EyeontheMountain
First Post
Post Five: Spells and miscellaneous (last post)
Umm, more stuff aboutthe polymorph subschool. No changes from the FAQ I can see, but I may not be totally up on it.
28 new spells, with a wide mix from Assassin to Wizard. Including some hexblade spells. Nice seplls are Enlarge weapon (works how you would expect, but does not stack with other growth effects like enlarge person)) Healer's vision allows you to see under the skin of your target (gross) to target healeing better. Or sneak attacks, if you are so inclined. Another one is the Scry Location spell, which will help those telporters out there. Open to bard, sorceror/wizard, cleric and druid. Works much like scrying
Wand Modulation is interesting, as you can casue a wand to cast a diffferent spell (at least one level lower) than it was built to cast. Interesting, though you need to cast the new spell on the wand immediately.
Next rules for hidden spaces and surprise weapons. Looks like good additions to the game especially the bayonets added to crossbows.
Alchemical and posions sections.
A few magical items, including a few who work on tricks.
Next are living items, Gut mites, jabberweed and so on. Odd but could be a good drop into a campaign to befuddle your players.
Chapter 6 is Scoundel adventure. Pretty obvious stuff to me.4 organizations, (not affiliations, unfortunately, but organizations
Legendary sites
A bit about contacts, looks added on atthe last minute, but good stuff
Finally 100 scoundrel adventures
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Overall, I think I like it. Three prestige classes I want to try out and I think the luck feats have potential. The tricks are excellent and can be aded into an existing campaing with nary a hiccup. Money well spent.
Umm, more stuff aboutthe polymorph subschool. No changes from the FAQ I can see, but I may not be totally up on it.
28 new spells, with a wide mix from Assassin to Wizard. Including some hexblade spells. Nice seplls are Enlarge weapon (works how you would expect, but does not stack with other growth effects like enlarge person)) Healer's vision allows you to see under the skin of your target (gross) to target healeing better. Or sneak attacks, if you are so inclined. Another one is the Scry Location spell, which will help those telporters out there. Open to bard, sorceror/wizard, cleric and druid. Works much like scrying
Wand Modulation is interesting, as you can casue a wand to cast a diffferent spell (at least one level lower) than it was built to cast. Interesting, though you need to cast the new spell on the wand immediately.
Next rules for hidden spaces and surprise weapons. Looks like good additions to the game especially the bayonets added to crossbows.
Alchemical and posions sections.
A few magical items, including a few who work on tricks.
Next are living items, Gut mites, jabberweed and so on. Odd but could be a good drop into a campaign to befuddle your players.
Chapter 6 is Scoundel adventure. Pretty obvious stuff to me.4 organizations, (not affiliations, unfortunately, but organizations
Legendary sites
A bit about contacts, looks added on atthe last minute, but good stuff
Finally 100 scoundrel adventures
------
Overall, I think I like it. Three prestige classes I want to try out and I think the luck feats have potential. The tricks are excellent and can be aded into an existing campaing with nary a hiccup. Money well spent.