Interjection Games Archive

  • 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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  • Strange Magic Expanded – The Ethercoustic Theurge This little expansion for Strange Magic 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!   The ethercoustic theurge is a new 5-level PrC who gains up to +2 BAB-, Fort- and Ref-progression and +3 Will-save progression. The class gains 4+Int skills per level, no new proficiencies and has d6 HD. To qualify, you must have 7 ranks in Knowledge(Arcana) and Perform (Conducting) to show for as well as the ability to cast etherspells with 2nd level manifestations and prepare scores with at least two melodies.   This being a theurge-PrC for combining composition and ethermagic,, the levels […]

    Strange Magic Expanded – The Ethercoustic Theurge

    Strange Magic Expanded – The Ethercoustic Theurge This little expansion for Strange Magic 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!   The ethercoustic theurge is a new 5-level PrC who gains up to +2 BAB-, Fort- and Ref-progression and +3 Will-save progression. The class gains 4+Int skills per level, no new proficiencies and has d6 HD. To qualify, you must have 7 ranks in Knowledge(Arcana) and Perform (Conducting) to show for as well as the ability to cast etherspells with 2nd level manifestations and prepare scores with at least two melodies.   This being a theurge-PrC for combining composition and ethermagic,, the levels […]

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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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  • Class Expansions: Apothecary Plaguewright Archetype This PWYW-expansion for the plaguewright class clocks in at 3 pages -1 page front cover, 1 page SRD, 1 page content, so what does the apothecary do?   Apothecaries must utilize benign strains in each of their vials (but still may also use malignant strains!) and gain a dosage pool at first level equal to their apothecary level. Whenever the apothecary draws a culture from his vials, he may spend a dosage point to add a terminal mutation known to the syringe as though it were present in the culture. He must add benign mutations to benign strains and malignant mutations to malignant strains.   Also at 1st level, all benign strains gain the terminal […]

    Class Expansions: Apothecary Plaguewright Archetype

    Class Expansions: Apothecary Plaguewright Archetype This PWYW-expansion for the plaguewright class clocks in at 3 pages -1 page front cover, 1 page SRD, 1 page content, so what does the apothecary do?   Apothecaries must utilize benign strains in each of their vials (but still may also use malignant strains!) and gain a dosage pool at first level equal to their apothecary level. Whenever the apothecary draws a culture from his vials, he may spend a dosage point to add a terminal mutation known to the syringe as though it were present in the culture. He must add benign mutations to benign strains and malignant mutations to malignant strains.   Also at 1st level, all benign strains gain the terminal […]

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  • Strange Magic Items: Ethermagic The second of the Item-expansions for the critically-acclaimed Strange Magic systems clocks in at 13 pages, 1 page front cover, 1 page SRD, leaving us with 11 pages of content, so let’s take a look!   Wait…before we do: In case you haven’t noticed: My name’s on that cover. I am one of the authors of this book. I am writing these lines since I was explicitly asked to by some of my readers. Hence, this will not be a review – there will be no rating or the like – consider this, instead, to be basically a kind of overview of what’s in this pdf, all right? As such, I will try to take out […]

    Strange Magic Items: Ethermagic

    Strange Magic Items: Ethermagic The second of the Item-expansions for the critically-acclaimed Strange Magic systems clocks in at 13 pages, 1 page front cover, 1 page SRD, leaving us with 11 pages of content, so let’s take a look!   Wait…before we do: In case you haven’t noticed: My name’s on that cover. I am one of the authors of this book. I am writing these lines since I was explicitly asked to by some of my readers. Hence, this will not be a review – there will be no rating or the like – consider this, instead, to be basically a kind of overview of what’s in this pdf, all right? As such, I will try to take out […]

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  • Strange Magic Expanded – The Elegist This expansion to the absolutely superb Strange Magic-book clocks in at 41 pages, 1 page front cover, 1 page editorial/ToC, 1 page of SRD, leaving us with 38 pages of content, so let’s take a look, shall we?   An elegy is defined as a poem of serious reflection, usually written in elegiac couplets, often pertaining themes of death, existential dread etc. – with a traditional 3-part structure that features descriptio, lamentatio and consolatio – native speakers of English add a simple “n” and their function becomes pretty self-apparent. Now lyric comes from “lyra” and thus it should be no surprise to see the connotation and three-part structure making for a natural fit for […]

    Strange Magic Expanded – The Elegist

    Strange Magic Expanded – The Elegist This expansion to the absolutely superb Strange Magic-book clocks in at 41 pages, 1 page front cover, 1 page editorial/ToC, 1 page of SRD, leaving us with 38 pages of content, so let’s take a look, shall we?   An elegy is defined as a poem of serious reflection, usually written in elegiac couplets, often pertaining themes of death, existential dread etc. – with a traditional 3-part structure that features descriptio, lamentatio and consolatio – native speakers of English add a simple “n” and their function becomes pretty self-apparent. Now lyric comes from “lyra” and thus it should be no surprise to see the connotation and three-part structure making for a natural fit for […]

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  • Subterranean Races: Puddling Archetypes This long overdue expansion for the awesome puddling-race 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!   We begin this little collection with the Crystalbroken – puddling bloodragers that had a mishap when interacting with memory-crystals…resulting in unforeseen split personalities. These translate, mechanics-wise, to them being capable of replacing the bloodrager’s 1st level bloodline power with cleric domain- or sorceror bloodline- powered SPs. Interesting – this can only be cast when bloodraging, but the usual bloodrager spells can’t be cast. The archetype continues this theme, replacing powers with more SPs and later even domain powers/sorceror bloodline powers. It should be […]

    Subterranean Races: Puddling Archetypes

    Subterranean Races: Puddling Archetypes This long overdue expansion for the awesome puddling-race 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!   We begin this little collection with the Crystalbroken – puddling bloodragers that had a mishap when interacting with memory-crystals…resulting in unforeseen split personalities. These translate, mechanics-wise, to them being capable of replacing the bloodrager’s 1st level bloodline power with cleric domain- or sorceror bloodline- powered SPs. Interesting – this can only be cast when bloodraging, but the usual bloodrager spells can’t be cast. The archetype continues this theme, replacing powers with more SPs and later even domain powers/sorceror bloodline powers. It should be […]

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  • Subterranean Races: The Puddlings This pdf clocks in at 16 pages, 1 page front cover, 1 page ToC, 1 page SRD, leaving us with 13 pages of content, so let’s take a look!   It is by now a tested trope that even gods may die in fantasy gaming – and where death is a possibility, one should not be surprised to see the concept of the divine assassin – whether in the guise of a Red Mantis of a psychotic killer. The assumption of this book is that there at least once was a divine assassin (perhaps a predecessor?) that has failed. When the divine assassin was sent to destroy Aggranius, lord of facets, the deity was prepared and […]

    Subterranean Races: The Puddlings

    Subterranean Races: The Puddlings This pdf clocks in at 16 pages, 1 page front cover, 1 page ToC, 1 page SRD, leaving us with 13 pages of content, so let’s take a look!   It is by now a tested trope that even gods may die in fantasy gaming – and where death is a possibility, one should not be surprised to see the concept of the divine assassin – whether in the guise of a Red Mantis of a psychotic killer. The assumption of this book is that there at least once was a divine assassin (perhaps a predecessor?) that has failed. When the divine assassin was sent to destroy Aggranius, lord of facets, the deity was prepared and […]

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  • Strange Magic Items – Truenaming This expansion for the stellar, critically-acclaimed Strange Magic-book clocks in at 12 pages, 1 page front cover, 1 page SRD, leaving us with 10 pages of content, so let’s take a look!   Wait…before we do: In case you haven’t noticed: My name’s on that cover. I am one of the authors of this book. I am writing these lines since I was explicitly asked to by some of my readers. Hence, this will not be a review – there will be no rating or the like – consider this, instead, to be basically a kind of overview of what’s in this pdf, all right? As such, I will try to take out as much […]

    Strange Magic Items – Truenaming

    Strange Magic Items – Truenaming This expansion for the stellar, critically-acclaimed Strange Magic-book clocks in at 12 pages, 1 page front cover, 1 page SRD, leaving us with 10 pages of content, so let’s take a look!   Wait…before we do: In case you haven’t noticed: My name’s on that cover. I am one of the authors of this book. I am writing these lines since I was explicitly asked to by some of my readers. Hence, this will not be a review – there will be no rating or the like – consider this, instead, to be basically a kind of overview of what’s in this pdf, all right? As such, I will try to take out as much […]

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  • The Big Book of Bloodlines This massive, huge book clocks in at 153 pages, 1 page front cover, 2 pages of ToC/editorial, 1 page KS-thanks, 3 pages of SRD, leaving us with a colossal 146 pages of content, so let’s take a look!   We begin this pdf with an introduction regarding the goals of this book – in one sentence: Making bloodlines more versatile and interesting. This is achieved in a rather ingenious way – the pdf designates a number of bloodlines as parent bloodlines, others as children of said bloodlines. When multiclassing soceror and bloodrager, all you need to ensure is that the two bloodlines share a parent, are parent and child or match – i.e. one is […]

    The Big Book of Bloodlines

    The Big Book of Bloodlines This massive, huge book clocks in at 153 pages, 1 page front cover, 2 pages of ToC/editorial, 1 page KS-thanks, 3 pages of SRD, leaving us with a colossal 146 pages of content, so let’s take a look!   We begin this pdf with an introduction regarding the goals of this book – in one sentence: Making bloodlines more versatile and interesting. This is achieved in a rather ingenious way – the pdf designates a number of bloodlines as parent bloodlines, others as children of said bloodlines. When multiclassing soceror and bloodrager, all you need to ensure is that the two bloodlines share a parent, are parent and child or match – i.e. one is […]

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  • Class Expansions – Onmyōji Archetypes This inexpensive expansion for the superb Onmyōji-class clocks in at 4 pages, 1 page front cover, 1 page SRD, leaving us with two pages for the archetypes, so let’s take a look!   The first of the archetypes (both of which sport a brief paragraph of well-written fluff, just fyi) would be the Grinning Fox. Instead of aid of the minor kami ability, these fellows may choose an at-will cantrip and an at-will orison each day. Additionally, at 1st level, these guys get the Cha-based SP to cast lesser confusion twice a day…and grow their first fox tail, from now on counting as kitsune for purposes of e.g. the Magical Tail feat. The grinning fox […]

    Class Expansions – Onmyōji Archetypes

    Class Expansions – Onmyōji Archetypes This inexpensive expansion for the superb Onmyōji-class clocks in at 4 pages, 1 page front cover, 1 page SRD, leaving us with two pages for the archetypes, so let’s take a look!   The first of the archetypes (both of which sport a brief paragraph of well-written fluff, just fyi) would be the Grinning Fox. Instead of aid of the minor kami ability, these fellows may choose an at-will cantrip and an at-will orison each day. Additionally, at 1st level, these guys get the Cha-based SP to cast lesser confusion twice a day…and grow their first fox tail, from now on counting as kitsune for purposes of e.g. the Magical Tail feat. The grinning fox […]

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  • Remedial Tinkering – Arcanotech The latest Tinker-expansion 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!   This expansion of the tinker base-class ties in with the superb Happy Little Automata and the Pimp my Alpha-expansion, though neither are required for the use of this one. Thematically, we have an interesting deviation from the feeling of the tinker – whereas, so far, the class has been pretty much designed as a science-y class regarding its abilities, we have the magical now suffuse the class – this is represented by the new arcanotech invention subtype. Since magic tends to make mechanics malfunction, only one such invention […]

    Remedial Tinkering – Arcanotech

    Remedial Tinkering – Arcanotech The latest Tinker-expansion 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!   This expansion of the tinker base-class ties in with the superb Happy Little Automata and the Pimp my Alpha-expansion, though neither are required for the use of this one. Thematically, we have an interesting deviation from the feeling of the tinker – whereas, so far, the class has been pretty much designed as a science-y class regarding its abilities, we have the magical now suffuse the class – this is represented by the new arcanotech invention subtype. Since magic tends to make mechanics malfunction, only one such invention […]

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  • Strange Magic Unchained: Variant Multiclassing This pdf 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!   This little pdf does pretty much what it says on the tin – it takes the Strange Magic-classes and translates them to the variant multiclassing system used introduced in Pathfinder Unchained.   The Breakdancer gets score and rhythm at 3rd level and qualifies for a breakdancer talent at 7th level, though only one to which a 3rd level breakdancer can qualify. 11th, 15th and 19th level go a similar way, expanding the options of the score -and yes, here we also have maximum level-requirements.   The Cantor needs […]

    Strange Magic Unchained: Variant Multiclassing

    Strange Magic Unchained: Variant Multiclassing This pdf 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!   This little pdf does pretty much what it says on the tin – it takes the Strange Magic-classes and translates them to the variant multiclassing system used introduced in Pathfinder Unchained.   The Breakdancer gets score and rhythm at 3rd level and qualifies for a breakdancer talent at 7th level, though only one to which a 3rd level breakdancer can qualify. 11th, 15th and 19th level go a similar way, expanding the options of the score -and yes, here we also have maximum level-requirements.   The Cantor needs […]

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  • The Master of Forms Base Class This new base class clocks in at 24 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving us with 21 pages of content, so let’s take a look!   Chassis-wise, the master of forms receives full BAB-progression, good Ref- and Will-saves, unarmed damage scaling of the monk, unarmored AC-progression of up to Cha-mod+5, d10 HD, 4+Int skills per level and proficiency with brass knuckles, cesti, club, crossbows (light and heavy), dagger, handaxe, javelin, kama. nunchaku, quarterstaff, siangham, sai, shortspear, short sword, shuriken, sling, spear and temple sword, but not any armor or shields. It should be noted that we do get the unarmed damage tables for small and large PCs – […]

    The Master of Forms Base Class

    The Master of Forms Base Class This new base class clocks in at 24 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving us with 21 pages of content, so let’s take a look!   Chassis-wise, the master of forms receives full BAB-progression, good Ref- and Will-saves, unarmed damage scaling of the monk, unarmored AC-progression of up to Cha-mod+5, d10 HD, 4+Int skills per level and proficiency with brass knuckles, cesti, club, crossbows (light and heavy), dagger, handaxe, javelin, kama. nunchaku, quarterstaff, siangham, sai, shortspear, short sword, shuriken, sling, spear and temple sword, but not any armor or shields. It should be noted that we do get the unarmed damage tables for small and large PCs – […]

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  • Ultimate Antipodism – Drawn from Light and Darkness Ultimate Antipodism is a massive book of 93 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving us with a whopping 90 pages, so let’s take a look!   First: What is this book? Well, one could assume this to be the unofficial fourth part of Strange Magic, seeing how this basically represents a massive, non-vancian casting system and classes based on it. Antipodism is all about light and darkness and the things in-between – instead of the linear progression that characterized shadow magic in 3.X, antipodism is more about combos and the oscillation between light and dark. The concept was pioneered in the edgewalker rogue/assassin/shadowdancer-y class, then expanded […]

    Ultimate Antipodism – Drawn from Light and Darkness

    Ultimate Antipodism – Drawn from Light and Darkness Ultimate Antipodism is a massive book of 93 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving us with a whopping 90 pages, so let’s take a look!   First: What is this book? Well, one could assume this to be the unofficial fourth part of Strange Magic, seeing how this basically represents a massive, non-vancian casting system and classes based on it. Antipodism is all about light and darkness and the things in-between – instead of the linear progression that characterized shadow magic in 3.X, antipodism is more about combos and the oscillation between light and dark. The concept was pioneered in the edgewalker rogue/assassin/shadowdancer-y class, then expanded […]

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  • The Animist: Nature Incarnate So, took me long enough, right? This is the first of the classes commissioned via Interjection Games’ patreon and clocks in at 20 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving su with 17 pages chock-full with CRUNCH.   One more note – the book sports a handy difficulty to build/play-index – the class scores just 2 of 5, so, as far as Interjection games-classes are concerned, that ought to be pretty simple – so let’s take a look at the mechanics: The animist gets d10, full BAB-progression, good will-saves, 4+Int skills per level, proficiency with simple weapons, greatclub, longow, shortbow and whip as well as with light armor and shields. Wearing […]

    The Animist: Nature Incarnate

    The Animist: Nature Incarnate So, took me long enough, right? This is the first of the classes commissioned via Interjection Games’ patreon and clocks in at 20 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving su with 17 pages chock-full with CRUNCH.   One more note – the book sports a handy difficulty to build/play-index – the class scores just 2 of 5, so, as far as Interjection games-classes are concerned, that ought to be pretty simple – so let’s take a look at the mechanics: The animist gets d10, full BAB-progression, good will-saves, 4+Int skills per level, proficiency with simple weapons, greatclub, longow, shortbow and whip as well as with light armor and shields. Wearing […]

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  • Pirate Aspects for the Animist Base Class This free expansion for the animist base class clocks in at 1 page front cover, 1 page SRD, 1 page content, so let’s take a look!   Okay, we begin with the parrot major aspect – and it’s hilarious. No, really. I mean it. The base ability makes you fluent in a language you have heard during the last week – but only in a squawking, parrot-like voice laced with pirate slang. Better yet, you can throw a barrage of squawking expletives and insults at foes to demoralize them. The more prominence in the ability, the more languages you get and the better you are at being a sailor. Higher prominence increases the […]

    Pirate Aspects for the Animist Base Class

    Pirate Aspects for the Animist Base Class This free expansion for the animist base class clocks in at 1 page front cover, 1 page SRD, 1 page content, so let’s take a look!   Okay, we begin with the parrot major aspect – and it’s hilarious. No, really. I mean it. The base ability makes you fluent in a language you have heard during the last week – but only in a squawking, parrot-like voice laced with pirate slang. Better yet, you can throw a barrage of squawking expletives and insults at foes to demoralize them. The more prominence in the ability, the more languages you get and the better you are at being a sailor. Higher prominence increases the […]

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