Bradley Crouch Archive

  • The Master of Forms Expanded – The Wood Element This expansion for the Master of Forms-class clocks in at 9 pages, 1 page front cover, 1 page SRD, leaving us with 7 pages of content, so let’s take a look!   This review was requested to be moved up in my reviewing queue by my patreon supporters.   I assume familiarity with the Master of Forms class in this review.   All right, so the wood stance allows the master of forms to grant a single growth point to a floral ally within 30 ft. What’s that? Well, the element comes with the sow the seeds ability, which nets the buried wildthorn, shieldroot and tilling broadleaf forms. Each of them […]

    The Master of Forms Expanded – The Wood Element

    The Master of Forms Expanded – The Wood Element This expansion for the Master of Forms-class clocks in at 9 pages, 1 page front cover, 1 page SRD, leaving us with 7 pages of content, so let’s take a look!   This review was requested to be moved up in my reviewing queue by my patreon supporters.   I assume familiarity with the Master of Forms class in this review.   All right, so the wood stance allows the master of forms to grant a single growth point to a floral ally within 30 ft. What’s that? Well, the element comes with the sow the seeds ability, which nets the buried wildthorn, shieldroot and tilling broadleaf forms. Each of them […]

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  • Ultimate Onmyōdō This book clocks in at 65 pages of content if you take the usual away, so quite a lot to cover! Let’s take a gander!   First things first, though: I was at one point involved in the Strange Magic II project, and was supposed to contribute to this book, but things did not work out. I ended up having no involvement whatsoever in the creation of this book. I wouldn’t have reviewed this, but it was requested by one of my patreon supporters, so here we go!   We begin this with the Onmyōji base class, which clocks in with 1/2 BAB-progression, good Will-saves, d6 HD, 4+Intelligence modifier skills per level, proficiency with simple weapons, kukri, double […]

    Ultimate Onmyōdō

    Ultimate Onmyōdō This book clocks in at 65 pages of content if you take the usual away, so quite a lot to cover! Let’s take a gander!   First things first, though: I was at one point involved in the Strange Magic II project, and was supposed to contribute to this book, but things did not work out. I ended up having no involvement whatsoever in the creation of this book. I wouldn’t have reviewed this, but it was requested by one of my patreon supporters, so here we go!   We begin this with the Onmyōji base class, which clocks in with 1/2 BAB-progression, good Will-saves, d6 HD, 4+Intelligence modifier skills per level, proficiency with simple weapons, kukri, double […]

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  • Vs. Stranger Stuff: Creepy Clowns (VsM Engine) This adventure for Vs. Stranger Stuff Season 1 (compatible with Season 2, just fyi) clocks in at 12 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, leaving us with 8 pages of content, so let’s take a look!   I’ve been asked by one of my patreon supporters to move this up in my reviewing queue, so there we go!   It should be noted that this adventure is included in “Vs. Stranger Stuff: Send in the Clowns“, which also provides rules and additional adventures. If you want to dip your toes into Coulrophobia, this pdf is the way to go; if you really want to embrace […]

    Vs. Stranger Stuff: Creepy Clowns (VsM Engine)

    Vs. Stranger Stuff: Creepy Clowns (VsM Engine) This adventure for Vs. Stranger Stuff Season 1 (compatible with Season 2, just fyi) clocks in at 12 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, leaving us with 8 pages of content, so let’s take a look!   I’ve been asked by one of my patreon supporters to move this up in my reviewing queue, so there we go!   It should be noted that this adventure is included in “Vs. Stranger Stuff: Send in the Clowns“, which also provides rules and additional adventures. If you want to dip your toes into Coulrophobia, this pdf is the way to go; if you really want to embrace […]

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  • The Gadgeteer: Custom Weapon Options This expansion for the gadgeteer class clocks in at 4 pages, 1 page front cover, 1 page SRD, leaving us with 2 pages of content, so let’s take a look!   I assume familiarity with the gadgeteer class in this review.   All right, so we get 3 addons at one Structure Point each: One needs you resistance 1 versus acid, electricity and fire, and may be stacked thrice; another nets you a temporary hit point that lasts a round, basically providing a mini shield. (This one requires 4th level.) Another nets you a 1/day shield of 2d4 temporary hit points as an immediate action, which is cool. Gadgeteers of 6th level can benefit from […]

    The Gadgeteer: Custom Weapon Options

    The Gadgeteer: Custom Weapon Options This expansion for the gadgeteer class clocks in at 4 pages, 1 page front cover, 1 page SRD, leaving us with 2 pages of content, so let’s take a look!   I assume familiarity with the gadgeteer class in this review.   All right, so we get 3 addons at one Structure Point each: One needs you resistance 1 versus acid, electricity and fire, and may be stacked thrice; another nets you a temporary hit point that lasts a round, basically providing a mini shield. (This one requires 4th level.) Another nets you a 1/day shield of 2d4 temporary hit points as an immediate action, which is cool. Gadgeteers of 6th level can benefit from […]

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  • The Assassin: The Sanguinity Hot Technique Tree This expansion for the Assassin base class clocks in at 6 pages, 1 page front cover, 1 page SRD, leaving us with 4 pages of content, so let’s take a look!   Assassins with the sanguinity tree gain the blood pool feature upon taking the first sanguinity technique. This pool begins play with 0 points, and has a maximum capacity of thrice the assassin’s class level. Whenever a creature within 60 ft. takes damage from an ongoing bleed effect, the assassin gains 1 blood point for each point of damage taken. This pool resets upon resting.   Unless I have miscounted, the pdf contains 15 different techniques, with 2 of them being passive: […]

    The Assassin: The Sanguinity Hot Technique Tree

    The Assassin: The Sanguinity Hot Technique Tree This expansion for the Assassin base class clocks in at 6 pages, 1 page front cover, 1 page SRD, leaving us with 4 pages of content, so let’s take a look!   Assassins with the sanguinity tree gain the blood pool feature upon taking the first sanguinity technique. This pool begins play with 0 points, and has a maximum capacity of thrice the assassin’s class level. Whenever a creature within 60 ft. takes damage from an ongoing bleed effect, the assassin gains 1 blood point for each point of damage taken. This pool resets upon resting.   Unless I have miscounted, the pdf contains 15 different techniques, with 2 of them being passive: […]

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  • The Assassin: The Fabrication Cold Technique Tree This expansion for the frickin‘ amazing assassin class by Interjection Games (srsly – check it out, if you haven’t!) clocks in at 10 pages, 1 page front cover, 1 page SRD, leaving us with 8 pages of content, so let’s take a look!   Soooo…what of an assassin deprived of the tools of their trade? Well, with “Killer Engineering”, that is no longer an issue. Each morning when refreshing the technique pool, you get to build custom gadgets. You get one of them, plus an additional one at 3, 7 and 15 fabrication techniques – this means you can get up to 5 per day. Each gadget consists of two different components: You […]

    The Assassin: The Fabrication Cold Technique Tree

    The Assassin: The Fabrication Cold Technique Tree This expansion for the frickin‘ amazing assassin class by Interjection Games (srsly – check it out, if you haven’t!) clocks in at 10 pages, 1 page front cover, 1 page SRD, leaving us with 8 pages of content, so let’s take a look!   Soooo…what of an assassin deprived of the tools of their trade? Well, with “Killer Engineering”, that is no longer an issue. Each morning when refreshing the technique pool, you get to build custom gadgets. You get one of them, plus an additional one at 3, 7 and 15 fabrication techniques – this means you can get up to 5 per day. Each gadget consists of two different components: You […]

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  • Remedial Tinkering: Artificial Intelligence This expansion for the Tinker class clocks in at 6 pages, 1 page front cover, 1 page SRD, leaving us with 4 pages of content, so let’s take a look!   First things first – the expansion does not necessarily require any other tinker expansion to work, and for a reason: It is, in a way, the expansion that focuses most on providing lower level tools, though the content does remain very much relevant at higher levels. As such, the only expansion that has a bit of overlap here would be Happy Little Automatons, which is fyi a really nice one.   This notwithstanding, the pdf does properly explain the different invention subtypes introduced so far […]

    Remedial Tinkering: Artificial Intelligence

    Remedial Tinkering: Artificial Intelligence This expansion for the Tinker class clocks in at 6 pages, 1 page front cover, 1 page SRD, leaving us with 4 pages of content, so let’s take a look!   First things first – the expansion does not necessarily require any other tinker expansion to work, and for a reason: It is, in a way, the expansion that focuses most on providing lower level tools, though the content does remain very much relevant at higher levels. As such, the only expansion that has a bit of overlap here would be Happy Little Automatons, which is fyi a really nice one.   This notwithstanding, the pdf does properly explain the different invention subtypes introduced so far […]

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  • Tinkering 303 – Matroishka Automatons This installment of the Tinker-expansions clocks in at 5 pages, 1 page front cover, 1 page SRD, leaving us with 3 pages of content, so let’s take a look!   This supplement links into the Happy Little Automatons, Rocket’s Red Glare and Pimp My Alpha Tinker-expansions, as the pdf helpfully notes. We also get a nice little list of invention subtypes noted in a cheat-sheet.   The pdf includes 4 different innovations – all of which are based on the Matroishkabot greater innovation and require it: This greater innovation that nets two special, additional blueprints: The child blueprint can have a maximum BP of ½ tinker level and may not be deployed directly. The second […]

    Tinkering 303 – Matroishka Automatons

    Tinkering 303 – Matroishka Automatons This installment of the Tinker-expansions clocks in at 5 pages, 1 page front cover, 1 page SRD, leaving us with 3 pages of content, so let’s take a look!   This supplement links into the Happy Little Automatons, Rocket’s Red Glare and Pimp My Alpha Tinker-expansions, as the pdf helpfully notes. We also get a nice little list of invention subtypes noted in a cheat-sheet.   The pdf includes 4 different innovations – all of which are based on the Matroishkabot greater innovation and require it: This greater innovation that nets two special, additional blueprints: The child blueprint can have a maximum BP of ½ tinker level and may not be deployed directly. The second […]

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  • Ultimate Herbalism: The Pollution Microcosm This FREE expansion for the massive Ultimate Herbalism book clocks in at 3 pages, 1 page front cover, 1 page SRD, leaving us with 1 page of content, so let’s take a look!   So, this contains a total of 4 different plants. The first of these would be a fungus, namely Caustic Coals, which clocks in at a point value of 2 and has a duration of 7 rounds. These puffballs can be squeezed as a standard action to fire a jet of acid with a range of 30 ft., duplicating heat metal, with the exception of inflicting acid damage.   There are two herbs with a point value of 1, the first of […]

    Ultimate Herbalism: The Pollution Microcosm

    Ultimate Herbalism: The Pollution Microcosm This FREE expansion for the massive Ultimate Herbalism book clocks in at 3 pages, 1 page front cover, 1 page SRD, leaving us with 1 page of content, so let’s take a look!   So, this contains a total of 4 different plants. The first of these would be a fungus, namely Caustic Coals, which clocks in at a point value of 2 and has a duration of 7 rounds. These puffballs can be squeezed as a standard action to fire a jet of acid with a range of 30 ft., duplicating heat metal, with the exception of inflicting acid damage.   There are two herbs with a point value of 1, the first of […]

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  • Ethermagic Expanded: The Ethershaper Base Class The ethershaper base class clocks in at 41 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving us with a massive 38 pages of content, so let’s take a look!   Now, in case you were wondering, this is not just a new class, it is, in a nutshell, a stand-alone expansion to ethermagic as presented in the excellent Strange Magic tome. As such, I am not going to explain the basics ethermagic once more and assume that you’re familiar with the system. In case you don’t want to dig up my review: Think pre-5e warlock-style all-day blaster with a self-replenishing mana-bar and modular spells that consist of a core-component, namely […]

    Ethermagic Expanded: The Ethershaper Base Class

    Ethermagic Expanded: The Ethershaper Base Class The ethershaper base class clocks in at 41 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving us with a massive 38 pages of content, so let’s take a look!   Now, in case you were wondering, this is not just a new class, it is, in a nutshell, a stand-alone expansion to ethermagic as presented in the excellent Strange Magic tome. As such, I am not going to explain the basics ethermagic once more and assume that you’re familiar with the system. In case you don’t want to dig up my review: Think pre-5e warlock-style all-day blaster with a self-replenishing mana-bar and modular spells that consist of a core-component, namely […]

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  • Tangible Taverns: The Hut (5e) This installment of Dire Rugrat Publishing’s cool Tangible Taverns-series clocks in at 22 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, 1 page back cover, leaving us with 17 pages of content, so let’s take a look!   This review was moved up in my reviewing-queue as a prioritized review at the request of my patreons.   So, fans of the Wayfinder magazine may be familiar with the basic set-up here; the Hut was featured originally in that publication, though in a basic version – and for the first time, this time around, we get the establishment with all shiny 5e-rules!   Amidst the marshy expanse, propped up by […]

    Tangible Taverns: The Hut (5e)

    Tangible Taverns: The Hut (5e) This installment of Dire Rugrat Publishing’s cool Tangible Taverns-series clocks in at 22 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, 1 page back cover, leaving us with 17 pages of content, so let’s take a look!   This review was moved up in my reviewing-queue as a prioritized review at the request of my patreons.   So, fans of the Wayfinder magazine may be familiar with the basic set-up here; the Hut was featured originally in that publication, though in a basic version – and for the first time, this time around, we get the establishment with all shiny 5e-rules!   Amidst the marshy expanse, propped up by […]

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  • Assassin Techniques – The Cold Integration Tech Tree The expansion for the glorious Assassin-class clocks in at 5 pages, 1 page front cover, 1 page SRD, leaving us with 3 pages of content, so let’s take a look!   This pdf features a new cold technique category for the momentum-based assassin, namely the integration category, which can be summed up as deep cover, social engineering, etc.  The techniques within this category include having civilian contacts: Basically, you have friends that can provide a variety of benefits and for every four integration techniques you know, you’ll get an additional contact. The contacts themselves, beyond offering obvious roleplaying potential, are codified in 11 basic roles: Alchemist nets you a discount with less […]

    Assassin Techniques – The Cold Integration Tech Tree

    Assassin Techniques – The Cold Integration Tech Tree The expansion for the glorious Assassin-class clocks in at 5 pages, 1 page front cover, 1 page SRD, leaving us with 3 pages of content, so let’s take a look!   This pdf features a new cold technique category for the momentum-based assassin, namely the integration category, which can be summed up as deep cover, social engineering, etc.  The techniques within this category include having civilian contacts: Basically, you have friends that can provide a variety of benefits and for every four integration techniques you know, you’ll get an additional contact. The contacts themselves, beyond offering obvious roleplaying potential, are codified in 11 basic roles: Alchemist nets you a discount with less […]

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  • Class Expansions: Fighter Archetypes for Bad Weapons This inexpensive pdf clocks in at 8 pages, 1 page front cover, 1 page SRD, leaving us with 6 pages of content, so let’s take a look!   The first archetype herein would be the battle hipster (fighter), who is a specialist of the bladed scarf and thus begins play with proficiency in it. Additionally, we get a +1 natural armor bonus when wearing an undrawn bladed scarf in the neck slot. Instead of 1st level’s bonus feat, observers need to succeed a Perception check to notice the nature of a bladed scarf – the DC is based on class levels, fyi, and the DC is lower if the character attempting the skill […]

    Class Expansions: Fighter Archetypes for Bad Weapons

    Class Expansions: Fighter Archetypes for Bad Weapons This inexpensive pdf clocks in at 8 pages, 1 page front cover, 1 page SRD, leaving us with 6 pages of content, so let’s take a look!   The first archetype herein would be the battle hipster (fighter), who is a specialist of the bladed scarf and thus begins play with proficiency in it. Additionally, we get a +1 natural armor bonus when wearing an undrawn bladed scarf in the neck slot. Instead of 1st level’s bonus feat, observers need to succeed a Perception check to notice the nature of a bladed scarf – the DC is based on class levels, fyi, and the DC is lower if the character attempting the skill […]

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  • Strange Magic Expanded – Ethermagic for Core Classes This little expansion for the amazing Strange Magic-tome clocks in at 7 pages, 1 page front cover, 1 page SRD, leaving us with 5 pages of content, so let’s take a look!   First things first: This is a stand-alone expansion for Strange Magic – it does not require the main book: 24 alteration and voidmeld manifestations are reproduced for your convenience within this pdf. (As a purely cosmetic grip – voidmeld manifestations don’t have a header, which could be slightly confusing for novices of ethermagic) – these reproduced pieces take btw. up 3 pages of the pdf.   The first archetype here would be the cosmic minstrel, who replaces bardic knowledge […]

    Strange Magic Expanded – Ethermagic for Core Classes

    Strange Magic Expanded – Ethermagic for Core Classes This little expansion for the amazing Strange Magic-tome clocks in at 7 pages, 1 page front cover, 1 page SRD, leaving us with 5 pages of content, so let’s take a look!   First things first: This is a stand-alone expansion for Strange Magic – it does not require the main book: 24 alteration and voidmeld manifestations are reproduced for your convenience within this pdf. (As a purely cosmetic grip – voidmeld manifestations don’t have a header, which could be slightly confusing for novices of ethermagic) – these reproduced pieces take btw. up 3 pages of the pdf.   The first archetype here would be the cosmic minstrel, who replaces bardic knowledge […]

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  • Ultimate Herbalism This massive first part of the Strange Magic II-project clocks in at 162 pages, 1 page front cover, 1 page ToC, 1 page editorial, 1 page SRD, leaving us with a ridiculous 158 pages of content, so let’s take a look!   However, before we do, please be aware that I acted as editor for this project. I was not involved in the creation of the crunch for it, though. Still, as such, I will refrain from rating this book and try to curtail my enthusiasm for it. The system itself is based on Bradley Crouch’s second base-class, the Herbalist, which I reviewed back in the day, long before this was even remotely close to an *idea*, much […]

    Ultimate Herbalism

    Ultimate Herbalism This massive first part of the Strange Magic II-project clocks in at 162 pages, 1 page front cover, 1 page ToC, 1 page editorial, 1 page SRD, leaving us with a ridiculous 158 pages of content, so let’s take a look!   However, before we do, please be aware that I acted as editor for this project. I was not involved in the creation of the crunch for it, though. Still, as such, I will refrain from rating this book and try to curtail my enthusiasm for it. The system itself is based on Bradley Crouch’s second base-class, the Herbalist, which I reviewed back in the day, long before this was even remotely close to an *idea*, much […]

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  • The Reaper (Or: How I Learned to Stop Worrying and Just Play Everything) This base class clocks in at a massive 33 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving us with 30 pages of content, so let’s take a look!   It should be noted that this class was commissioned via the Interjection Games patreon by Joshua Ikenberry – which is an amazing thing, if you ask me.   Anyway, this class is a bit different than a normal Interjection Games class – you see, usually, Interjection Games classes tend to be meticulously designed to work in both the grittiest and most high-fantasy of campaigns – this one comes with a disclaimer that the weaker […]

    The Reaper (Or: How I Learned to Stop Worrying and Just Play Everything)

    The Reaper (Or: How I Learned to Stop Worrying and Just Play Everything) This base class clocks in at a massive 33 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving us with 30 pages of content, so let’s take a look!   It should be noted that this class was commissioned via the Interjection Games patreon by Joshua Ikenberry – which is an amazing thing, if you ask me.   Anyway, this class is a bit different than a normal Interjection Games class – you see, usually, Interjection Games classes tend to be meticulously designed to work in both the grittiest and most high-fantasy of campaigns – this one comes with a disclaimer that the weaker […]

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  • Runesmithing Expanded – Equipment Runes This expansion for Interjection Games’ Ultimate Runesmithing system clocks in at 6 pages, 1 page front cover, 1 page SRD, leaving us with 4 pages of content, so let’s take a look!   I obviously expect you’re familiar with Ultimate Runesmithing in my review of its expansion. If you haven’t checked it out, you can read up on my review of that book.   So, let’s begin without further ado with the allaying mark – as passive benefits, the rune, inscribed upon armor, grants increasing amounts of temporary hit points that refresh each round. As far as active benefits are concerned, we add DR/- to the fray, with an amount equal to the temporary hit […]

    Runesmithing Expanded – Equipment Runes

    Runesmithing Expanded – Equipment Runes This expansion for Interjection Games’ Ultimate Runesmithing system clocks in at 6 pages, 1 page front cover, 1 page SRD, leaving us with 4 pages of content, so let’s take a look!   I obviously expect you’re familiar with Ultimate Runesmithing in my review of its expansion. If you haven’t checked it out, you can read up on my review of that book.   So, let’s begin without further ado with the allaying mark – as passive benefits, the rune, inscribed upon armor, grants increasing amounts of temporary hit points that refresh each round. As far as active benefits are concerned, we add DR/- to the fray, with an amount equal to the temporary hit […]

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  • Runesmithing Expanded – The Animator Archetype This expansion for Interjection Games’ impressive Ultimate Runesmithing clocks in at 5 pages, 1 page front cover, 1 page SRD, leaving us with 3 pages for the Animator archetype for the Runesmith base class, so let’s take a look!   Instead of modify runes, the animator learns to instill long-term animation in inanimate objects. When the animator prepares inscription slots for the day, he inscribes runes on a Tiny object in a 1-minute process. Once this inscription is complete, the object animates for 24 hours or until destroyed.  Starting at 4th level and every 4 levels thereafter, the animator learns to animate an object of an increased size, with a handy table noting the […]

    Runesmithing Expanded – The Animator Archetype

    Runesmithing Expanded – The Animator Archetype This expansion for Interjection Games’ impressive Ultimate Runesmithing clocks in at 5 pages, 1 page front cover, 1 page SRD, leaving us with 3 pages for the Animator archetype for the Runesmith base class, so let’s take a look!   Instead of modify runes, the animator learns to instill long-term animation in inanimate objects. When the animator prepares inscription slots for the day, he inscribes runes on a Tiny object in a 1-minute process. Once this inscription is complete, the object animates for 24 hours or until destroyed.  Starting at 4th level and every 4 levels thereafter, the animator learns to animate an object of an increased size, with a handy table noting the […]

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  • Remedial Tinkering: Happier Little Automatons This expansion for the Tinker-class clocks in at 6 pages, 1 page front cover, 1 page SRD, leaving us with 4 pages of content, so let’s take a look!   Now, you probably have already expected this, but this would be a continuation or sequel of sorts to the amazing combo-potential and fun that paint inventions brought to the tinker class. We begin with the handy invention subtype cheat-sheet and then continue with new innovations: These include the spontaneous replacement of design and paint subtypes with others…or making the paint fumes enrage all automata nearby…dealing additional fire damage. Talk about incendiary rages… Similarly, temporary hit points granted to nearby automata upon deployment represents one cool […]

    Remedial Tinkering: Happier Little Automatons

    Remedial Tinkering: Happier Little Automatons This expansion for the Tinker-class clocks in at 6 pages, 1 page front cover, 1 page SRD, leaving us with 4 pages of content, so let’s take a look!   Now, you probably have already expected this, but this would be a continuation or sequel of sorts to the amazing combo-potential and fun that paint inventions brought to the tinker class. We begin with the handy invention subtype cheat-sheet and then continue with new innovations: These include the spontaneous replacement of design and paint subtypes with others…or making the paint fumes enrage all automata nearby…dealing additional fire damage. Talk about incendiary rages… Similarly, temporary hit points granted to nearby automata upon deployment represents one cool […]

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  • The Primordial Dancer: Creation’s Muse This base class, commissioned by Sasha Hall, clocks in at 26 pages,1 page front cover, 1 page editorial, 1 page SRD, leaving us with 23 pages of content, so let’s take a look!   Chassis-wise, the primordial dancer receives 3/4 BAB-progression, good Ref-saves, d8 HD, 4 + Int skills per level as well as proficiency with simple weapons and light armor. Primordial dancers wearing armors or shields in which they are not proficient cannot use dances. Primordial muses spontaneously cast divine spells of up to 6th level, with the spells drawn from the druid spell list. Her selection of spells increases to up to 6th level.   The central class feature of the primordial dancer […]

    The Primordial Dancer: Creation’s Muse

    The Primordial Dancer: Creation’s Muse This base class, commissioned by Sasha Hall, clocks in at 26 pages,1 page front cover, 1 page editorial, 1 page SRD, leaving us with 23 pages of content, so let’s take a look!   Chassis-wise, the primordial dancer receives 3/4 BAB-progression, good Ref-saves, d8 HD, 4 + Int skills per level as well as proficiency with simple weapons and light armor. Primordial dancers wearing armors or shields in which they are not proficient cannot use dances. Primordial muses spontaneously cast divine spells of up to 6th level, with the spells drawn from the druid spell list. Her selection of spells increases to up to 6th level.   The central class feature of the primordial dancer […]

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  • Tinkering 302: Modules – Tinker Magic Items This expansion for the Tinker class clocks in at 8 pages, 1 page front cover, 1 page SRD, leaving us with 6 pages of content, so let’s take a look!   All right, the tinker class by Interjection games, by now, has a ton of amazing expansions and we begin this pdf with a recap of the invention subtype introduced so far in a handy cheat sheet. The pdf also offers a crucial component missing from the tinker class so far, namely magic items for the Tinker-class. These are called modules and can be fashioned via the Craft Module feat, which btw. requires CL 1st and deploy automaton, and yep, even though the […]

    Tinkering 302: Modules – Tinker Magic Items

    Tinkering 302: Modules – Tinker Magic Items This expansion for the Tinker class clocks in at 8 pages, 1 page front cover, 1 page SRD, leaving us with 6 pages of content, so let’s take a look!   All right, the tinker class by Interjection games, by now, has a ton of amazing expansions and we begin this pdf with a recap of the invention subtype introduced so far in a handy cheat sheet. The pdf also offers a crucial component missing from the tinker class so far, namely magic items for the Tinker-class. These are called modules and can be fashioned via the Craft Module feat, which btw. requires CL 1st and deploy automaton, and yep, even though the […]

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  • Class Expansions: Natural Disaster Animist Aspects This expansion for the animist class clocks in at 4 pages, 1 page front cover, 1 page SRD, leaving us with 2 pages of content, so let’s take a look!   All 4 aspects provided herein are major aspects and the first would be the avalanche; it provides protection versus cold climates and gets a ice-sheet-based array of class level + Wis-mod temporary hit points. For each major slot the aspect provides beyond the first, the animist class level is treated at +4 levels for the purpose of determining temporary hit points. Prominence 2: nets a 60-ft. line at 1d4 + class level, Ref to negate. Foes  damaged can heal the animist’s array of […]

    Class Expansions: Natural Disaster Animist Aspects

    Class Expansions: Natural Disaster Animist Aspects This expansion for the animist class clocks in at 4 pages, 1 page front cover, 1 page SRD, leaving us with 2 pages of content, so let’s take a look!   All 4 aspects provided herein are major aspects and the first would be the avalanche; it provides protection versus cold climates and gets a ice-sheet-based array of class level + Wis-mod temporary hit points. For each major slot the aspect provides beyond the first, the animist class level is treated at +4 levels for the purpose of determining temporary hit points. Prominence 2: nets a 60-ft. line at 1d4 + class level, Ref to negate. Foes  damaged can heal the animist’s array of […]

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  • Class Expansions: Gadgeteer Accessories This expansion for the gadgeteer class clocks in at 6 pages, 1 page front cover, 1 page SRD, leaving us with 4 pages of options, so let’s take a look!   We begin with the Craft (alchemy) 1 rank-requiring aerosol sprayer – it can’t be juryrigged and may project chemicals into 5-foot squares in reach, activated as a standard action. Aerosol chemicals spoil over night and cannot be stockpiled. The default chemicals can duplicate obscuring mist or a Fort-negates sickening pepper spray. We also get add-ons – solid fog upgrade for 1 structure point, class level times 1d6 acid damage to be distributed among the affected for 1 structure point +1 daily use (1 structure point), […]

    Class Expansions: Gadgeteer Accessories

    Class Expansions: Gadgeteer Accessories This expansion for the gadgeteer class clocks in at 6 pages, 1 page front cover, 1 page SRD, leaving us with 4 pages of options, so let’s take a look!   We begin with the Craft (alchemy) 1 rank-requiring aerosol sprayer – it can’t be juryrigged and may project chemicals into 5-foot squares in reach, activated as a standard action. Aerosol chemicals spoil over night and cannot be stockpiled. The default chemicals can duplicate obscuring mist or a Fort-negates sickening pepper spray. We also get add-ons – solid fog upgrade for 1 structure point, class level times 1d6 acid damage to be distributed among the affected for 1 structure point +1 daily use (1 structure point), […]

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  • The Assassin: A Modular, Momentum Base Class This base class, commissioned via Interjection Games’ patreon by Brandon Funderburgh, clocks in at 36 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving us with 33 pages, so let’s take a look!   An assassin-class? Another one? Why would anyone care? Well, there *IS* a reason and this one was crafted by Bradley Crouch, so I’ll expect something rather unique here…so please continue reading. What does the assassin class get?   Chassis-wise, the class gains d8 HD, 4 + Int skills per level, 3/4 BAB-progression, good Fort- and Ref-save progression and proficiency with simple weapons, blade boot, hand crossbow, katana, kukri, rapier, sap, scimitar, short sword, shortbow (including composite), […]

    The Assassin: A Modular, Momentum Base Class

    The Assassin: A Modular, Momentum Base Class This base class, commissioned via Interjection Games’ patreon by Brandon Funderburgh, clocks in at 36 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving us with 33 pages, so let’s take a look!   An assassin-class? Another one? Why would anyone care? Well, there *IS* a reason and this one was crafted by Bradley Crouch, so I’ll expect something rather unique here…so please continue reading. What does the assassin class get?   Chassis-wise, the class gains d8 HD, 4 + Int skills per level, 3/4 BAB-progression, good Fort- and Ref-save progression and proficiency with simple weapons, blade boot, hand crossbow, katana, kukri, rapier, sap, scimitar, short sword, shortbow (including composite), […]

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  • Ultimate Runesmithing This massive supplement clocks in at 43 pages, 1 page front cover, 1 page editorial/ToC, 1 page of SRD, leaving us with 40 pages of content, provided as a birthday present/commission via Interjection games’ patreon for Preston Mitchell…so let’s take a look!   The runesmith class, chassis-wise, receives d8 HD, 4+Int mod skills per level, 3/4 BAB-progression, all good saves and proficiency with simple weapons as well as light and medium armor. Runesmiths wearing shields increase their inscription costs of all rune activations by +1 inscription point. Furthermore, the methodology employed by the runesmith, chosen at 1st level, influences proficiencies. Calligraphy-users get whip and switchblade knife, runesmiths opting for chiseling gain hammer, warhammer, lucerne hammer and maul; Fingerpainters […]

    Ultimate Runesmithing

    Ultimate Runesmithing This massive supplement clocks in at 43 pages, 1 page front cover, 1 page editorial/ToC, 1 page of SRD, leaving us with 40 pages of content, provided as a birthday present/commission via Interjection games’ patreon for Preston Mitchell…so let’s take a look!   The runesmith class, chassis-wise, receives d8 HD, 4+Int mod skills per level, 3/4 BAB-progression, all good saves and proficiency with simple weapons as well as light and medium armor. Runesmiths wearing shields increase their inscription costs of all rune activations by +1 inscription point. Furthermore, the methodology employed by the runesmith, chosen at 1st level, influences proficiencies. Calligraphy-users get whip and switchblade knife, runesmiths opting for chiseling gain hammer, warhammer, lucerne hammer and maul; Fingerpainters […]

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  • Remedial Tinkering: Obligatory Lovecraft Expansion This expansion of the tinker-class clocks in at 5 pages, 1 page front cover, 1 page of SRD, leaving us with 3 pages of content, so let’s take a look!   “It had to be done.” This simple sentence and the very title made me smile. It takes cojones to choose such a title…and make its very introductory title actaully kinda funny. So yes, this would be the “obligatory Lovecraftian expansion” of the tinker’s options…but is it on par with the more evocative tinker-expansions?   As we have so far established a ton of new descriptors in the expansions and the pdf thankfully collates all of them for your convenience; the content herein ties into […]

    Remedial Tinkering: Obligatory Lovecraft Expansion

    Remedial Tinkering: Obligatory Lovecraft Expansion This expansion of the tinker-class clocks in at 5 pages, 1 page front cover, 1 page of SRD, leaving us with 3 pages of content, so let’s take a look!   “It had to be done.” This simple sentence and the very title made me smile. It takes cojones to choose such a title…and make its very introductory title actaully kinda funny. So yes, this would be the “obligatory Lovecraftian expansion” of the tinker’s options…but is it on par with the more evocative tinker-expansions?   As we have so far established a ton of new descriptors in the expansions and the pdf thankfully collates all of them for your convenience; the content herein ties into […]

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  • The Master of Forms Expanded – Shadow and Darkness This expansion for the absolutely AWESOME Master of Forms base class clocks in at 16 pages, 1 page front cover, 1 page SRD, leaving us with 14 pages of content, so let’s take a look!   The master of forms class is a genius elemental martial arts system that provides diverging tricks, with each element playing differently…so, how does the new element shadow fare? Well, for one, the master of forms in the shadow stance immediately enters an element’s stance when performing a non-shadow form, allowing for the flexible transition from shadow to another element. The pdf contains two secret arts associated with shadow: All-encompassing shadows lets him choose three wild […]

    The Master of Forms Expanded – Shadow and Darkness

    The Master of Forms Expanded – Shadow and Darkness This expansion for the absolutely AWESOME Master of Forms base class clocks in at 16 pages, 1 page front cover, 1 page SRD, leaving us with 14 pages of content, so let’s take a look!   The master of forms class is a genius elemental martial arts system that provides diverging tricks, with each element playing differently…so, how does the new element shadow fare? Well, for one, the master of forms in the shadow stance immediately enters an element’s stance when performing a non-shadow form, allowing for the flexible transition from shadow to another element. The pdf contains two secret arts associated with shadow: All-encompassing shadows lets him choose three wild […]

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