Book Of Heroic Races: Occult Intrigue in the Wilderness (Revised Edition) (Priority Review)

Book Of Heroic Races: Occult Intrigue in the Wilderness (Revised Edition)

This supplement clocks in at 45 pages, 1 page front cover, 1 page editorial, 1 page introduction, 2 pages of advertisement, 2 pages of SRD, 1 page back cover, leaving us with 37 pages of content, so let’s take a look!

 

This review of the revised edition was moved up in my reviewing queue as a prioritized review at the request of my patreons.

 

So, if the title wasn’t enough of an indicator, this book provides material for the occult classes, the Ultimate Intrigue & Wilderness books – namely, for the Heroic Races introduced in Jon Brazer Enterprise’s Book of Heroic Races: Advanced Compendium. The races covered herein are androids, changelings, catfolk, dhampir, elan, lizardfolk, merfolk, samsarans, sashahar, skinwalkers, tengus, umbral kobolds, wyrwoods and wyvarans. Each of the entries for the races comes with favored class options for the new classes in the aforementioned Paizo-hardcovers, and we get class options, racial feats and otherwise unique options for each of the races herein.

 

Androids get two new racial archetypes, the first of which would be the living archive medium, who loses shared séance, haunt channeler and astral journey. This would be a good place to note that I like the formatting here: Each of the archetypes and more complex options note the associated class and race as well as the replaced and modified abilities in the beginning – this makes it easier to determine whether the archetype is for the build you have in mind. So yeah, I like this decision.

 

Living archives use Charisma as governing spellcasting ability and 2nd level nets the spirit esoteric ability: One spirit is chosen as the specialty spirit, which means that the medium gains the chosen spirit’s spirit bonus even when not channeling it. When channeling another spirit, this bonus may supersede that usually granted by the spirit. 3rd level allows the living archive to perform a séance to channel this chosen spirit in places other than the favored location. 14th level provides SP legend lore, but requires touching the person, place or thing. The verbiage has improved here considerably.

 

The second archetype would be the splintered mind psychic, who loses detect thoughts, telepathic bond and telepathy. The archetype modifies discipline, and gains both the lore and self-perfection disciplines simultaneously. Whenever the psychic gets a discipline spell or power, she chooses one from these two or a lower-level discipline power or spell chosen from the two. Wisdom remains the phrenic pool-governing ability score. 2nd level allows the splintered mind to use 1 phrenic pool point to use the nanite surge racial ability, even if she has already expended it for the day. 9th level allows the character to use nanite surge after failing a save versus an enchantment spell or effect to attempt a second save on the next round, with a bonus as if she had nanite surge’d it. In the revised iteration, this properly states the activation action. 17th level nets a failsafe spell: Spend 10 minutes of meditation and expend twice the spell’s level in phrenic pool point cost to get a contingency-style spell that is triggered as long as she has at least one nanite surge left. The revised edition now allows for phrenic pool expenditure to power this as well, making it fully operational. Kudos!

 

The race gets 3 new feats: Nanite Firewall lets you expend a daily use of nanite surge to mitigate influence; Nanite Maintenance lets you expend a daily use of nanite surge to reduce influence by 1d3 (minimum 1). Nanite Stabilization upgrades Logical Spell to not require higher spell slots while you have at least 1 nanite surge remaining. Psychic repair dispels ongoing effects that reduce the mental ability scores (does NOT cure damage, drain or burn!) and with a nanite surge to boost it, it can eliminate a charm or compulsion effect targeting the caster – the spell is personal, fyi. Solid.

 

The catfolk get the new feline interloper vigilante archetype, which replaces unshakeable. The archetype gets proficiency with simple and martial weapons as well as shuriken, bola and whip and adds Handle Animal and Knowledge (dungeoneering) and (engineering) to the class skills. The archetype is locked into the stalker specialization, but may use the combat skill talent to get catfolkr racial combat feats, and at 3rd level, gets + class level to the DC to be feinted. The archetype gets two social talents, one that acts as wild empathy with 1 + Cha-mod charm animal as a SP on top, which upgrades to charm monster at 7th level. Sounds OP? Well, it can only affect feline/felid creatures, so I’m good with it. The second talent nets better gathering of renown when stealing particularly valuable objects from a target. A new vigilante talent nets Improved Unarmed Strike and flurry of blows at unchained monk -3 levels. The second new vigilante talent allows for limited style strike poaching from the unchained monk. There are new mesmerist tricks here, including one that makes the subject emanate a dazzle-variant based on sound that can hamper spellcasting on the subject. The second trick can deny a target that moves adjacent to the subject their Dex-bonus versus the next attack executed by the subject, which is per se cool. However, the enemy gets an immediate action Sense Motive to negate this, which is interesting. There is a masterful trick upgrade of this one, which now properly states its prerequisite.

 

Changelings get the malformed eye mesmerist archetype, which loses consummate liar, hypnotic stare and painful stare. Instead, the archetype gets a witch’s patron and the evil eye hex, which allows for the addition of bold stare improvements as if it were hypnotic gaze. The revised iteration has made the rules clearer. The archetype may also use forbid action as a free action, 1/round at-will SP, but the target may still sue the action. When doing so, the target takes scaling, untyped damage. This can only be triggered once per round, though.

 

The race also gets a new medium spirit, the crone, who applies spirit bonus to concentration, Int-based checks and Will-saves. The séance boon increases the CL of all non-instantaneous spells by 3 for the purpose of determining duration. Influence penalty applies to AC, atk, non-spell damage rolls and Ref-saves. The taboos are interesting. The lesser ability nets you use the mesmerists’s spells per day and expands your spell-list with witch spells. The intermediate power nets a non-stacking CL-increase for a school. The greater ability lets you accept influence to further boost per-round—duration spell durations. The supreme ability lets you 1/day use this in a better manner, and sans influence. The shifter gets the black cat aspect. Minor form nets you a minor luck bonus to AC as well as a penalty to nearby foes at 8th level, with higher levels increasing range of the penalty and the bonus. The major form lets you assume a Tiny black cat shape, including a luck bonus to atk. Higher levels also grant Black Cat and extend the bonus to saves and makes the feat usable 3/day at 15th level. Once more, rules improved here. The favored class options here deserve special mention, as they are pretty complex and interesting.

 

Dhampirs get two new racial archetypes, the first of which would be the blood scion mesmerist, who loses touch treatment, mental potency and glib lie. Instead, 3rd level allows the dhampir to use a standard action to lock gazes with the subject of a hypnotic stare as a standard action, acting as charm person while under the dhampir’s stare. Interesting – the target loses the memory of being affected thus. Limited and rather potent, but also iconic for the vampire-theme – I can get behind this one particularly since it is balanced by a hex-like caveat, so yeah -I actually really like it! 5th level allows for the summon nature’s ally-based SP of calling children of the night, with 10th, 15th and 20th level improving that. The revised iteration imposes the proper limitation here. 14th level adds the advanced creature template to the creatures called. 11th level allows for a better version of the archetype’s base ability, duplicating dominate person. This is a prime example of a good, flavorful engine-tweak in the revised iteration – big kudos!

 

The second archetype is the grim warder occultist, who loses magic circles and outside contact. They are locked into adjuration and conjuration as first two implement schools, but casts spells from them at CL+2; however, necromancy implement school spells are cast at -2 CL and similarly, the level to qualify for focus powers of the school is reduced by 2. The archetype is also locked into these favored schools for implement mastery. 8th level nets warding circles, which are undead-only magic circles against evil that may be enhanced with death ward via mental focus expenditure, even suppressing, though not removing, penalties from negative levels incurred by creatures prior to entering it. 12th level provides an undead-only binding circle powered by mental focus and fast circle applies to these specialized circles. As much as I liked the first archetype, this one left me less enthused – a pretty vanilla anti-undead option. The race also gets the Hypnotic Charmer feat, which lets you take 20 or 10 when using Cha-based skills on targets of your hypnotic stare.

 

Elans are up next, and we get a new medium archetype, the generation channeler, who replaces shared séance. These fellows may spend 2 power points to increase the die-size of the spirit surge die for one surge. (Rules cleaned up – kudos!)  Instead of a shared séance’s usual benefits, we get +2 to saves versus enchantment and mind-affecting effects. The archetype may also expend power points to ask additional questions to haunts channeled, with the maximum number of additional questions contingent on Intelligence modifier. The pdf also includes a new aether composite blast, at Burn 2 – the elan force thrust, which adds a bull rush to the blast and causes force damage. There is a new mesmerist trick that nets catapsi when targeted with a psionic power or psi-like ability, though it only affects the subject. There are new phrenic amplifications, the first of which is somewhat problematic: Use 2 power points for one phrenic pool point? OUCH. This really delimits phrenic pool points for primarily psions. Not gonna happen in my game. The second amplification lets you expend power points to cast standard action divinations as swift actions or increase the DC of scrying or mind-affecting divinations. Elan vigilantes can get Cha-mod/day demoralize as a psi-like power plus class level power points; alternatively, another talent makes all vigilante melee attacks ghost touch and, later also adds a bonus of +2 to atk versus incorporeal targets, undead, mediums channeling spirits and spiritualist phantoms. Neat ones!

 

We also get a new medium spirit, the elan elder, whose spirit bonus applies to concentration checks and Intelligence checks and Int-based skill checks. The séance boon nets +2 to Will saves versus mind-affecting spells and powers. The influence penalty applies to Dex checks and Dex-based skill checks as well as Perception checks, but not on any saves. The taboos make sense. The lesser ability lets you spend power points for capped bonuses when using psychic skill unlocks; the intermediate power lets the medium accept 1 point of influence for +2 DC for a medium spell’s or psionic power’s DC – a very welcome reorientation for the previously problematic ability. The greater ability requires letting the spirit gain 1 point of influence. If you do, you may manifest ANY psion/wilder power as if you were a psion/wilder of the same level. You expend a spell slot of a level to manifest ANY psion/wilder power of the level of the slot you expended. Metapsionics may not be added, but you can augment the power via power points. This is pretty brutal, but kept in check by the medium’s spell levels. The supreme ability lets you 1/day use the greater power sans spell slot requirements or influence gained and takes away the level-limitation. The revised version here is much better than the original.

 

The lizardfolk race gets a new shifter archetype that loses sharp claws, defensive instinct and trackless step as well as the shifter claw increases. 1st level nets scaling studied target and 2nd level a scaling, Wisdom-governed AC/CMD bonus, which is halved when wearing nonmetal shields/armor instead, otherwise akin to the way in which monk-AC bonuses work. 3rd level nets fast movement and 5th level extra precision damage when moving, which scales. The main meat of class options here would be shifter aspects, 5 of which are provided: Alligator/crocodile, gecko, chameleon, pteranodon and snapping turtle. The first nets better aquatic Stealth and a 1/minute boost to base speed at 8th level while in minor form; Kudos: The major form correctly codifies the natural bite attack granted and the abilities gained make sense. Chameleon also enhances Stealth in minor form, but less so and regardless of environment. It provides standard and move action in surprise rounds at 8th level, and the major form is cool, with high levels netting your sticky tongue bludgeoning damage based on racial claws or shifter’s claws. Gecko enhances climbing and initiative and the major form provides some true climbing superiority and bite enhancers. Pteranodon nets a bonus to AC and initiative in minor form, while major form nets you clumsy fly speed, which improves in speed and maneuverability later and also nets you Flyby Attack et al at 15th level. Snapping turtle is interesting, in that it nets an AC bonus that increases when the character doesn’t move or attack. All in all, I enjoyed these shifter aspects.

 

Merfolk get two new water blasts: Siren’s song is a burn 0 sonic simple blast at reduced die size of d4 to account for the rare damage type; the composite blast Shrieking Song clocks in at 2 burn and provides composite sonic with the same reduction. There also are two utility wild talents, the first of which is siren’s kiss. For 1 burn, the DC increases by 2 and the talent nets you unnatural lust, save it requires concentration to maintain. Siren’s call duplicates nixie’s lure, requires concentration and has a 100-ft.-range. Not a fan: If you accept 1 burn, you don’t need to maintain concentration and the effect is prolonged until you next recover burn. Merfolk mediums may gain two new legendary spirits – Charybdis and Scylla, based on marshal and trickster, respectively. Charybdis’ séance boon nets you +2 to grapple checks and the influence penalty applies to Int- and Int-based checks as well as CL for the purpose of determining duration and range, which is BRUTAL. You also can’t benefit from CL-enhancing effects, which now explicitly does not include feats. The spirit gets an interesting  intermediate ability: When an enemy targets the directly affects the medium or counters or negates a medium’s spell, the medium may, as an immediate action, allow the spirit to gain 1 influence to have the opponent suffer from crushing despair for a number of rounds equal to the medium’s highest spell-level known. Durations stack. This ability has been seriously cleaned up. Like it!

 

Scylla, based on the trickster, applies the spirit boon to Dexterity checks, Dexterity-based skill checks and Ref-saves. The séance boon nets a +1 bonus on one skill, which is also treated as a class skill. The influence penalty makes you not count as an ally for effects and also makes you not count as a willing recipient of spells. You must even be hit by touch spells, but you’re not forced to save versus beneficial spells. The unique ability here is classified as greater and has been renamed “terror of Numbers.” The ability allows the medium to allow Scylla to gain 1 influence to either reroll a die-roll or force an enemy to reroll; an enemy forced to reroll takes a penalty to the reroll equal to number of opponents within 10 feet, maximum the medium’s Charisma modifier. This formerly broken ability has been properly cleaned up and now is pretty neat!

 

We also get two mesmerist tricks: The first can be triggered on entering light, granting the target temporary hit points. The second grants darkvision upon entering darkness. Shifters gain a new shark aspect, which focuses on sensory improvements. The major form nets later a better bite. Minor and purely aesthetic wording quibble in the FCOs: “When gaining a taboo, the medium can use spirit surge without incurring influence one additional +1/4 time per day.” The final part of that sentence could be a bit cleaner.

 

Samsarans get a new occultist implement school, the eternal implements. The resonant power nets +1 competence bonus to Intelligence-based skill and ability-checks for every 2 points of mental focus invested, capping at 1 + 1 for every 4 class levels. The base focus power is touch of antiquity, which allows you to expend 1 point of mental focus to cause an object to age, inflicting 1d4 +1d4 for every 2 occultist levels untyped damage to an object and also cause it to be broken. Constructs may alternatively be targeted with a melee touch attack and a base damage die of 1d6, scaling the same way as the damage to objects. We get a total of 6 focus powers: One grants a combat feat, which must not have feat prerequisites, but otherwise, the target needs not fulfill the prerequisites. The power lasts for 1 minute and another feat is granted every 6 class levels thereafter and the feats may build upon each other, offsetting the no-feat-prerequisite caveat. Now this one is INTERESTING and well-executed, particularly since the revised version got rid of the one hiccup. Collective calm lets you choose multiple skills and take 10 in them, even under duress. Mantle of antiquity nets you a 20% miss chance and the option to gain a massive +10 insight bonus to a save, ending the mantle’s effects. Vast improvement over the original.

Reincarnation’s guise is a combo’d disguise self and +4 ability score boost. Restore grandeur is the inverse of the base focus power, restoring items and constructs. Living targets may also be healed thus, but only 1/day. Wisdom of the ages, finally, nets legend lore, and has been properly cleared up as well. The implement school comes with its own spell-list – no complaints there.

 

Samsarans also get two new racial feats, Empathic Healer, which lets you heal ability score damage via mental focus or phrenic pool points when using Life’s Blood, taking the damage yourself. Reincarnated Hero nets you a bonus on Cha-based checks in vigilante identity and helps renown when you gain it. This is one of my favorite chapters within! (And I don’t even particularly like the samsarans…)

 

The sashahar get a new legendary spirit with Sessinakka (based on Guardian), complete with taboos and gaining favor covered. The ability gained is intermediate and provides an extended spell-list and the option to use spirit surge to boost concentration and CL-checks when casting these spells. We also get a new implement school here, the sentinel implements. The resonant power here is applied to saves against the extraplanar subtype. The base focus power is a swift action 20 ft.-burst that deals 2 points of untyped damage per class level, no save. Not a fan. We get 6 focus powers and a custom spell-list. Negating flanking benefits for one round per class level, a boost to CMD and saves versus attempts to move you and fighting on when almost killed by an extraplanar subtype creature are three of the benefits. At 11th level, you can get a rather cool summoning-suppression-field, which I really liked; the new version no longer auto-wins against certain builds, so kudos. Planar ward debuffs foreigners to your plane and nets a boost versus their tricks. I also really liked the high-level teleportation scrambler.

 

We also get a new psychic discipline, the gate guardian, who uses Wisdom as governing attribute. The first discipline power nets you temporary access to defense-themed monster abilities like fast healing, ferocity or light fortification and these improve at higher levels, also adding DR and AC-boosts and resistances to the mix. 5th level nets a scaling save bonus to either Fort- or Ref-saves, your choice. 13th lets you negate 1 critical hit confirmation per day, 2/day at 18th level. Nice one. There is a vigilante talent that nets the planar weapon quality and upgrades to +2 to atk versus creatures with the extraplanar subtype.

 

Skinwalkers get a pretty nice medium archetype that tweaks all of the standard spirits. The lunar spirits include: Witchbeast (archmage): Reckless and dislikes casting on allies, uses witch spell list. Ruler of Fangs (champion) nets better natural weapon base damage and martial weapon proficiency. Furred Warden (guardian) nets spirit bonus to AC and heavy armor proficiency as a lesser ability. The greater ability has been thoroughly cleaned up and now operates properly, allowing you to step in and grapple foes targeting allies.

Moonwatcher (hierophant) has the archmage arcana spirit power, using druid/shaman lists instead as a lesser power. The intermediate ability is pretty specific – it duplicates energy font, but instead causes all skinwalkers to change shape instantaneously. Overflowing moonlight builds on grace and the previous ability, modifying it accordingly. The Grinning Beast (marshal) gets only the basics modified, not the powers, and the same goes for the Sewer Grandmaster (trickster). All of the spirits have séance boons that grant bestial features according to the nature of the spirits. I really liked this one and wished it had more room to shine: The tying of bestial features with séances is smart, the taboos etc. are cool and I like the custom spirit array. This is worth returning to and expanding to full-blown class tweak, imho.

 

Skinwalkers also get a new vigilante archetype, the moonlight lurker, whose vigilante identity must incorporate the animalistic features of change shape. The archetype can shift identities as a full-round action, as a standard action in moonlight, using the change shape racial ability in conjunction with it. The lurker gets two bestial traits when using change shape, which improves by +1 at 5th and 9th level. 13th level also nets a potent ability like fly, pounce etc. 17th level nets a second one from this list and 20th level provides regeneration 5, suppressed by silver. This does come with a price, though: No social talent at first level and, more painfully, no vigilante specialization. There are two lycanthrope-themed vigilante-talents, one for scaling attribute bonuses and one for scaling DR/silver.

The moonshifter loses chimeric aspect and its greater brother as well as final aspect. Shifter claw benefits are applied to two natural weapons gained via change shape and it may be activated as a swift action. 9th level provides a hybrid form when in minor aspect; this improved at 14th level and the capstone nets change shape/wild shape transparency as well as DR 10/silver.

 

Tengus are up next, beginning with the vinculum corruptor occultist, who loses magic item skill and aura sight. Additionally, he only gets ½ class level + Int-mod mental focus. However, he does get ½ level (I assume minimum 1) of vinculum focus. This behaves as a regular mental focus, but enhances the CL when targeting the owner’s type/subtype. Owner? Yep, for these points may only be invested in implements that rightfully belong to another, which is interesting. 2nd level yields +1/2 class level to Sleight of Hand and 5th level lets the archetype locate creature implement owners. The swaggering avenger vigilante loses the appearance-ability tree and the 2nd level vigilante talent. They are locked into the avenger specialization and gain Dazzling Display, usable sans weapon as a standard action, at 2nd level. +2 to atk versus foes demoralized thus. There is a talent that lets you make a creature hit itself – and in the revised edition, the ability not only works, it makes sense in-game – kudos! 5th level nets Performance Combatant and a performance feat. 11th level nets temporary hit points with successful performance combat checks and 17th level lets you now use a swift action when reducing a foe to negative HP to AoE-demoralize foes.

 

There is a complex phrenic amplification that allows you to steal mental energy, like focuses, mesmerist tricks etc. via spells, which is interesting and, more importantly, really smoothly designed: It can’t be cheesed with kittens, the save-interaction is tight and neat. The target is also temporarily staggered, and no, no stagger-locking the target. Impressive one! The shifter, finally, gets the crow aspect (doesn’t specify natural attack type, requires defaulting), but otherwise, solid. The favored class options here are interesting, though the occultist bonus requires a legacy weapon, making it only relevant for the transmutation implement school.

 

The umbral kobolds are up next, starting with the shadowpsychic, who gets more phrenic pool – but whenever he uses 2 or more points, the linked spell becomes a shadow spell. To make up for that, he gets telempathic shadow barrage and shadow targeting. The first lets you add debuffs to the telepathic bond via phrenic pool points. Shadow targeting has been reworked to instead affect range. Nice. The race also gets the aether-based shadow blast simple blast, which adds +2 damage per die and makes damage nonlethal for Burn 1. At 15th level, composite blasts may also be enhanced thus, at the cost of 1 additional Burn. I still think this would have made more sense as a utility wild talent, but it is better balanced now.

 

We also get a new medium spirit, Kurgog the Guardian. I assume this fellow replaces the regular guardian. The séance boon is applied to CMD and influence penalty nets you -2 to AC. The lesser spirit power nets Dodge, which also encompasses uncanny dodge at 10th level. So far, the pdf has done an excellent job of cleaning up hiccups, but here, a big one is still included: The intermediate ability lets you, as a swift action, “expend 1 point of mental focus…” WAIT. WUT? Yep, we have a glaring cut copy paste error here that also extends to the greater ability. It’s okay to make another class’s ability available for a spirit, but it has to be MODIFIED to reflect the realities of the new class.

 

The wyrwoods get two new archetypes, the first of which would be the equinox infiltrator vigilante, who loses vigilante specialization, a ton of vigilante talents, dual identity and two social talents. They also share the druid’s prohibition versus wearing metal armor. They have 3 identities and change requires 1 minute of meditation. The archetype has one social and two infiltrator identities. Each of the infiltrator identities is associated with one domain chosen from the 4 base elemental domains and they may only use the domain powers while in the corresponding identity. They gain an additional such identity at 7th and 15th level and they get the hunter’s spellcasting, using druid spell list and domains exclusively. There are two feats to upgrade this fellow:  Solstice Identity nets+ 1 identity with an extended domain choice. Specialized Equinox nets subdomain access for the equinox identity and the domain chosen.

 

The second archetype would be the phantasmagorist spiritualist, who replaces the phantom with a memorandum construct that does not have an emotional focus or ethereal form. Instead of an emotional focus, we get a sorcerer bloodline at 3/4th class level (minimum 1 caveat missing). Each bonus spell granted by this bloodline may be cast 1/day as a SP. While the memorandum is in the spiritualist’s subconscious, the character gains teamwork feats of allies within 30 ft., now with a proper scaling mechanic. 3rd level’s bonded manifestation-tweak instead provides access to the bloodline-related powers and spells as SPs.

 

The final race would be the wyvarans. Here, we get 6 form infusions that represent cones and line-shaped blasts for any element, in three steps. Weird: The wyrmling’s breath now aligns in comparison with the fire form infusion; the mature version has the same burn cost and level requirements and its water specialized spray. The section also has a utility wild talent, the draconic mantle, which nets all creatures within 5 ft. energy damage equal to the number of burn you have. Energy types may be any energy blast you have. Dragonshifters lose the animal aspect gained at 1st level in favor of dragon aspect, and the breath weapon they have has a sensible cooldown now; major form also nets basically dragon boosts.

 

The second archetype is the treasure hoarder occultist, who loses 14th and 18th level’s implements and outside contact. He suffers from diminished spellcasting and uses Cha as governing attribute for class features and spellcasting. He begins play with 2 implements, +1 at 2nd level and every three level thereafter, capping at 9 at 20th level. Add to that that 7th level makes all implements acts as having +1 focus invested in them, +2 at 20th level. Still strong tweak, but no longer overwhelming.

 We also get a psychic discipline, the vishapakar, whose phrenic pool is governed by Intelligence. It nets at-will identify and the dowse occult skill unlock for ley lines and magic items even if untrained in Survival. We also get quicker ley line attunement and limited phrenic pool point recovery when doing so. Important here: Spellcasting is governed by Wisdom. The 5th level discipline power isn’t functioning as intended. It sports free, at-will short-range dimension door, with the caveat to break it into shorter ranges making me think that it’s supposed to have either a range-based cap or, you know, that it’s supposed to have a hard cap, like similar discipline powers. Only weak and passive 5th level discipline powers are always on. 13th level provides standard action attunement, provided you can touch a Large or larger carved stone touching a ley line. We also get two racial feats: Hoard Aura makes divinations fail to reveal worn and carried items unless the caster makes a CL-check. Also applies to a living area. Cool feat! Hoard Guard makes you keen eyed regarding items and provides AoOs when a foe attacks or seizes an object from you.

 

Conclusion:

The revised edition seriously cleaned up the rules-language of the book, significantly improving it in the ruled editing and formatting departments. Layout adheres to a 2-column full-color standard and the pdf comes with nice full-color artworks that will be familiar to some fans of JBE. The pdf comes fully bookmarked with nested bookmarks, and now also features a printer-friendly iteration.

 

Quite a few authors worked on this: Joel Flank, Sasha Laranoa Harving, Richard Moore, Kevin Morris, David N. Ross, Rachel Ventura and George “Loki” Williams. The revised edition of this book vastly improves the precision of the material herein, significantly increasing the value of the supplement.

 

Some of the concepts herein could have used a bit more room to breathe – archetype-wise, we focus on engine-tweaks, but they are complex ones, and often, quite frankly more interesting than many comparable options. The supplemental material, as a whole, sports a couple of interesting components as well.

 

In short: The book and its material runs now as smoothly as it should, and the publisher deserves serious kudos for finetuning the materials herein! Now, this book may not be perfect, but it is a densely-packed, interesting supplement of options, and for what it offers, I am happy to increase my rating for the revised iteration to 4.5 stars, rounded up.

 

You can get this vastly improved book here on OBS!

 

If you’re enjoying my reviews, please consider leaving a donation, or joining my patreon here.

Endzeitgeist out.

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