t rest after every 2nd encounter to regain their nova-capacity and in a strange quirk f fate, DMs everywhere didn’t tell them to plan better, to conserve their resources, but rather obliged. Thus, the 5-minute adventure day was born and with it, fighters and martials grumbled even louder. Now PoW does bring up the new martial classes up to the damage potential of casters – this is correct and should silence the whining on that front. So everyone’s happy, right?

The problem is: Spells are not Maneuvers. Maneuvers are an infinite resource, whereas spells are a finite resource. Spellcasters can be bled of their resources…fast. And then they are the crappy, fragile dudes and ladies that can’t do jack. The strategy of resource-conservation falls right of the edge with maneuvers – arcane pool, ki pool, rage rounds – all pales before these tricks, not necessarily by potential, but by the sheer fact that unlike all resources against which I can compare these, maneuvers are infinite. Yes, they have less AoE-oomph than spells, but their power-gain still is not limited in any way. This fundamentally changes the power-dynamics not only between classes, but of the whole game. Non-martial melee classes and their interaction with PoW receive next to no consideration apart from a paltry feat-tree, when especially the introduction of one PoW-class into a regular group quite probably will invalidate them. The high-AC fighter will never, ever even come close to the warder, the rogue (even talented + rogue glory-update) will pale terribly before the stalker and a paladin’s smite turn ridiculous fast when compared to the tricks a warlord can pull off.


So is PoW balanced? Not in the traditional sense of PFRPG. If you had issues with psionics or pact magic or similar subsystems – well, this one amps the power-curve up far beyond these. Whereas usually, it requires a degree of system-mastery and tricks to produce strong, very powerful characters, the PoW-classes already have an above-average competence built into their relatively linear frameworks, even before maneuver selection.


Now this sounds awfully negative when it shouldn’t – PoW’s classes do many things right and offer interesting mechanics and some damn cool ideas. While personally, I don’t like the stalker’s crit-fishing, the warder and warlord make for interesting options. The maneuvers are stylish and breathe an aesthetic of anime martial arts and over the top fighting styles you may enjoy.


PoW is, to me, more divisive even than even the Book of 9 Swords – on the one hand, I consider the balance within the frame of PoW okay, on the other, I don’t think it works well with its casting brethren or any other class. So I went ahead and tested. And know what? All of my above assertions proved to be valid… and my martial PCs had no more to do than before in any situation that was NOT a battle. Granted, their attacks were more diverse, mobility increased, foes melted like butter in the sun – but beyond combat, when spellcasters cranked out the utility and research/investigation tools…they still encountered lulls where twiddled their thumbs and grumbled about limited skills/non-combat tricks.


PoW enforces a certain playstyle that is implicit, but unfortunately, not explicit in the rules – very high fantasy. Rogues, monks, fighters, cavaliers and potentially (depending very much on your take of them, how many resources you allow, etc.) even potentially rangers, paladins and inquisitors have imho no place in a campaign with Path of War. They are utterly outclassed unless the PoW-class is in the hands of a novice and the regular martial class in the hands of an experienced player. If a campaign is on a Dragon Ball level of power (and that is NOT meant as chiding or belittling, so put away the torches and pitchforks!), Path of War will be just what the doctor ordered. Many of the abilities herein just ooze rule of cool and should provide a lot of entertainment and “did you see what I just did”-moments – I absolutely understand why PoW has fans. A part of me belongs to that camp. DMs should take heed to ensure that the casters are not overshadowed completely, though. As a DM, to enjoy PoW, you have to have no issue with the infinite maneuver regaining and the inability to bleed your PCs dry. If you are okay with that and are looking for truly high fantasy, this may just be what you want. If comet-throwing, dragon-solo high fantasy is what you’re going for, then Path of War will fit the bill perfectly.


Now if you are an old-school player, enjoy the challenge of 15-point-buy and less over the top fantasy, if you like your fantasy low (or rare magic) and gritty, then avoid this like the plague -this is very much anime-style fantasy, not “A Song of Fire and Ice.” or Conan


So far, both playstyles do not help finding a final verdict, though. So on to the mechanical execution – and again, things become difficult for me, though less so than I feared. On the one hand, quite a few of the very worst examples of broken %&/ have been eliminated and fixed – the content herein is superior to the one on the WiP-versions in every way. However, it has not been universally fixed – especially among the interaction with other systems like spellcasting and psionics, the horrible ways to utterly break the system can still be found. While the majority of the content herein is streamlined, aforementioned 3.X-relics taint quite a few maneuvers and if I can enhance particular attack-negating counters with massive bonuses beyond what any buffs to regular attacks would render possible, we have issues. An adept of veiled moon plus invisibility (+20/+40 to stealth…), +5 to perception for 2,5K…the buffing options of skills are simply too much, too easily gained for my tastes. Still, these, I could still chalk up to “increased power-level.”

Worse, there are options for infinite healing. Multiple ones. These constitute the ultimate in design sins for me – they render all WBL-assumptions utterly ad absurdum and break in-game logic harder than a dragon crashing into a wall of force midflight. Another, though comparably minor thing the playtest did show would be that the disciplines not necessarily are balanced perfectly among themselves. While not in the realm of “useless vs. imba”, damage + condition-dispersal was not always on one power-level.


“So steh’ ich hier, ich armer Tor – und bin so klug als wie zuvor.” I love PoW, it’s ideas, some of its mechanics…more so than many, many pdfs I’ve read. I also loathe it for what it fails by a margin to deliver. With a tighter balancing, proper advice for non-initiator classes, a little bit of fine-tuning of classes and maneuvers, a cleaning up of relics, utility-options beyond combat and perhaps (sacrilege!) an alternate rule for maneuvers that are expended and remain expended until rest, like spells, this could have been the martial arts book everybody, me included, always wanted.


Only you, dear reader, can decide in which camp you’re situated – cool or crap, it’s, more than with any other book I’ve reviewed, a matter of perspective. One half of me want to smash this to pieces as it constitutes the worst power creep I’ve seen in ages with 1 star, while another parts just loves it to death and wants to slap 5 stars + seal of approval on it. In the end, I do consider multiple infinite healing tricks and options that are way too powerful even within PoW’s context 2 strikes against the book, but not enough to condemn it utterly. Had this no issues beyond the relics and outclassing old martial classes, I think I would have gone 4 stars with it.


In the end, I urge fans of high fantasy that want to dive headfirst into this to check it out; I also advise fans of low (or even medium) fantasy to steer clear and avoid this like the plague. I urge any DM to carefully consider allowing this book. Read EVERYTHING very carefully and ban the broken pieces. My final verdict will clock in at a very close, borderline 3 stars – the pieces that are good, are too good to dismiss.


Over 5K words in this review alone…so many hours. I’ll put the book aside for now. Unfortunately, it won’t make its way into my regular game, but I may one day pick it up again for crazy one-shots, until I have some time on my hand to rebuild this from the ground up to be balanced with barbarians, paladins etc.

Thank you for reading this 10-page monstrosity of a review, whether you agree with me or not, I hope I have given an adequate impression of the series and provided enough information for you to decide whether his is for you or not.


You can get this divisive book here on OBS and here on’s shop.


I remain yours truly,

Endzeitgeist out.

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About Endzeitgeist

Reviewer without a cause