How about some love for the cleric in 2nd Ed?
Armored Healer FEAT 14
Your proficiency is expert for any armors for which you are proficient.
Thoughts?
How about some love for the cleric in 2nd Ed?
Armored Healer FEAT 14
Your proficiency is expert for any armors for which you are proficient.
Thoughts?
We let’s keep hammering on devils! How about to fight the monsters?
You move so fast, its a flash of silver. You gain the following benefits:
Thoughts?
How about my first authentic PF 2nd Ed.
Unarmed Combatant FEAT 1
GENERAL SKILL
Prerequisites:trained in Athletics
You can attempt to Disarm, Grapple, Shove, or Trip creatures while not having a free hand using your feat, elbows, or another free body part.
Thoughts?
Product– Keeping it Classy: The Bard
System-DnD 5e
Producer–Kim Frandsen
Price– $5 here https://www.dmsguild.com/product/281863/Keeping-It-Classy-The-Bard?affiliate_id=658618
TL; DR-Another Solid Entry in the Series. 98%
Basics-CAN YOU HEAR ME! Keeping it Classy: bards is another book in the keeping it classy series this time focusing on bards. This book has items, bard colleges, a new race, and backgrounds all focusing on the musical characters in the party.
Mechanics or Crunch-What’s here is great! I like the new mechanics, and they all feel balanced with everything else. I like the items and the backgrounds as they fit as well. I’ve never been a fan of new races because it’s strange to just have a group of creatures that have always been here just appear out of nowhere, but the new race feels balanced as well. What I want more of is feats. This book and the bard need some more feats, so this feels like a bit of a missed opportunity. Aside from missing feats, I love the stuff that’s here. 4.75/5
Theme or Fluff-This again feels right. That’s what I want in a book for a class. The stuff here feels appropriate for the class and the various settings that the bard plays in. That means its done well. 5/5
Execution– PDF? Check! Hyperlinked? CHECK! Great layout and ease of readability? CHECK! This is how I want products made. It’s got some original art, but the art that is there does exactly what it was supposed to do- break up the text and intrigue me. The layout is nice. The font reads easily, and the overall presentation is top notch. 5/5
Summary-This is a 6 dollar book that provides a solid punch of material. You get great mechanics that build the class in a new direction by playing with some different resources. You get some new backgrounds, and you get solid items. I always want more,and here I feel a few feats would help round out the product. But, aside from that, the book has an amazing execution, and all the new toys feel like they belong in the fantasy world of DnD. This is a rock solid book most bards should at least check out! 98%
What would a diabolical halfling have? How about he devil’s own luck!
Prerequisite: halfling
You’ve got the devils own luck. Your lucky ability now functions if you roll a 1, 2, or 3.
Thoughts?
More devils and DnD! Now for Dragonborn!
Prerequisite: Dragonborn
Tiamat works with vile creatures, and your sir had some of those traits rub off. You gain the following benefits:
Thoughts?
Ok, another quick one for Tieflings.
Prerequisite: Tiefling
Your a tiefling, but it’s hard to know it. You gain the following benefits:
Thoughts?
How about something for the Tieflings out there?
Prerequisite: Tiefling
Your family has a long history. At some point diabolic blood entered your veins and gave you some protection few have. You gain the following benefits:
Product– 7th Sea
System-7th Sea 2nd Edition
Producer-Chaosium
Price– $18 here https://www.drivethrurpg.com/product/185462/7th-Sea-Core-Rulebook-Second-Edition?src=hottest_filtered&filters=10101_0_0_0_0?affiliate_id=658618
TL; DR-Great if you like story, bad if you need hard rules. 90%
Basics-It’s a Pirate’s life for me! 7th Sea is an RPG set in a world on the cusp of the age of exploration after a massive civil war in fantasy not-Europe. Also key to this game is its unique approach to combat and mechanics. Let’s dive into this one.
Base mechanics and rounds-Each scene in the game is divided into action and dramatic scenes. Action scenes are high octane events where characters fight to the death against other humans or monsters! Dramatic scenes are slower time periods where players may try to sway the king in a debate or sail a ship across the sea. But, unlike most games where you choose an action, know your dice, and roll to see if it happens, in both scenes, you say exactly what you want to do. THEN the GM says what attributes and skill you must use. You then take a total of 10-sided dice equal to the sum of that attribute and skill and roll them. This is where the game becomes interesting and extremely different. you can use one or more dice that add up to 10 and that counts as a raise. Each raise is one action you can do in the scene. Then, the GM will describe the scene where the main goals are, side goals are, possible hazards, and if any timed events are. You can can do exactly what you said you were going to do each turn with the person with the most raises going once first and continuing until his or her raises equal another player. If you want to do something you didn’t ask the GM to do at the start, it uses two raises. Want to hurt a guy? One raise does one damage. Want to rifle through the desk? One raise. It very simple and very fast. Base monsters and humans are part of brute squads that do damage equal to the number left in a brute squad with numbers ranging from 1 to 10 numbers per squad. Named monsters and NPCs are treated just like characters and rolling dice just the same.
Advancement-Characters advance via completing story steps. These are amazingly subjective, but that’s an integral part of this RPG. Every story step is one advancement and different things like skills and advantages require different advancement costs.
Magic-It wouldn’t be fantasy if the game didn’t have magic. Magic is an advantage you can take like any other, but the different flavors of magic color your use. Some are things that require a sacrifice. Some require a code of conduct, and some require you to build up a pool of tokens that counter your ability to do things but hurt the enemy. It’s an interesting take on the use of magic, providing a diverse set of subsystems that don’t break the game in their implementation.
Mechanics or Crunch-Overall, 7th age plays quickly, but it’s VERY loose. That’s its goal, but it’s so loose my players had major trouble with the game. One player couldn’t comprehend that he could just see the hidden stuff by spending a raise. Upon being told he already rolled he rolled again and asked what it meant. It’s a HARD shift for a murderhobo to join a story RPG. I like it, but even I would like some more explanation to some of the more fluffy rules built into the system. Nothing here is bad, but it is a game that needs more than just a few quick half page explanations to show how it works. 4.25/5
Theme or Fluff-7th Sea is an amazing world. It’s fully filled out and well developed. It’s a place with lots of stories to tell as well as a lot of places to explore. It’s got everything the age of exploration needs and all the fantasy that your average Pirates of the Carabean movie needs to tell epic high seas fantasies. 5/5
Execution– PDF? Check! Hyperlinked? CHECK! Great layout and ease of readability? CHECK! What do I want? Well, honestly more. It’s a pretty short PDF and the fluff part of the story is well defined. That fills my soul with happy. What isn’t well defined is how to play. It took me way too long to see that your raises were your initiative and how you spent them one to one. I’ve read a few of these books, so I feel that’s a bit on this book. But then again, this is a solid paradigm shift. This ISN’T just reskinned DnD, so your traditional frame of reference if you came in as a solid d20 player isn’t as useful as you may think. If you get used to thinking outside the box, you will be fine, but if you need hand holding like I do during my transition from DnD to story RPG, you might get lost a bit in this book’s flow. 4.25/5
Summary– 7th Sea is a fun story game with less crunch than I’m used to. My wife loved it and gravitated to it easily. My other gaming friends couldn’t handle the story based shift. That’s the major take away-if you want more baked in story, this is the game for you. If you need more solid crunch in your game, then maybe give this one a pass. The book is solid, if you can handle the stuff it leaves out because it’s not important. If you need those pieces, then maybe just play DnD on a pirate ship. But if you can get into the flow of a story game and handle most of the game being hand-waved away because those parts are honestly not part of the story, this is a fantastic take on the pirate fantasy RPG. 90%
We already have fiend blooded sorcerers how about one with some true power?
Many tales tell of a powerful magic user who offered wisdom to kings and guided bloodlines for centuries. Few remember that this person was a child of the most powerful devil. Merlin was a powerful man, but his diabolical heritage passes threw his bloodline to all his children and his lust for power and women meant that he has children across the multiverse. You are one of those children whose spark has awoken and now you manifest all the awesome powers that master magician with devil blood can bear!
Starting at 6th level, Merlin’s shape changing abilities manifest in you. You gain the wild shape ability of a druid of your level. As an added bonus, you can choose to change your shape into an animal or a fiend following the same CR restrictions as a a druid of your level.
At 14th level, you gain the ability to change your shape as you see fit to match any occasion. You can cast polymorph on your self twice per day. Furthermore, you gain the permanent effect of the tongues spell to talk with all creatures who understand language.
Beginning at 18th level, you gain the faults of your patriarch, but also gain a larger portion of his powers. You gain disadvantage on all saves vs any effect that causes the Charmed condition, cause psychic damage, or control your mind, but you also gain advantage on all other saving throws. You gain resistance to all other damage, but gain vulnerability vs all bludgeoning damage. For these effects and damages, apply worse penalty if multiple effects or damage types are mixed together.
Thoughts?