Dark Mistress
First Post
This product is 14 pages long. It starts off with half a page of cover and a intro. Next page it moves onto explaining what archetypes are and how to use them, the next two page and a half is listing all the existing classes archetypes that can be swapped out for those in this book. (4 ½ pages)
Next it gets into the new archetypes. Not all of them are good picks for all classes. (7 ½ pages)
Blacksnake – Whip specialist (there is also a side bar with suggestions how to make this archetype fit with cloak fighting in place of a whip)
Harrier – Skirmish fighting style, hit and run tactics. They introduce a new token system. Raid tokens that can be earned by doing certain things and use to fuel their abilities. While it is a interesting concept I am not hip on the raid tokens, seems they could have made this work with out them. I just feel that the raid token system is one more thing the player and GM will need to track and I don't feel it adds enough. YMMV.
Physical Exemplar – Grants bonuses to fort/ref save, physical stats etc. Basically these are people that are the most fit athletes in the world. Think Olympic athletes.
Spellhammer – Trade spell slots for weapon bonus damage. 1D per spell level, die type gets bigger as they level up, up to a d12. So at high level trading a 9th level spell slot would add 9d12 in damage on a weapon attack. You decided if you want to expend the spell slot after the to hit roll is made.
Weapon Champion – Pick a weapon group (from the fighter weapon training group list). All weapons in that list gain the bonus from feats. Weapon focus taken for one of them effects them all. They earn more bonus with that weapon group as they level.
Youxia – Martial arts with a weapon. Gain access to ki powers and qualify for feats that require improved unarmed combat.
Next page list all the SGG classes from their own books and what archetype packages they can give up for those in this books. (1 page)
If finishes with a OGL.
Closing Thoughts. Like the last one I love the idea of the mechanic of this. I liked most of the archetypes given. I already touched on my problem with harrier and I am not so sure about Spellhammer, it seems fine. Just not sure it is worth it, maybe a ranger or paladin or the like. The artwork is fair, the production is top notch. I didn't notice any obvious errors or problems. At the price with what I have said I am giving this one a 4 star. I think 4 of the 6 are good choices, one is so so and one I am meh on.
Next it gets into the new archetypes. Not all of them are good picks for all classes. (7 ½ pages)
Blacksnake – Whip specialist (there is also a side bar with suggestions how to make this archetype fit with cloak fighting in place of a whip)
Harrier – Skirmish fighting style, hit and run tactics. They introduce a new token system. Raid tokens that can be earned by doing certain things and use to fuel their abilities. While it is a interesting concept I am not hip on the raid tokens, seems they could have made this work with out them. I just feel that the raid token system is one more thing the player and GM will need to track and I don't feel it adds enough. YMMV.
Physical Exemplar – Grants bonuses to fort/ref save, physical stats etc. Basically these are people that are the most fit athletes in the world. Think Olympic athletes.
Spellhammer – Trade spell slots for weapon bonus damage. 1D per spell level, die type gets bigger as they level up, up to a d12. So at high level trading a 9th level spell slot would add 9d12 in damage on a weapon attack. You decided if you want to expend the spell slot after the to hit roll is made.
Weapon Champion – Pick a weapon group (from the fighter weapon training group list). All weapons in that list gain the bonus from feats. Weapon focus taken for one of them effects them all. They earn more bonus with that weapon group as they level.
Youxia – Martial arts with a weapon. Gain access to ki powers and qualify for feats that require improved unarmed combat.
Next page list all the SGG classes from their own books and what archetype packages they can give up for those in this books. (1 page)
If finishes with a OGL.
Closing Thoughts. Like the last one I love the idea of the mechanic of this. I liked most of the archetypes given. I already touched on my problem with harrier and I am not so sure about Spellhammer, it seems fine. Just not sure it is worth it, maybe a ranger or paladin or the like. The artwork is fair, the production is top notch. I didn't notice any obvious errors or problems. At the price with what I have said I am giving this one a 4 star. I think 4 of the 6 are good choices, one is so so and one I am meh on.