General Skill Prerequisites legendary in athletics
OUT OF THE WAY! You use the shove action, you double the distance the enemy movies and you move as well. This may results in you moving more than you could normally move at that instant.
General Skill Flourish Prerequisites master in athletics, enemy grabbed or restrained
Time to Hug! You gain a construct ability for action. Your construct deal damage equal to your unarmed attack. The enemy gains a basic fortitude save as normal with DC equal to your Athletics DC..
TL; DR-Solid nature materials with a layout misstep. 98%
Basics– Who let the centaurs in the sub? Howl of the Wild is a character options book with new races, spells, items, and archetypes for characters who want a bit more animal in their characters. In addition, the book has a framing story about an expedition to uncover the guardians of the wild and the monsters they encounter, providing GMs with new monsters and story hooks for them to dig into.
Mechanics or Crunch– Paizo knows their math and it shows here. The new items, options, monsters, and characters all expand Pathfinder into fun new places. And the new grafts allow characters who are plain human to even get into the action. Some archetypes require the characters to have some animal parts, but with the right addition, anyone can play. It doesn’t feel exclusionary, but lets people specialize into something new at the same time. The monsters are fun and bring some old creatures back into the mix as well. 5/5
Theme or Fluff– Howl of the Wild feels like it fits in Golarion and adds to it at the same time. I love the new races, and since its set far away from the main setting areas, they don’t feel like they are tacked on. The new stuff all fits into the world and has fun descriptions and art to help you see what the authors wanted to add. I also enjoyed the story the book told as the explorers try to find the guardians of nature. They do, AND THEY ARE BIG. If you want some end bosses for a nature based game, here you go! 5/5
Execution– This book is good, but feels like a step back for Paizo’s normal work. What’s here is good. I like the flow and pictures, but this book doesn’t have the short tables and descriptions of feats, spells, and items. It honestly makes it a pain. Also, while there are dividing pictures, the different sections are not as well defined. One change to a new subject was so jarring, I redownloaded my copy thinking I missed some pages in an error. I figured it out, but the older layout decisions are a better way to display the materials. I’d rather have less stuff and more tables to summarize all the pieces than too much to really take in. 4.5/5
Summary– This is a good book with a single error. I love the new crunch; it adds new character options and even tools for the GM to get to play with. These are all great additions to the game. I love the new story. It’s fun to see a new part of the world and to see the new characters who live in it. It also builds out the world for the GM, so they can make new stories and monsters to challenge the players. My one issue is the layout. What’s here is good. It reads fast and easily, but the lack of tables makes skimming hard. As both a GM and a player, I want to be able to skim character feats, spells, and items quickly. Bring those back! But, overall this is a good addition to the world of Pathfinder. Check this out if you want to walk on the wild side. 98%
General Skill Flourish Prerequisites master in athletics, enemy grabbed
When your in close, hit em’ quick! When you have an enemy grabbed, you can make a basic unarmed melee strike at your current multiple attack penalty, but this attack does not increase your multiple attack penalty.
Back to Alien RPG! I’m reading about the colonial marines, so here’s a talent for them.
Undying: You just wont stay down! You can continue to take actions even after you are broken at zero hit points, however if you are at zero hit point and take more damage, you take an another critical injury as normal.
Move quick and you can get the shot! You no longer provoke a reactive strike when you make a ranged attack within the reach of a creature with the reactive strike ability.
If your quick they can’t get you! You no longer provoke a reactive strike when you move through the reach of a creature with the reactive strike ability.