Syltorian said:
Complete Adventurer (p. 97)
Any chance you (or anyone) could give us some more information about what else is in this issue? How good are the feats/skill tricks in the Class Acts? Any interesting tidbits about the Defiled Creatures and Fur and Feathers articles which Paizo's summary says are in there?
I hope it gets to my FLGS soon as well, but they only get their deliveries on Wednesdays, so that's the soonest. Hopefully they'll get it together with Forge of War...
Thanks for the info on the Balance check one. I knew I saw that somewhere, I just couldn't remember where. As for the rest:
DEFILED CREATURES: There's the
Beastwraith, an evil incorporeal undead spawned from nature's wrath turned vile. They appear when multiple animals are slain in a large region, constantly shift form into Small versions of albino animals (white wolf, white owl, white deer, etc.). This has no game effect, it's just flavor. They deal damage via incorporeal touch attack plus Strength damage. The
Bloodlance is formed when a unicorn's horn is sawed off and it's left to live. Under the pain, agony, and horror of its ordeal it succumbs to demonic influences and temptations and turns into a berserk beast. It possesses a new horn, though this one is formed from the demonic influences and power it now possesses and has wounding and disease abilities. The
Deadwood Revenant is an incorporeal evil undead form of a dryad.
Personally, I think the Beastwraith should've been a template. The Bloodlance is cool, but the Deadwood Revenant should've been, say, a template for undead fey, not just a specific undead for a specific fey creature. But it was good, still, overall.
FUR AND FEATHERS: New animal tricks, some for raptors only, new tools for animal handling, new alchemical items involving animal handling, and four new feats which require ranks in Handle Animal, and a bond with a creature (can be any creature you taught a trick to with Handle Animal). It has four new creatures, all magical beasts due to centuries of breeding programs done by specific creatures. Caustic Creepers are a breed of canine created by green dragons, Rockhounds are the same though bred by duergar, Shadestrikers are a predatory species of raptor that were bred by drow elves, and Shimmerwings are the same though they were created by beholders.
My comments, a group of beholders with trained shimmerwings = TPK. Heh. My only gripe is what's the deal with all these creatures in the article being evil in alignment? You'd figure they'd detail some evil (for NPCs and monsters for the DM) and some good (for PCs). Then again, maybe PCs have more than enough creatures to have as "pets" (blink dog anyone?)
CLASS ACTS: [ADVENTURER] Four multiclass feats.
Elemental Stalker combines Ninja and Shugenja, the levels stack for the amount of
ki power and maximum radius of the
sense elements ability.
Sacred Outlaw is a cleric/rogue combo, stacking the two for the purpose of turn/rebuke undead and sneak attack.
Sacred Performer is bard/cleric, stacking levels for the amount of bardic music (not the type of bardic music) abilities you have and for turn/rebuke undead. It may have a typo, because it mentions summing Cleric and Bard for bardic knowledge at the end, but the feat only states the levels stack for turn/rebuke undead and number of bardic music per day.
Swift Avenger combines Druid/Scout levels for skirmish damage and AC and for number of uses per day for wild shape (not the size or type of wild shape, however).
As for Skill Tricks:
Critical Observation let's you make a Heal check at a -10 penalty against the target's AC in place of an attack roll for the purpose of confirming a crit. I think the -10 penalty makes the skill trick pointless, you'd actually have a better chance making a normal attack like everyone else with a penalty that stiff.
Distracting Taunt allows you to use Bluff to disrupt an enemy's spellcasting. Pretty cool.
Ecstatic Fervor lets you count the damage you take as half damage only for the purpose of making a Concentration check to finish the spell.
Insightful Improvisation lets you make a Perform check at a -5 penalty in place of a Gather Information check once/day.
Rhetorical Flourish lets you perform a Diplomacy check as a full-round action with only a -5 penalty.
[ARCANE] Alternate Class Features that replace a familiar:
Aligned Spellcaster has you choose an alignment component you possess and your spells are cast with that component as the spell descriptor. If you're NG, you can pick Good and all your spells have the Good descriptor. If cast at creatures of opposing alignment, they're more powerful (and even more powerful against outsiders of opposed alignment).
Beleaguered Spellcaster is nice, if you take damage equal to 3 times your caster level from one attack, the next spell you cast is automatically maximized or extended.
Disciple of Boccob lets you qualify for item creation feats earlier and can craft magic items at +1 caster level
Eidetic Spellcaster lets you record spells in your mind instead of a spellbook
Impromptu Metamagic lets you choose a metamagic feat you have and cast spells with it without increasing the spell level a certain number of times per day.
School Mastery lets you choose a school of magic in which you cast at +1 caster level and gain a specific ability based on the chosen school and outlined in the description.
[DIVINE] Can have a plant companion instead of an animal companion. Statistics for a base plant companion are given, and they gain bonus HD, natural AC, and other abilities as you increase in level, as normal with druid/ranger. You can also perform rituals to grant the plant companion additional abilities, but once the ritual is performed, you then have to acquire a specific amount of levels for the ability to kick in.
[WARRIOR] Monk Guide. Meh.