Guide Archive

  • Fin Starling’s Guide to Morsain This massive Player’s Guide/sourcebook clocks in at 55 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, 1 page back cover, leaving us with 51 pages of content, so let’s take a look!   Once upon a time, there was a massive, gorgeous hardcover that AAW Games made; so beautiful was the hardcover, it brought tears of joy to the eyes of many a GM out there as they marveled at the gorgeous artwork and the intricate details of the massive city of Morsain contained therein, as they read all the evocative ideas and plot-hooks that seemed to leap from the very page. But, alas, this massive mega-adventure had an issue – you […]

    Fin Starling’s Guide to Morsain

    Fin Starling’s Guide to Morsain This massive Player’s Guide/sourcebook clocks in at 55 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, 1 page back cover, leaving us with 51 pages of content, so let’s take a look!   Once upon a time, there was a massive, gorgeous hardcover that AAW Games made; so beautiful was the hardcover, it brought tears of joy to the eyes of many a GM out there as they marveled at the gorgeous artwork and the intricate details of the massive city of Morsain contained therein, as they read all the evocative ideas and plot-hooks that seemed to leap from the very page. But, alas, this massive mega-adventure had an issue – you […]

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  • Mortars & Miniguns: Zane’s Guide to Pistols (5e) This pdf depicting pistols for 5e clocks in at 13 pages, 1 page front cover, 1 page foreword/editorial, 1 page SRD, 1 page almost blank (only a small part of a sentence is on it, so I’m counting it as blank), leaving us with 9 pages of content, so let’s take a look!   After a brief introduction, we are introduced to the general gun rules herein: Basically, on a 1  on an attack roll, a weapon jams and can’t be used until you spend an action to clear it. Guns as portrayed here have a rate of fire –  a single shot is just that. A burst of fire consumes 3 […]

    Mortars & Miniguns: Zane’s Guide to Pistols (5e) (Revised Edition)

    Mortars & Miniguns: Zane’s Guide to Pistols (5e) This pdf depicting pistols for 5e clocks in at 13 pages, 1 page front cover, 1 page foreword/editorial, 1 page SRD, 1 page almost blank (only a small part of a sentence is on it, so I’m counting it as blank), leaving us with 9 pages of content, so let’s take a look!   After a brief introduction, we are introduced to the general gun rules herein: Basically, on a 1  on an attack roll, a weapon jams and can’t be used until you spend an action to clear it. Guns as portrayed here have a rate of fire –  a single shot is just that. A burst of fire consumes 3 […]

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  • Mortars & Miniguns: Zane’s Guide to Pistols (5e) This pdf depicting pistols for 5e clocks in at 13 pages, 1 page front cover, 1 page foreword/editorial, 1 page SRD, 1 page almost blank (only a small part of a sentence is on it, so I’m counting it as blank), leaving us with 9 pages of content, so let’s take a look!   After a brief introduction, we are introduced to the general gun rules herein: Basically, on a 1  on an attack roll, a weapon jams and can’t be used until you spend an action to clear it. Guns as portrayed here have a rate of fire –  a single shot is just that. A burst of fire consumes 3 […]

    Mortars & Miniguns: Zane’s Guide to Pistols (5e)

    Mortars & Miniguns: Zane’s Guide to Pistols (5e) This pdf depicting pistols for 5e clocks in at 13 pages, 1 page front cover, 1 page foreword/editorial, 1 page SRD, 1 page almost blank (only a small part of a sentence is on it, so I’m counting it as blank), leaving us with 9 pages of content, so let’s take a look!   After a brief introduction, we are introduced to the general gun rules herein: Basically, on a 1  on an attack roll, a weapon jams and can’t be used until you spend an action to clear it. Guns as portrayed here have a rate of fire –  a single shot is just that. A burst of fire consumes 3 […]

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  • Bite Me! The Gaming Guide to Playing Lycanthropes This massive book clocks in at 126 pages of content, 1 page front cover, 2 pages of editorial, 2 pages of ToC, 4 pages of SRD, 1 page backer-thanks, 3 pages of advertisement, leaving us with 113 pages of content, so let’s take a look, shall we?   But first, before we do, let me mention something: This massive book is basically a compilation of material I have already reviewed…at least, for the most part: We have the lycanthrope-archetypes, the wereblooded races, the skindancers and the excellent advice/rules-book on actually playing lycanthropes and how to handle them in your campaign – I have already covered, in extensive detail, mind you, all of […]

    Bite Me! The Gaming Guide to Playing Lycanthropes

    Bite Me! The Gaming Guide to Playing Lycanthropes This massive book clocks in at 126 pages of content, 1 page front cover, 2 pages of editorial, 2 pages of ToC, 4 pages of SRD, 1 page backer-thanks, 3 pages of advertisement, leaving us with 113 pages of content, so let’s take a look, shall we?   But first, before we do, let me mention something: This massive book is basically a compilation of material I have already reviewed…at least, for the most part: We have the lycanthrope-archetypes, the wereblooded races, the skindancers and the excellent advice/rules-book on actually playing lycanthropes and how to handle them in your campaign – I have already covered, in extensive detail, mind you, all of […]

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  • The Genius Guide to Variant Multiclassing Rules This massive Genius Guide clocks in at 44 pages, 1 page front cover, 1 page ToC, 1 page editorial/SRD, 1 page advertisement, 1 page back cover, leaving us with 39 pages of content, so let’s take a look!   Basically, each character in this system can choose a secondary class at 1st level and train in said class throughout the character’s career without giving up levels. Instead of the feats gained at 3rd, 7th, 11th, 15th and 19th level, the respective character gains class features from the secondary class. If used in conjunction with regular multiclassing, the character may not multiclass into this secondary class.   All right, in order to make this […]

    The Genius Guide to Variant Multiclassing Rules

    The Genius Guide to Variant Multiclassing Rules This massive Genius Guide clocks in at 44 pages, 1 page front cover, 1 page ToC, 1 page editorial/SRD, 1 page advertisement, 1 page back cover, leaving us with 39 pages of content, so let’s take a look!   Basically, each character in this system can choose a secondary class at 1st level and train in said class throughout the character’s career without giving up levels. Instead of the feats gained at 3rd, 7th, 11th, 15th and 19th level, the respective character gains class features from the secondary class. If used in conjunction with regular multiclassing, the character may not multiclass into this secondary class.   All right, in order to make this […]

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  • The Genius Guide to Simple Class Templates for Monsters This massive pdf clocks in at 54 pages, 1 page front cover, 1 page ToC, 1 page editorial/SRD, 1 page blank back cover, leaving us with 50 pages of content, so let’s take a look!   This review will deviate a bit from my usual style, namely because me tackling this book in it would just end up be extremely redundant and extremely boring – basically, what this pdf does is spare the GM a literal crap-ton of work. If your PCs and players are like mine, vanilla monsters will get curb-stomped left and right…and become boring pretty fast. The most obvious choice one has, beyond templates, would obviously be the […]

    The Genius Guide to Simple Class Templates for Monsters

    The Genius Guide to Simple Class Templates for Monsters This massive pdf clocks in at 54 pages, 1 page front cover, 1 page ToC, 1 page editorial/SRD, 1 page blank back cover, leaving us with 50 pages of content, so let’s take a look!   This review will deviate a bit from my usual style, namely because me tackling this book in it would just end up be extremely redundant and extremely boring – basically, what this pdf does is spare the GM a literal crap-ton of work. If your PCs and players are like mine, vanilla monsters will get curb-stomped left and right…and become boring pretty fast. The most obvious choice one has, beyond templates, would obviously be the […]

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  • Warrior Prestige Archetypes: Smuggler Guide This pdf of the Warrior Prestige Archetype-series clocks in at 10 pages, 1 page front cover, 1 page editorial/introduction (explaining the base concept of the series), 1.5 pages SRD, leaving us with 6.5 pages of content, so let’s take a look!   What are Prestige Archetypes? Well, I reviewed the whole first series, so here’s the tl;dr-version: They are prestige classes blended with one (or more) base-class(es) to result in a new, 20-level-class – much like you had modified the base class with an archetype. Get it? Yeah, not a hard concept to grasp, is it? Now personally, I use Prestige Classes with an emphasis on the PRESTIGE-component, archetypes more like a career path, but […]

    Warrior Prestige Archetypes: Smuggler Guide

    Warrior Prestige Archetypes: Smuggler Guide This pdf of the Warrior Prestige Archetype-series clocks in at 10 pages, 1 page front cover, 1 page editorial/introduction (explaining the base concept of the series), 1.5 pages SRD, leaving us with 6.5 pages of content, so let’s take a look!   What are Prestige Archetypes? Well, I reviewed the whole first series, so here’s the tl;dr-version: They are prestige classes blended with one (or more) base-class(es) to result in a new, 20-level-class – much like you had modified the base class with an archetype. Get it? Yeah, not a hard concept to grasp, is it? Now personally, I use Prestige Classes with an emphasis on the PRESTIGE-component, archetypes more like a career path, but […]

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  • Necropunk Advanced Player’s Guide This massive expansion book for LRGG’s glorious, innovative Necropunk setting clocks in at 122 pages, 1 page front cover, 1 page editorial, 1 page list of kickstarter-backers, 1 page ToC, 2 pages of SRD, leaving us with a massive 117 pages of content – now this is *a lot* of material, so let’s dive in, shall we?   This massive supplement’s central theme would be war – and it does show – from the introduction onwards, we obviously dive right into the matter at hand – an explanation of how the diverse ethnicities of the Necropunk setting handle the concept of warfare. Now, where’s war, there are vehicles and if you’re like me, you love the […]

    Necropunk Advanced Player’s Guide

    Necropunk Advanced Player’s Guide This massive expansion book for LRGG’s glorious, innovative Necropunk setting clocks in at 122 pages, 1 page front cover, 1 page editorial, 1 page list of kickstarter-backers, 1 page ToC, 2 pages of SRD, leaving us with a massive 117 pages of content – now this is *a lot* of material, so let’s dive in, shall we?   This massive supplement’s central theme would be war – and it does show – from the introduction onwards, we obviously dive right into the matter at hand – an explanation of how the diverse ethnicities of the Necropunk setting handle the concept of warfare. Now, where’s war, there are vehicles and if you’re like me, you love the […]

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  • You’re Gonna Die Screaming – Optimization Guide for Commoners This Pay-what-you-want-optimization guide clocks in at 22 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page advertisement, leaving us with 17 pages of content, so what exactly do we get here?   Firts of all – this is exactly what it says on the tin – an optimization guide. In case you’re not familiar with these, usually, a color code of Red, Green, Blue and Purple is applied to skills, feats, spells etc.pp. to denote at a glance the feasibility of options available.   That being said, personally, I’m not too big a fan of optimization to the oomphteenth degree, mainly because some of […]

    You’re Gonna Die Screaming – Optimization Guide for Commoners

    You’re Gonna Die Screaming – Optimization Guide for Commoners This Pay-what-you-want-optimization guide clocks in at 22 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page advertisement, leaving us with 17 pages of content, so what exactly do we get here?   Firts of all – this is exactly what it says on the tin – an optimization guide. In case you’re not familiar with these, usually, a color code of Red, Green, Blue and Purple is applied to skills, feats, spells etc.pp. to denote at a glance the feasibility of options available.   That being said, personally, I’m not too big a fan of optimization to the oomphteenth degree, mainly because some of […]

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  • A Steam-Peek Guide to Orbis This free teaser of Gaming Paper’s Seeampunk-setting of Orbis is 11 pages long, 1 page front cover/editorial/SRD, 1 page back cover, leaving us with 8 pages of content – though that would rather be 16.   Why? Well, because the pdf has one weird quirk – even if set to single page, it always displays two pages at once, something that usually only happens when a file is scanned in. Slightly annoying, but oh well.   So what is Orbis about? Essentially, it endeavors to be (as far as possible) realitsic, at least regarding the results of the availability of magic – the old guard, those that command arcane and divine might, are essentially the […]

    A Steam-Peek Guide to Orbis

    A Steam-Peek Guide to Orbis This free teaser of Gaming Paper’s Seeampunk-setting of Orbis is 11 pages long, 1 page front cover/editorial/SRD, 1 page back cover, leaving us with 8 pages of content – though that would rather be 16.   Why? Well, because the pdf has one weird quirk – even if set to single page, it always displays two pages at once, something that usually only happens when a file is scanned in. Slightly annoying, but oh well.   So what is Orbis about? Essentially, it endeavors to be (as far as possible) realitsic, at least regarding the results of the availability of magic – the old guard, those that command arcane and divine might, are essentially the […]

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  • The Genius Guide to Gruesome Undead Templates This pdf is 11 pages long, 2/3 of a page front cover, 1 page SRD/editorial, leaving su with 9 1/3 pages of content, so let’s check this out!   Undead are some of my favorite creatures – but let’s face it – even mhorgs become laughingstock after having their behinds handed to them by the players a couple of times – enter this pdf. And we actually don’t get basic templates just slapped on – instead we kick this pdf off with some interesting notes on templates and CR-assigning (an art rather than a craft) – furthermore, templates presented herein actually increase AC, HP and saves as well and they also come with […]

    The Genius Guide to Gruesome Undead Templates

    The Genius Guide to Gruesome Undead Templates This pdf is 11 pages long, 2/3 of a page front cover, 1 page SRD/editorial, leaving su with 9 1/3 pages of content, so let’s check this out!   Undead are some of my favorite creatures – but let’s face it – even mhorgs become laughingstock after having their behinds handed to them by the players a couple of times – enter this pdf. And we actually don’t get basic templates just slapped on – instead we kick this pdf off with some interesting notes on templates and CR-assigning (an art rather than a craft) – furthermore, templates presented herein actually increase AC, HP and saves as well and they also come with […]

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  • The Genius Guide to More Fighter Talents This pdf is 6 pages long, 2/3 of a page front cover, 1 page editorial/SRD, leaving us with 4 1/3 of a page content, so let’s check this out! The SGG-take on the Fighter with talents is justifiable popular and this pdf essentially offers NEW fighter talents (versus those based on archetype-abilities) for the talented fighter – talents, which, btw. you could relatively easily convert into feats. Unless I’ve miscounted, we get 23 new basic talents for the fighter, which include several talents that come only into play on a critical hit: Much like 3.5 Sword & Sorcery Advanced Player’s Guide’s extensive critical hit tables (oh, how I love them!), these talents allow […]

    The Genius Guide to More Fighter Talents

    The Genius Guide to More Fighter Talents This pdf is 6 pages long, 2/3 of a page front cover, 1 page editorial/SRD, leaving us with 4 1/3 of a page content, so let’s check this out! The SGG-take on the Fighter with talents is justifiable popular and this pdf essentially offers NEW fighter talents (versus those based on archetype-abilities) for the talented fighter – talents, which, btw. you could relatively easily convert into feats. Unless I’ve miscounted, we get 23 new basic talents for the fighter, which include several talents that come only into play on a critical hit: Much like 3.5 Sword & Sorcery Advanced Player’s Guide’s extensive critical hit tables (oh, how I love them!), these talents allow […]

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  • The Genius Guide to the Talented Fighter This pdf is 14 pages long, 2/3 of a page front cover,1 page editorial/SRD, leaving 12 1/3 pages of content, so let’s take a look! I’ll come right out and say it: I don’t like the fighter-class. There. I get the appeal of many feats/the master-of-arms angle, but the base-class, since 2nd edition really, bored me terribly. Armor Training, weapon training, weapon specialization – I get their appeal and their mechanical raison d`être but personally, I always considered the class oh so boring. PrCs, archetypes and e.g. the revision of barbarian, ranger, paladin and monk classes, as well as the addition of inquisitors and cavaliers have made vanilla fighters all but non-existent in […]

    The Genius Guide to the Talented Fighter

    The Genius Guide to the Talented Fighter This pdf is 14 pages long, 2/3 of a page front cover,1 page editorial/SRD, leaving 12 1/3 pages of content, so let’s take a look! I’ll come right out and say it: I don’t like the fighter-class. There. I get the appeal of many feats/the master-of-arms angle, but the base-class, since 2nd edition really, bored me terribly. Armor Training, weapon training, weapon specialization – I get their appeal and their mechanical raison d`être but personally, I always considered the class oh so boring. PrCs, archetypes and e.g. the revision of barbarian, ranger, paladin and monk classes, as well as the addition of inquisitors and cavaliers have made vanilla fighters all but non-existent in […]

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  • Some books are just a LOT of work to review: This is one of them:     Psionics Expanded: Advanced Psionics Guide     This massive book is 220 pages long,  1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, leaving us with 216 (!!!!) pages of content, so let’s check this out!   Well, how to review this? This book is essentially the “Advanced Player’s Guide” for psionics, kicking off with an introduction that covers all the psionic aces and core races and their respective takes on the new classes introduced in this book.   I already did in-depth analysis of the respective component pdfs that worked as a kind of playtest for the compilation […]

    Psionics Expanded: Advanced Psionics Guide

    Some books are just a LOT of work to review: This is one of them:     Psionics Expanded: Advanced Psionics Guide     This massive book is 220 pages long,  1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, leaving us with 216 (!!!!) pages of content, so let’s check this out!   Well, how to review this? This book is essentially the “Advanced Player’s Guide” for psionics, kicking off with an introduction that covers all the psionic aces and core races and their respective takes on the new classes introduced in this book.   I already did in-depth analysis of the respective component pdfs that worked as a kind of playtest for the compilation […]

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  • Today I’m taking a look at TPK Games‘ latest offering in their Infamous Adversary-line, Urizen the Bleak Lord. However, since the character is based of the Death Knight-class by Super Genius Games, I’ll first take a look at the    Genius Guide to the Death Knight   This pdf is 17 pages long, 2/3 of a page front cover, 1 page editorial/SRD, leaving 15 1/3 pages of content, so what exactly do we get? Basically, the Death Knight is a new 20-level variant alternate base-class of the Antipaladin. To be more precise, it’s a rather major overhaul and thus feels rather distinct, but let me start with the basics: Death Knights get d10, 2+ Int skills per level, good BAB, […]

    Urizen, the Bleak Lord and the Genius Guide to the Death Knight

    Today I’m taking a look at TPK Games‘ latest offering in their Infamous Adversary-line, Urizen the Bleak Lord. However, since the character is based of the Death Knight-class by Super Genius Games, I’ll first take a look at the    Genius Guide to the Death Knight   This pdf is 17 pages long, 2/3 of a page front cover, 1 page editorial/SRD, leaving 15 1/3 pages of content, so what exactly do we get? Basically, the Death Knight is a new 20-level variant alternate base-class of the Antipaladin. To be more precise, it’s a rather major overhaul and thus feels rather distinct, but let me start with the basics: Death Knights get d10, 2+ Int skills per level, good BAB, […]

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