Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
Promotions/Press
Take Pathfinder Adventure & Combat to the High Seas with Frog God Games’ FIRE AS SHE BEARS!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Neuroglyph" data-source="post: 7653825" data-attributes="member: 85633"><p>Voyages by ship across endless seas are a fairly common trope in fantasy and adventure tales. There is something inherently perilous about the oceans, even in the mundane world, so in a s<em>word & sorcery</em> setting, the dangers and wonders to be found offshore are even more awesomely spectacular… and deadly!</p><p>[PRBREAK][/PRBREAK] </p><p><span style="font-size: 12px">[align=right]http://www.enworld.org/forum/attachment.php?attachmentid=62843&amp;stc=1[/align]When it comes to running a role-playing game, Game Masters have quite a few options for how to handle a journey by sea. But more often than not, the trip boils down to a few encounters with pirates and sea </span><span style="font-size: 12px">monsters before the heroes are back on dry land and heading off in search of a dungeon to delve.</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px">But <strong><em>Frog God Games</em></strong> has other ideas for what to do with a sea-side fantasy campaign for <strong><em>Pathfinder RPG</em></strong>. <strong><em>Fire As She Bears</em></strong> is a supplement to the <strong><em>Razor Coast</em></strong> setting (see <a href="http://www.enworld.org/forum/content.php?1386-Frog-God-Games-Razor-Coast-broadsides-Swashbuckling-Adventures-at-Your-Pathfinder-Campaign" target="_blank"><strong><em>Frog God Games’ Razor Coast broadsides Swashbuckling Adventures in Your Pathfinder Campaign!</em></strong></a> ) which presents new rules and character options to make wooden ships and iron heroes in any <strong><em>Pathfinder RPG</em></strong> campaign!</span></p><p> <span style="font-size: 12px"></span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><strong><u>Fire As She Bears (for Pathfinder RPG)</u></strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Authors</strong>: Lou Agresta & John Ling; (Additional Design) James MacKenzie, Ernest Mueller & David Poesner</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Illustrators</strong>: Erik Lofgren (cover); (interior) Brian LeBlanc, Chris McFann, Jim Nelson,Grey Thornberry & Savage Mojo’s: Aaron Acevedo and Carly Sorge</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Publisher</strong>: Frog God Games</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Year</strong>: 2013</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Media</strong>: PDF (98 pages)</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Price</strong>: $9.99 (Available from <a href="http://www.rpgnow.com/product/128532/Deep-Magic-Pathfinder-RPG%26amp;filters=0_0_0_31813_0?affiliate_id=270466" target="_blank"><strong>RPGNow</strong> </a>in PDF format)</span> </li> </ul><p><span style="font-size: 12px"><strong><em></em></strong></span></p><p><span style="font-size: 12px"><strong><em>Razor Coast: Fire As She Bears</em></strong> is a Pathfinder RPG supplement which presents new rules and character options for creating adventures and campaigns on the high seas. <strong><em>Fire As She Bears</em></strong> presents a primer of nautical lore, as well as new rules and variant rules for shipbuilding and customization of existing ancient and medieval ships – and even custom-built crews. The supplement also presents a new ship-to-ship and crew-to-crew combat system, allowing GMs and players to resolve sea battles with more detail and ease. There are new character options such as new uses for skills, new feats, and new spells, as well as new magic items which apply to both ships and the crews that sail them. And finally, there are guidelines and advice for GMs on how to handle naval battles within a <strong><em>Pathfinder RPG</em></strong> campaign.</span></p><p> <span style="font-size: 12px"></span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><strong><u>Production Quality</u></strong></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">The production quality of <strong><em>Fire As She Bears</em></strong> is very good, with excellent writing from the authors and a decently designed layout. The writing is detailed and well thought-out, and clearly represents considerable research and game design elements which mesh well with the Pathfinder RPG system. The layout is functional and presents the material in a lovely format, utilizing sepia ink tones and fonts which are evocative of the subject matter.</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px">[align=left]http://www.enworld.org/forum/attachment.php?attachmentid=62844&amp;stc=1[/align]<strong><em>Fire as She Bears</em></strong> is well-organized, and comes with both a table of contents which is hot-linked to the appropriate chapters within the book along with a set of PDF bookmarks. Regretfully, the PDF bookmarks are not much more than links to the start of chapters, and a more detailed set of bookmarks might have been more useful to the reader. Special rules and design notes appear in boxes for ease of reference on the pages, and the numerous charts are designed neatly, presenting arrays of considerably useful pieces of information.</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px">The artwork in <strong><em>Fire As She Bears</em></strong> is sparse compared to the page count, but of good quality. The cover depicting a commander brandishing a cutlass athwart his cannons is has a certain dramatic flair, but the interior artwork is considerably better. The heavy ink drawings have a wood-cut feel to their artistry, and the sepia tones of the printing really enhance their quality even over that of the full-color depictions.</span></p><p><span style="font-size: 12px"></span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><strong><u>Master and Commander</u></strong></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">As a <strong><em>Pathfinder RPG</em></strong> sourcebook, <strong><em>Fire as She Bears </em></strong>presents a wealth of information for a nautical campaign in under 100 pages. While designed as part of the <strong><em>Razor Coast</em></strong> setting, the combat rules, character options, and ship customization could all be part of any <strong><em>Pathfinder RPG</em></strong> or <strong><em>d20/OGL</em></strong> campaign where voyages across the oceans or player-owned ships are a major focus.</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px">The contents of <strong><em>Fire As She Bears</em></strong> is divided up into seven chapters, with three appendices with additional useful information for campaign building. First off, there is a three page introduction, giving a run-down of the books contents, some game mechanics used frequently in the book, and a crash-course in some nautical terminology applicable to the combat system and other rules.</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px">In <em>Chapter 1: Building A Ship</em>, the authors have some detailed rules to design unique ships for <strong><em>Pathfinder RPG</em></strong>. Rather like rule for building a stronghold, these rules cover the ability to create some unique ship designs, cost and time to build them, as well as guidelines for generating the ships “ability scores” and stats from the features selected. </span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px">The second chapter covers how to <em>Equip Your Ship</em>, and this does include hull and rigging options (like a <em>Darkwood</em> hull), as well as armor and weapons. Weapons do include a wide range of cannons, gunpowder, and munitions options, however there are rules for “smokeless worlds” which recommend special ballista and catapults to damage other ships and their crews. There are even options to include <em>steam</em> and <em>alchemical engines</em> on ships to broaden the setting possibilities, and there are other mundane equipment and special locations which can be added to further customize a hero fantasy ship.</span></p><p><span style="font-size: 12px"><em></em></span></p><p><span style="font-size: 12px"><em>Chapter 3</em> discusses how a hero-captain goes about recruiting a crew, and presents rules for not only building the crew compliment but also covers a <em>Loyalty</em> system to determine how far the crew will go before they mutiny. There are descriptions of various ship crew types, special crew members and their effects on <em>Loyalty</em> and the ship, along with a crew <em>Recruitment</em> system to determine the quality and cost of the crew hands to be hired. </span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px">[align=right]http://www.enworld.org/forum/attachment.php?attachmentid=62845&amp;stc=1[/align]<em>Combat</em> is discussed in the fourth chapter, and the authors designed a ship combat system here which weaves fairly seamlessly into standard Pathfinder RPG combat rules. Player-characters get both the ability to perform <em>standard</em> combat actions, as well as perform <em>nautical</em> actions which typically involve giving orders to the crew. The rules are quite detailed, and include a variety of special maneuvers like <em>ramming</em> and <em>crossing the T</em>, as well as hit locations and crew casualties. There are even rules for sinking a ship – hopefully the NPCs’ ship, as a watery grave is a terrible fate for any hero to have to face!</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><em>Chapter 5</em> introduces new <em>Character Options</em>, which include new uses for existing skills, new feats, new ways for old spells to affect ships and ship combat, and a selection of new spells specifically with nautical applications. As one might imagine, many of the new feats have the prerequisite of having ranks in <em>Profession: Sailor</em> skill, and have strong applications to ship-to-ship combat. Many already existing spells have superb uses aboard ship, particularly spells that control weather and the elements, or affect wood in some way. New spells include efficacious spells such as the ability to summon a <em>Ghostly Crew</em> from the casualties of a sea battle, or to <em>Rot Timbers</em> and weaken the hull of an enemy ship!</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><em>Chapter 6</em> presents a selection of <em>Magic Items</em> to augment a ship or the ship’s weapons. These include enhancement bonuses to armor and weapons on the ship, specific ammunition like <em>Null Cannonballs</em> which cast dispel magic on impact, or enchanted hulls made of <em>coral</em>, living <em>wood, </em>and even<em> bone</em> which grant the ship special powers. There are even magical riggings which can be added to a ship to increase maneuverability or speed. The list also includes a few personal items for characters such as the <em>Hammock of Restful Sleep</em> to speed sleeping and healing, the <em>Sailor’s Earring</em> which can <em>summon dolphins</em> to protect against shark attacks, or <em>Wave Sandals</em> which grant <em>water walking</em> powers.</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px">The final chapter covers <em>Game Mastering Naval Battles</em>, giving advice and ideas for planning and running encounters at sea. This section also includes monster stat blocks for common sailors, ship officers, and special named NPCs, as well as rules for capturing ships and crew, pursuit rules, and handling weather and obstacles in combat situations.</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px">The three appendices at the end of Fire As She Bears include a special sheet for keeping track of a ship’s abilities scores, equipment, weapons, and magic items. There is also a selection of four fully detailed ships including stat blocks, and handy list of 100 ship names to use in the course of an adventure as needed.</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><strong>Overall Score</strong>: 7.9 <strong>out of</strong> 10.0</span></p><p> <span style="font-size: 12px"></span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><strong><u>Conclusions</u></strong></span></p><p><span style="font-size: 12px"><strong><em></em></strong></span></p><p><span style="font-size: 12px"><strong><em>Fire As She Bears</em></strong> is a guaranteed treat for <strong><em>Pathfinder</em></strong> <strong><em>RPG</em></strong> players who want to add some detailed high seas adventures to their campaign. The new rules are very inventive, and the content provides a level of immersion that might not have been accessible to many role-players before now. The new player options open up a wider range of gaming options for heroes, and make the prospect of creating a heroic ship’s crew a very real and exciting concept for a game.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">And overall, the price for a boat-load of content is quite modest – this is one book that could easily launch a thousand ship-born adventures for <strong><em>Pathfinder</em></strong> players to enjoy!</span></p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong>Editorial Note</strong>: This Reviewer received a complimentary playtest copy of the product from which the review was written.</span></p><p><span style="font-size: 12px"><strong><u></u></strong></span></p><p><span style="font-size: 12px"><strong><u>Grade Card (Ratings 0 to 10)</u></strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Presentation</strong>: 7.25</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px">- Design: 7.5 (Excellent writing and research; decent layout; mediocre bookmarks)</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px">- Illustrations: 7 (Good art overall but felt sparse in a book of 100 pages)</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Content</strong>: 8</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px">- Crunch: 8.5 (Great new rules and variations; meshes well with existing Pathfinder rules)</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px">- Fluff: 7.5 (Very cool new content; very appropriate material for nautical camapaigns)</span> </li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Value</strong>: 8.5 (A ton of rules and new content for only 10 bucks!)</span> </li> </ul></blockquote><p></p>
[QUOTE="Neuroglyph, post: 7653825, member: 85633"] Voyages by ship across endless seas are a fairly common trope in fantasy and adventure tales. There is something inherently perilous about the oceans, even in the mundane world, so in a s[I]word & sorcery[/I] setting, the dangers and wonders to be found offshore are even more awesomely spectacular… and deadly! [PRBREAK][/PRBREAK] [SIZE=3][align=right]http://www.enworld.org/forum/attachment.php?attachmentid=62843&stc=1[/align]When it comes to running a role-playing game, Game Masters have quite a few options for how to handle a journey by sea. But more often than not, the trip boils down to a few encounters with pirates and sea [/SIZE][SIZE=3]monsters before the heroes are back on dry land and heading off in search of a dungeon to delve. But [B][I]Frog God Games[/I][/B] has other ideas for what to do with a sea-side fantasy campaign for [B][I]Pathfinder RPG[/I][/B]. [B][I]Fire As She Bears[/I][/B] is a supplement to the [B][I]Razor Coast[/I][/B] setting (see [URL="http://www.enworld.org/forum/content.php?1386-Frog-God-Games-Razor-Coast-broadsides-Swashbuckling-Adventures-at-Your-Pathfinder-Campaign"][B][I]Frog God Games’ Razor Coast broadsides Swashbuckling Adventures in Your Pathfinder Campaign![/I][/B][/URL] ) which presents new rules and character options to make wooden ships and iron heroes in any [B][I]Pathfinder RPG[/I][/B] campaign! [B][U]Fire As She Bears (for Pathfinder RPG)[/U][/B][/SIZE] [LIST] [*][SIZE=3][B]Authors[/B]: Lou Agresta & John Ling; (Additional Design) James MacKenzie, Ernest Mueller & David Poesner[/SIZE] [*][SIZE=3][B]Illustrators[/B]: Erik Lofgren (cover); (interior) Brian LeBlanc, Chris McFann, Jim Nelson,Grey Thornberry & Savage Mojo’s: Aaron Acevedo and Carly Sorge[/SIZE] [*][SIZE=3][B]Publisher[/B]: Frog God Games[/SIZE] [*][SIZE=3][B]Year[/B]: 2013[/SIZE] [*][SIZE=3][B]Media[/B]: PDF (98 pages)[/SIZE] [*][SIZE=3][B]Price[/B]: $9.99 (Available from [URL="http://www.rpgnow.com/product/128532/Deep-Magic-Pathfinder-RPG%26amp;filters=0_0_0_31813_0?affiliate_id=270466"][B]RPGNow[/B] [/URL]in PDF format)[/SIZE] [/LIST] [SIZE=3][B][I] Razor Coast: Fire As She Bears[/I][/B] is a Pathfinder RPG supplement which presents new rules and character options for creating adventures and campaigns on the high seas. [B][I]Fire As She Bears[/I][/B] presents a primer of nautical lore, as well as new rules and variant rules for shipbuilding and customization of existing ancient and medieval ships – and even custom-built crews. The supplement also presents a new ship-to-ship and crew-to-crew combat system, allowing GMs and players to resolve sea battles with more detail and ease. There are new character options such as new uses for skills, new feats, and new spells, as well as new magic items which apply to both ships and the crews that sail them. And finally, there are guidelines and advice for GMs on how to handle naval battles within a [B][I]Pathfinder RPG[/I][/B] campaign. [B][U]Production Quality[/U][/B] The production quality of [B][I]Fire As She Bears[/I][/B] is very good, with excellent writing from the authors and a decently designed layout. The writing is detailed and well thought-out, and clearly represents considerable research and game design elements which mesh well with the Pathfinder RPG system. The layout is functional and presents the material in a lovely format, utilizing sepia ink tones and fonts which are evocative of the subject matter. [align=left]http://www.enworld.org/forum/attachment.php?attachmentid=62844&stc=1[/align][B][I]Fire as She Bears[/I][/B] is well-organized, and comes with both a table of contents which is hot-linked to the appropriate chapters within the book along with a set of PDF bookmarks. Regretfully, the PDF bookmarks are not much more than links to the start of chapters, and a more detailed set of bookmarks might have been more useful to the reader. Special rules and design notes appear in boxes for ease of reference on the pages, and the numerous charts are designed neatly, presenting arrays of considerably useful pieces of information. The artwork in [B][I]Fire As She Bears[/I][/B] is sparse compared to the page count, but of good quality. The cover depicting a commander brandishing a cutlass athwart his cannons is has a certain dramatic flair, but the interior artwork is considerably better. The heavy ink drawings have a wood-cut feel to their artistry, and the sepia tones of the printing really enhance their quality even over that of the full-color depictions. [B][U]Master and Commander[/U][/B] As a [B][I]Pathfinder RPG[/I][/B] sourcebook, [B][I]Fire as She Bears [/I][/B]presents a wealth of information for a nautical campaign in under 100 pages. While designed as part of the [B][I]Razor Coast[/I][/B] setting, the combat rules, character options, and ship customization could all be part of any [B][I]Pathfinder RPG[/I][/B] or [B][I]d20/OGL[/I][/B] campaign where voyages across the oceans or player-owned ships are a major focus. The contents of [B][I]Fire As She Bears[/I][/B] is divided up into seven chapters, with three appendices with additional useful information for campaign building. First off, there is a three page introduction, giving a run-down of the books contents, some game mechanics used frequently in the book, and a crash-course in some nautical terminology applicable to the combat system and other rules. In [I]Chapter 1: Building A Ship[/I], the authors have some detailed rules to design unique ships for [B][I]Pathfinder RPG[/I][/B]. Rather like rule for building a stronghold, these rules cover the ability to create some unique ship designs, cost and time to build them, as well as guidelines for generating the ships “ability scores” and stats from the features selected. The second chapter covers how to [I]Equip Your Ship[/I], and this does include hull and rigging options (like a [I]Darkwood[/I] hull), as well as armor and weapons. Weapons do include a wide range of cannons, gunpowder, and munitions options, however there are rules for “smokeless worlds” which recommend special ballista and catapults to damage other ships and their crews. There are even options to include [I]steam[/I] and [I]alchemical engines[/I] on ships to broaden the setting possibilities, and there are other mundane equipment and special locations which can be added to further customize a hero fantasy ship. [I] Chapter 3[/I] discusses how a hero-captain goes about recruiting a crew, and presents rules for not only building the crew compliment but also covers a [I]Loyalty[/I] system to determine how far the crew will go before they mutiny. There are descriptions of various ship crew types, special crew members and their effects on [I]Loyalty[/I] and the ship, along with a crew [I]Recruitment[/I] system to determine the quality and cost of the crew hands to be hired. [align=right]http://www.enworld.org/forum/attachment.php?attachmentid=62845&stc=1[/align][I]Combat[/I] is discussed in the fourth chapter, and the authors designed a ship combat system here which weaves fairly seamlessly into standard Pathfinder RPG combat rules. Player-characters get both the ability to perform [I]standard[/I] combat actions, as well as perform [I]nautical[/I] actions which typically involve giving orders to the crew. The rules are quite detailed, and include a variety of special maneuvers like [I]ramming[/I] and [I]crossing the T[/I], as well as hit locations and crew casualties. There are even rules for sinking a ship – hopefully the NPCs’ ship, as a watery grave is a terrible fate for any hero to have to face! [I]Chapter 5[/I] introduces new [I]Character Options[/I], which include new uses for existing skills, new feats, new ways for old spells to affect ships and ship combat, and a selection of new spells specifically with nautical applications. As one might imagine, many of the new feats have the prerequisite of having ranks in [I]Profession: Sailor[/I] skill, and have strong applications to ship-to-ship combat. Many already existing spells have superb uses aboard ship, particularly spells that control weather and the elements, or affect wood in some way. New spells include efficacious spells such as the ability to summon a [I]Ghostly Crew[/I] from the casualties of a sea battle, or to [I]Rot Timbers[/I] and weaken the hull of an enemy ship! [I]Chapter 6[/I] presents a selection of [I]Magic Items[/I] to augment a ship or the ship’s weapons. These include enhancement bonuses to armor and weapons on the ship, specific ammunition like [I]Null Cannonballs[/I] which cast dispel magic on impact, or enchanted hulls made of [I]coral[/I], living [I]wood, [/I]and even[I] bone[/I] which grant the ship special powers. There are even magical riggings which can be added to a ship to increase maneuverability or speed. The list also includes a few personal items for characters such as the [I]Hammock of Restful Sleep[/I] to speed sleeping and healing, the [I]Sailor’s Earring[/I] which can [I]summon dolphins[/I] to protect against shark attacks, or [I]Wave Sandals[/I] which grant [I]water walking[/I] powers. The final chapter covers [I]Game Mastering Naval Battles[/I], giving advice and ideas for planning and running encounters at sea. This section also includes monster stat blocks for common sailors, ship officers, and special named NPCs, as well as rules for capturing ships and crew, pursuit rules, and handling weather and obstacles in combat situations. The three appendices at the end of Fire As She Bears include a special sheet for keeping track of a ship’s abilities scores, equipment, weapons, and magic items. There is also a selection of four fully detailed ships including stat blocks, and handy list of 100 ship names to use in the course of an adventure as needed. [B]Overall Score[/B]: 7.9 [B]out of[/B] 10.0 [B][U]Conclusions[/U][/B] [B][I] Fire As She Bears[/I][/B] is a guaranteed treat for [B][I]Pathfinder[/I][/B] [B][I]RPG[/I][/B] players who want to add some detailed high seas adventures to their campaign. The new rules are very inventive, and the content provides a level of immersion that might not have been accessible to many role-players before now. The new player options open up a wider range of gaming options for heroes, and make the prospect of creating a heroic ship’s crew a very real and exciting concept for a game. And overall, the price for a boat-load of content is quite modest – this is one book that could easily launch a thousand ship-born adventures for [B][I]Pathfinder[/I][/B] players to enjoy! [B] Editorial Note[/B]: This Reviewer received a complimentary playtest copy of the product from which the review was written. [B][U] Grade Card (Ratings 0 to 10)[/U][/B][/SIZE] [LIST] [*][SIZE=3][B]Presentation[/B]: 7.25[/SIZE] [*][SIZE=3]- Design: 7.5 (Excellent writing and research; decent layout; mediocre bookmarks)[/SIZE] [*][SIZE=3]- Illustrations: 7 (Good art overall but felt sparse in a book of 100 pages)[/SIZE] [*][SIZE=3][B]Content[/B]: 8[/SIZE] [*][SIZE=3]- Crunch: 8.5 (Great new rules and variations; meshes well with existing Pathfinder rules)[/SIZE] [*][SIZE=3]- Fluff: 7.5 (Very cool new content; very appropriate material for nautical camapaigns)[/SIZE] [*][SIZE=3][B]Value[/B]: 8.5 (A ton of rules and new content for only 10 bucks!)[/SIZE] [/LIST] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Promotions/Press
Take Pathfinder Adventure & Combat to the High Seas with Frog God Games’ FIRE AS SHE BEARS!
Top