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Masterwork Monsters: Kobold Feats and Mutants
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<blockquote data-quote="Wystan" data-source="post: 2466866" data-attributes="member: 21422"><p>Masterwork Monsters: Kobold Feats and Mutants</p><p>Clockwork Golem Workshop</p><p>Author: Peter M. Ball</p><p></p><p>This was a reviewer copy from Crothian and is a Read-Through Review.</p><p></p><p>I will rate several sections and then give a general overview and rating of the product.</p><p></p><p>1. Artwork: There is no art to speak of except for the Logo for the Company and 2 icons on the bottom of pages 3 and 10. As this is the case there will be no grading for Art. (Although I must say that the logo is nice)</p><p></p><p>2. Layout: This is set up in a 2-column mode and prints well at 2 pages per sheet or 1 page per sheet in a portrait mode. I only found one error (I will be honest, I did not look all that hard) on Page 10 the Stone-Tree Tribe mutant states the following under Mutations: ‘Petrifying Gaze’, but it should actually be ‘Paralyzing Gaze’. Since this is a small issue and in an 11 page document it was really easy to locate the fix. Score - 4</p><p></p><p>3. Feats: There are 24 Feats listed and they range in power from the standard +2 to a skill and a Minor benefit, all the way up to ones that grant +2 Smite damage based on prior Feats gained. It appears that they are all well balanced and will work without much or any tweaking. However I did feel a few of them were hindered by the ‘Must belong to a race with Sorcerer as their favored class’ requirement and would likely drop that on a case-by-case basis. I can see the Feat ‘Power in the Blood’ being abused. Score – 4</p><p></p><p>4. Mutations: These are a little harder to grade as they are arbitrarily rated for the CR increase, but some parties may be harder hit by a mutation with a low CR increase than another party would be. Ex. ‘Chameleon Skin’ grants a +8 to hide skill checks, a party with no rogues or others specialized in spot skill checks would suffer against these more than some others, but it is only a +1/3 of a CR to the Kobolds. (Which would round down to a +0 increase in CR in most cases). All in all I think a good job was done in keeping them in balance and do not see too many issues being caused by them. Score - 4</p><p></p><p>5. NPC’s: The two Mutations at the back of the PDF do a good job of introducing the actual usage of the mutations and the Feats and give the DM 2 new toys to throw at a low level party. Score – 5</p><p></p><p>Over all I feel that this book more than adequately succeeded in presenting modifications and mutations to the standard Kobolds of D&D, and I can see players wanting the Feats listed and running from leveled Kobolds with said Feats. The book is priced reasonably ($1.35 ) and is available from Clockwork Golem Games at the <a href="http://www.rpgnow.com/product_info.php?products_id=4646&" target="_blank">RPGnow</a> website.</p><p></p><p>Overall Score – 4.25 (4)</p></blockquote><p></p>
[QUOTE="Wystan, post: 2466866, member: 21422"] Masterwork Monsters: Kobold Feats and Mutants Clockwork Golem Workshop Author: Peter M. Ball This was a reviewer copy from Crothian and is a Read-Through Review. I will rate several sections and then give a general overview and rating of the product. 1. Artwork: There is no art to speak of except for the Logo for the Company and 2 icons on the bottom of pages 3 and 10. As this is the case there will be no grading for Art. (Although I must say that the logo is nice) 2. Layout: This is set up in a 2-column mode and prints well at 2 pages per sheet or 1 page per sheet in a portrait mode. I only found one error (I will be honest, I did not look all that hard) on Page 10 the Stone-Tree Tribe mutant states the following under Mutations: ‘Petrifying Gaze’, but it should actually be ‘Paralyzing Gaze’. Since this is a small issue and in an 11 page document it was really easy to locate the fix. Score - 4 3. Feats: There are 24 Feats listed and they range in power from the standard +2 to a skill and a Minor benefit, all the way up to ones that grant +2 Smite damage based on prior Feats gained. It appears that they are all well balanced and will work without much or any tweaking. However I did feel a few of them were hindered by the ‘Must belong to a race with Sorcerer as their favored class’ requirement and would likely drop that on a case-by-case basis. I can see the Feat ‘Power in the Blood’ being abused. Score – 4 4. Mutations: These are a little harder to grade as they are arbitrarily rated for the CR increase, but some parties may be harder hit by a mutation with a low CR increase than another party would be. Ex. ‘Chameleon Skin’ grants a +8 to hide skill checks, a party with no rogues or others specialized in spot skill checks would suffer against these more than some others, but it is only a +1/3 of a CR to the Kobolds. (Which would round down to a +0 increase in CR in most cases). All in all I think a good job was done in keeping them in balance and do not see too many issues being caused by them. Score - 4 5. NPC’s: The two Mutations at the back of the PDF do a good job of introducing the actual usage of the mutations and the Feats and give the DM 2 new toys to throw at a low level party. Score – 5 Over all I feel that this book more than adequately succeeded in presenting modifications and mutations to the standard Kobolds of D&D, and I can see players wanting the Feats listed and running from leveled Kobolds with said Feats. The book is priced reasonably ($1.35 ) and is available from Clockwork Golem Games at the [url=http://www.rpgnow.com/product_info.php?products_id=4646&]RPGnow[/url] website. Overall Score – 4.25 (4) [/QUOTE]
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