4WFG Archive

  • Flaws II This pdf clocks in at 9 pages, 1 page front cover, 1 page SRD, leaving us with 7 pages of content, so what do we get?   Well, if the title wasn’t clue enough – more flaws. What are they? They can be summed up as anti-feats. They can be taken at 1st level and every character can only have two flaws Each flaw grants 3 skill points or one bonus feat, but if a character takes 2 flaws, he may choose each benefit only once. Flaws can only be taken at first level as written, though DMs may elect to grant them later – at their own peril.   Now each flaw has a specific type of […]

    Flaws II

    Flaws II This pdf clocks in at 9 pages, 1 page front cover, 1 page SRD, leaving us with 7 pages of content, so what do we get?   Well, if the title wasn’t clue enough – more flaws. What are they? They can be summed up as anti-feats. They can be taken at 1st level and every character can only have two flaws Each flaw grants 3 skill points or one bonus feat, but if a character takes 2 flaws, he may choose each benefit only once. Flaws can only be taken at first level as written, though DMs may elect to grant them later – at their own peril.   Now each flaw has a specific type of […]

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  • Witch Options This pdf clocks in at 10 pages, 1 page front cover, 2.5 pages editorial/SRD, leaving us with 6.5 pages of content, so let’s take a look!   So, if you’re like me and remember the beginning of 3pp Pathfinder, you’ll remember the witch-class by 4WFG, long before the APG. This pdf essentially codifies the 4WFG-witch and makes her tools available for the APG-witch. Got that? All right!   We kick off with 5 hexes – the first, battle rite, temporarily enhances a witch’s dex and con by +4. On its own, not bad; The level 3-minimum caveat prevents dipping-abuse and the daily limit works as well in the favor of this hex. Still, it does have me disconcerted […]

    Witch Options

    Witch Options This pdf clocks in at 10 pages, 1 page front cover, 2.5 pages editorial/SRD, leaving us with 6.5 pages of content, so let’s take a look!   So, if you’re like me and remember the beginning of 3pp Pathfinder, you’ll remember the witch-class by 4WFG, long before the APG. This pdf essentially codifies the 4WFG-witch and makes her tools available for the APG-witch. Got that? All right!   We kick off with 5 hexes – the first, battle rite, temporarily enhances a witch’s dex and con by +4. On its own, not bad; The level 3-minimum caveat prevents dipping-abuse and the daily limit works as well in the favor of this hex. Still, it does have me disconcerted […]

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  • Player’s Option: The Supplemental (Content) The final pdf of the “Paths of Power Player’s Options”-series clocks in at 15 pages, 1 page front cover, 1 page editorial, 1.5 pages of SRD, leaving us with 11.5 pages of content, so let’s take a look, shall we?   The pdf kicks off with gladiator archetypes – not for TPK Games’ gladiator class, but rather for that ne introduced in the first “Paths of Power“-pdf. If you don’t have that one, rest assured, though, that you should be able to scavenge some ideas from these and reappropriate them for TPK Games’ class, should you choose to. A total of 3 such archetypes are provided – the Auctorati being a galadiator who is not […]

    Player’s Option: The Supplemental (Content)

    Player’s Option: The Supplemental (Content) The final pdf of the “Paths of Power Player’s Options”-series clocks in at 15 pages, 1 page front cover, 1 page editorial, 1.5 pages of SRD, leaving us with 11.5 pages of content, so let’s take a look, shall we?   The pdf kicks off with gladiator archetypes – not for TPK Games’ gladiator class, but rather for that ne introduced in the first “Paths of Power“-pdf. If you don’t have that one, rest assured, though, that you should be able to scavenge some ideas from these and reappropriate them for TPK Games’ class, should you choose to. A total of 3 such archetypes are provided – the Auctorati being a galadiator who is not […]

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  • Player’s Option: The Brujo This pdf clocks in at 10 pages, 1 page front cover, 1 page editorial, ~2 pages of SRD, leaving us with ~7 pages of content for the new Brujo class, so let’s take a look!   The Brujo is a full caster who casts spontaneous arcane spells from the witch list via charisma, gets 1/2 BAB-progression, good will-saves, d6, 4+Int skills per level and they receive proficiency in simple weapons plus hand crossbow, hand axe, throwing axe, sap and short sword, but no proficiency in armors.   Brujo receive Eschew Materials as a bonus feat at first level and also have to be part of a cabal – direct harm within this cabal is forbidden, but […]

    Player’s Options: The Brujo

    Player’s Option: The Brujo This pdf clocks in at 10 pages, 1 page front cover, 1 page editorial, ~2 pages of SRD, leaving us with ~7 pages of content for the new Brujo class, so let’s take a look!   The Brujo is a full caster who casts spontaneous arcane spells from the witch list via charisma, gets 1/2 BAB-progression, good will-saves, d6, 4+Int skills per level and they receive proficiency in simple weapons plus hand crossbow, hand axe, throwing axe, sap and short sword, but no proficiency in armors.   Brujo receive Eschew Materials as a bonus feat at first level and also have to be part of a cabal – direct harm within this cabal is forbidden, but […]

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  • Player’s Options: The Hetaera This new class clocks in at 14 pages , 1 page front cover, 1 page editorial, 1.5 pages of SRD, leaving us with 10.5 pages of content, so what does this class deliver?   The Hetaera gets d8, 6+int skills per level, a custom proficiency list (including light armors and bucklers), 3/$ BAB-progression, good ref- and will-saves and spontaneous divine spellcasting via Cha of up to 6th level spells from a custom list. Now what’s VERY interesting is a very powerful ability, that still has a limit -service spell. Per spell level, she may cast +1 spell beyond her fixed allotted array- with a successful spellcraft check even one that she doesn’t know, but is on […]

    Player’s Options: The Hetaera

    Player’s Options: The Hetaera This new class clocks in at 14 pages , 1 page front cover, 1 page editorial, 1.5 pages of SRD, leaving us with 10.5 pages of content, so what does this class deliver?   The Hetaera gets d8, 6+int skills per level, a custom proficiency list (including light armors and bucklers), 3/$ BAB-progression, good ref- and will-saves and spontaneous divine spellcasting via Cha of up to 6th level spells from a custom list. Now what’s VERY interesting is a very powerful ability, that still has a limit -service spell. Per spell level, she may cast +1 spell beyond her fixed allotted array- with a successful spellcraft check even one that she doesn’t know, but is on […]

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  • Player’s Option: Ayutthayan Monk This installment of the player’s option-series introduces us to a variant monk class, the Ayutthayan Monk and clocks in at 13 pages, 1 page front cover, 1 page credits -leaving 11 page of content. Yeah, my pdf weirdly has no SRD.   The Ayutthayan Monk gets d8, 4+Int skills per level, a completely custom list of weapon proficiencies, AC/CMD-bonus of +1 (scaling up to +5) when unarmed/unencumbered and even remaining when flat-footed and touch attacks. They have all good saves, 3/4 BAB-progression, scale bonus movement rate to up to 60 ft, increase unarmed damage to up to 2d10. ALl in all, quite similar to the regular monk, so where are the differences? Well, at 1st level, […]

    Player’s Option: Ayutthayan Monk

    Player’s Option: Ayutthayan Monk This installment of the player’s option-series introduces us to a variant monk class, the Ayutthayan Monk and clocks in at 13 pages, 1 page front cover, 1 page credits -leaving 11 page of content. Yeah, my pdf weirdly has no SRD.   The Ayutthayan Monk gets d8, 4+Int skills per level, a completely custom list of weapon proficiencies, AC/CMD-bonus of +1 (scaling up to +5) when unarmed/unencumbered and even remaining when flat-footed and touch attacks. They have all good saves, 3/4 BAB-progression, scale bonus movement rate to up to 60 ft, increase unarmed damage to up to 2d10. ALl in all, quite similar to the regular monk, so where are the differences? Well, at 1st level, […]

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  • Player’s Options: Shinobi This installment of the Player’s Options-series is 10 pages long, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 7 pages of content, so let’s take a look, shall we?   The Shinobi base-class gets 3/4 BAB-progression, d8, 6+Int skills per level, good ref- and will-saves and proficiency in simple weapons, kunai, shuriken, bo staff and shinobigatana as well as light armors, but not shields.   The shinobi gets a cover identity at 1st level and an additional one at 5th, 9th, 13th and 17th level – said identity can be assumed via a disguise-check in 1 minute. The things is – the “ability” specifies that wielding weapons blows the cover – why? […]

    Player’s Options: Shinobi

    Player’s Options: Shinobi This installment of the Player’s Options-series is 10 pages long, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 7 pages of content, so let’s take a look, shall we?   The Shinobi base-class gets 3/4 BAB-progression, d8, 6+Int skills per level, good ref- and will-saves and proficiency in simple weapons, kunai, shuriken, bo staff and shinobigatana as well as light armors, but not shields.   The shinobi gets a cover identity at 1st level and an additional one at 5th, 9th, 13th and 17th level – said identity can be assumed via a disguise-check in 1 minute. The things is – the “ability” specifies that wielding weapons blows the cover – why? […]

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  • Player’s Options: The Timebender This installment of the Player’s Option-series is 8 pages long, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 5 pages of content, so let’s take a look, shall we?   Now what does this class get? Well, we’re in for d10, 2+Int skills per level, proficiency with simple weapons and light and medium armor and light shields and full BAB as well as good ref-saves and fast movement scaling up from basic speed to +60 ft. movement rate at 20th level. Beyond these basics, timebenders get a so-called temporal pool equal to half class-level+int-mod. Said pool can either be refreshed via meditating for 1 hour or 10 minutes, though the latter […]

    Player’s Options: The Timebender

    Player’s Options: The Timebender This installment of the Player’s Option-series is 8 pages long, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 5 pages of content, so let’s take a look, shall we?   Now what does this class get? Well, we’re in for d10, 2+Int skills per level, proficiency with simple weapons and light and medium armor and light shields and full BAB as well as good ref-saves and fast movement scaling up from basic speed to +60 ft. movement rate at 20th level. Beyond these basics, timebenders get a so-called temporal pool equal to half class-level+int-mod. Said pool can either be refreshed via meditating for 1 hour or 10 minutes, though the latter […]

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  • Player’s Options: The Sherrif This installment of the Player’s Option series is 12 pages long, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 9 pages of content, so let’s take a look, shall we?   Mechanically, Sheriffs need to be lawful, get d20, 2+Int skills (the class could have used more skills per level, but oh well…), full BAB-progression, good fort-and will-saves, proficiency with all simple and martial weapons and all types of armor and shields, but not tower shields. They also get proficiency with swordbreaker daggers, or repeating crossbows or firearms as bonus feats at 1st level to reflect their training with weapons that can help bring in lawbreakers. At 1st level, a sheriff […]

    Player’s Options: The Sherrif

    Player’s Options: The Sherrif This installment of the Player’s Option series is 12 pages long, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 9 pages of content, so let’s take a look, shall we?   Mechanically, Sheriffs need to be lawful, get d20, 2+Int skills (the class could have used more skills per level, but oh well…), full BAB-progression, good fort-and will-saves, proficiency with all simple and martial weapons and all types of armor and shields, but not tower shields. They also get proficiency with swordbreaker daggers, or repeating crossbows or firearms as bonus feats at 1st level to reflect their training with weapons that can help bring in lawbreakers. At 1st level, a sheriff […]

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  • Monster Knowledge Cards II So…I’m going to break my usual format for reviewing here and instead take a look at a deck of cards.   Yes, cards. But what do they contain? Essentially, as the name suggest, Monster Lore – one feature absent (probably for space-reasons) from Paizo’s bestiaries. These cards seek to remedy the absence of DC for knowledge checks about the creatures your PCs will encounter. 4 DCs are given per card, one at DC 10, one at DC 15, one at DC 20 and one at DC 25. Alternatively, these DCs could be added to the monster’s CR for a more complex formula or modified further due to rarity etc.   At the top of each card, […]

    GM’s Aid IX: Monster Knowledge Cards II

    Monster Knowledge Cards II So…I’m going to break my usual format for reviewing here and instead take a look at a deck of cards.   Yes, cards. But what do they contain? Essentially, as the name suggest, Monster Lore – one feature absent (probably for space-reasons) from Paizo’s bestiaries. These cards seek to remedy the absence of DC for knowledge checks about the creatures your PCs will encounter. 4 DCs are given per card, one at DC 10, one at DC 15, one at DC 20 and one at DC 25. Alternatively, these DCs could be added to the monster’s CR for a more complex formula or modified further due to rarity etc.   At the top of each card, […]

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  • Player’s Options: Half-elves The final installment of the Player’s Option-series covering the core races is 11 pages long, with the cover coming as a separate -jpg, 1 page editorial, 1 page SRD, leaving us with 9 pages of content, so let’s take a look!   After a short introduction on the racially boundaries transcending, star-crossed loves that create half-elves, we kick off with the first variant, so-called strandlings: These get +2 Con, -2 Cha, are amphibious and get a land and a swim speed of 20 ft. as well as low-light vision and familiarity with “elven” in the name and nets and tridents. Nothing to complain here! As an optional variant, selkins are provided, mixtures of terrestrial elves and merfolk […]

    Player’s Options: Half-elves

    Player’s Options: Half-elves The final installment of the Player’s Option-series covering the core races is 11 pages long, with the cover coming as a separate -jpg, 1 page editorial, 1 page SRD, leaving us with 9 pages of content, so let’s take a look!   After a short introduction on the racially boundaries transcending, star-crossed loves that create half-elves, we kick off with the first variant, so-called strandlings: These get +2 Con, -2 Cha, are amphibious and get a land and a swim speed of 20 ft. as well as low-light vision and familiarity with “elven” in the name and nets and tridents. Nothing to complain here! As an optional variant, selkins are provided, mixtures of terrestrial elves and merfolk […]

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  • Player’s Options: Half-Orcs The penultimate (as far as I know) part of the race-centric Player’s Options-pdfs is 13 pages long, 1 page editorial (cover is a separate .jpg), 1 page SRD, leaving us with 11 pages of content, so let’s take a look, shall we?   The first variant race we get is the orc-kith – a being with some blood of orcs in their lineage, but not enough to make them half-orcs. They get +2 to an ability of their choice, normal speed, darkvision, +1 to intimidate and diplomacy, skill focus as a bonus feat, count as orcs for respective effects and get orc ferocity. *drumroll* NOTHING TO COMPLAIN! In fact, I really like these! I’ll introduce them into […]

    Player’s Options: Half-Orcs

    Player’s Options: Half-Orcs The penultimate (as far as I know) part of the race-centric Player’s Options-pdfs is 13 pages long, 1 page editorial (cover is a separate .jpg), 1 page SRD, leaving us with 11 pages of content, so let’s take a look, shall we?   The first variant race we get is the orc-kith – a being with some blood of orcs in their lineage, but not enough to make them half-orcs. They get +2 to an ability of their choice, normal speed, darkvision, +1 to intimidate and diplomacy, skill focus as a bonus feat, count as orcs for respective effects and get orc ferocity. *drumroll* NOTHING TO COMPLAIN! In fact, I really like these! I’ll introduce them into […]

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  • Player’s Options: The Corsair This pdf is 9 pages long, 1 page front cover/editorial, 1 page SRD and 1 page advertisement (though that page also has 3 lines of information, leaving us with 6 pages of content, so let’s take a look! The new Corsair base class gets d8, 6+Int skills per level, proficiency with light and medium armor, simple weapons, trident, cutlass, hand crossbow, mortuary sword, main gauche, boarding axe, boarding pike, boarding lance, gaff and gaffpike, 3/4 BAB-progression, all good saves, no spellcasting prowess. The corsair, unsurprisingly, is particularly adept at fighting on board a ship and also gains so-called letters of marque, which exempt him from the gallows when attacking specific vessels and allow later for multiple […]

    Player’s Options: The Corsair

    Player’s Options: The Corsair This pdf is 9 pages long, 1 page front cover/editorial, 1 page SRD and 1 page advertisement (though that page also has 3 lines of information, leaving us with 6 pages of content, so let’s take a look! The new Corsair base class gets d8, 6+Int skills per level, proficiency with light and medium armor, simple weapons, trident, cutlass, hand crossbow, mortuary sword, main gauche, boarding axe, boarding pike, boarding lance, gaff and gaffpike, 3/4 BAB-progression, all good saves, no spellcasting prowess. The corsair, unsurprisingly, is particularly adept at fighting on board a ship and also gains so-called letters of marque, which exempt him from the gallows when attacking specific vessels and allow later for multiple […]

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