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Mind over Matter: Psychic Warrior, Aegis & Vitalist (PFRPG)
Publisher: d20pfsrd Publishing
by Nick S. [Verified Purchaser]
Date Added: 04/10/2014 07:45:56

A bit of a step down from the Dreamscar material. I felt like their was some missed opportunity to fill in some small gaps left in the original Ultimate Psionics such as the very small number of Aegis specific feats. Really this book is mostly new archtypes with a few feats. While some of the material is good, none of it feels like it adds much to already excellent and more tightly designed Ultimate Psi.



Rating:
[3 of 5 Stars!]
Mind over Matter: Psychic Warrior, Aegis & Vitalist (PFRPG)
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NeoExodus Chronicles: Quartermaster’s Handbook (PFRPG)
Publisher: LPJ Design
by Nick S. [Verified Purchaser]
Date Added: 02/14/2014 13:17:53

This product was a little disappointing. While some of the items were good only a few were really inspired. Most were rehashes of items we've seen many other places. Further there are a lot of fluff entries which server no purpose and don't seem much like something a Quartermaster would concern themselves with such as the NeoExodus version of Penny Dreadfuls. The Quartermaster's Handbook lacks both focus and inspiration and can easily be passed over.



Rating:
[2 of 5 Stars!]
NeoExodus Chronicles: Quartermaster’s Handbook (PFRPG)
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Path of War: The Warder
Publisher: Dreamscarred Press
by Nick S. [Verified Purchaser]
Date Added: 02/12/2014 13:23:56

Warning: I really hate the Warder, and I want to be clear it is all for reasons of personal preferences and taste, I've tried to be objective but I just can't. The warder may in fact not be an objectively bad class, and some people might like it, but I can't see it. So here is a subjective review of the warder which I hope remains informative if not as constructive as I normally try to style my reviews.

The Warder - This is the sort of class which combines all the things I like least into one little package and feels to me like it is closer to D&D 4th edition's design philosophy than Pathfinder's. I was expecting something exciting and dynamic, similar to Dreamscarred's previous armor based class the Aegis from Ultimate Psionics, instead we get the Warder. What made the Aegis work was, not only the huge list of options you have to choose from with the aegis which were phenomenal, but also your ability to adapt making the aegis fun and relevant in almost any situation. The warder sadly is as far from that as possible being static, dull and very narrowly focused.

Thematically this class is the worst, there is nothing here, it is just a meat shield in a can. I just can't imagine the epic tale of the kid who grew up to be a legendary Warder after watching her local hero take blow after blow to the face for a wizard and say "Oh man I want to be that guy, I'm going to eat, breath and live armor from now on so I can learn to be like that guy!" and mechanically it isn't any better. Let me just go down the list of things, things you might love, but I hate about the warder:

  1. No options, ever ability is fixed.
  2. Video game like taunt mechanics.
  3. Dull technique recovery mechanic.
  4. Too many passive abilities.
  5. X per day mechanics.
  6. Very little utility outside of defense and taunt.

I really dislike that class's taunt ability armiger's marks, just becomes another by the numbers X per day ability to be spent on various things like monk's Ki or a number of other class mechanics. This is very rarely a good class mechanic and it has been done to death so I'm really sad to see it here in Path of War. Worse none of the warder specific feats do anything to really improve this situation, which is the first time I've been unhappy with some of the feats in path of war.

Other Content - The same non-warder specific feats that were in previous Path of War PDFs are here again and they are still good with the and the feats to allow non martial classes to pick up a few techniques standing out as truly excellent and should be, along with the amateur gunslinger feats that standard for all such feats.

The mechanics governing the martial abilities are much the same as in their D&D inspiration the 3.5 Tome of Battle. If you are familiar with them you should know what to expect. The fighting styles included in this PDF include 3 styles we've previously seen Broken Blade a monk like unarmed style, Golden Lion a rally/team buff focused style and oddly for the warder Primal Fury a charge and bull rushed focused set. New to this PDF is only one style the Iron Tortoise which combines a wide array of taunt powers with captain america like shield techniques for the player who wants to double down on tanking. It is something of a pity iron tortoise includes taunt mechanics because otherwise it is a pretty decent shield based fighting style, though I have to say the high level techniques are not quiet as good as the ones introduced with the Warlord and seem like one or two might benefit from small adjustments. It is one of the few fighting styles which offers a strong mix of defense (both personal and for allies), ranges throwing attacks and a few offense options. I only wish it had more options to counter or intercept attacks on adjacent or nearby allies. If this option is available to other classes I might well run sword and shield combo and just skip the taunt techniques.

If you wanted to main a tank ala an MMORPG...well congrats you have the warder now. It does exactly what you would expect from a video game tank class. For everyone else, or least everyone else like me, I would say that on the Path of War you should skip over the Warder.



Rating:
[2 of 5 Stars!]
Path of War: The Warder
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Path of War: The Warlord
Publisher: Dreamscarred Press
by Nick S. [Verified Purchaser]
Date Added: 02/12/2014 12:04:10

The Warlord - The Warlord, as presented here, is a martial support class. Their abilities are very much focuses on being a front line force that can act as a force multiplier. Thematically I feel the Warlord is much stronger than the previous stalker and comes off as a bit like the barbarian's answer to the paladin, a warrior who leads from the front but also can support his party, though this is more inferred from the art, for like the stalker little flavor text is devoted to the class.

The warlord's abilities are mostly fixed and mostly focus on increasing his presence, an aura like mechanic for nearby allies and duel abilities allowing the warlord use more and more martial abilities together together. While the Warlord aura like presence I strongly dislike the "X times per day" duel abilities which clash with the free flowing nature of the martial classes which are supposed to stand out from the "X per day" Vancian inspired mechanics of other classes. Perhaps most importantly though is the classes gambits, the only area when a warlord has some choice at level up.

Gambits are actions the Warlord can take such as playing a dirty trick or making a called shot, which if successful offer a wide variety of bonuses for success such as attacks of opportunity, a small heal or leaving a foe flat footed. If they succeed they regain all their techniques AND get the bonus, while if they fail they get a small penalty next round and only recover one maneuver. I really like these gambits as a Warlord mechanic, but I hate them as a recovery mechanic. The idea of the Warlord for example playing a dirty trick and cracking a joke in combat about it to his men just fits so well, we see it from roguish leaders all the time. But I think it would go stale very quickly, particularly early when warlords have few techniques and fewer still gambits. A warlord will likely be trying the same reliable gambit every other round to try and recover techniques. Gambits seems like they could be a lot of fun and I'd love to see them expanded upon as I don't feel like there are enough right now, but making them basically mandatory seems like a mistake to me.

The other content - The feats here are the same as the ones included with the stalker. Once more they are a less than 20, so certainly room for them to add more, but all feats present are good and the feats to allow non martial classes to pick up a few techniques are excellent.

The martial arts, or Techniques and Stances to use game terms, work much the same as in D&D. This is good as fans of the previous techniques and stances will enjoy it but also bad in that it fails to update what was a rushed tail end part of D&D as much as I would like resulting in something a less refined than their take on Psionics.

The fighting styles present here include two from the stalker, the ranged focused Solar Wind and two-weapon style Thrashing Dragon but also 3 new ones Gold Lion, Primal Fury and Scarlet Throne. Golden Lion almost begs to be used with the Warlord as it focuses on teamwork and giving bonus, Primal Furry is a barbarian like fighting style while Scarlet throne is supposed to a refined dueling style but seems to lack a bit of mechanical identity compared to the other fighting styles.

Golden Lion is definitely the most utilitarian of the all the styles we've seen so far offering a number of buffs, bebuffs but also many opportunities for allies such as allowing a friend to use your initiative and act with you. Additionally it can still bring a lot of pain and doesn't lack for damage if you feel you need it. Primal Fury puts a lot of emphasis on charge attacks with almost half their moves being charge or bull rush related but otherwise has the normal mix of strikes and parries found in most styles. Scarlet Blade seems to lack a strong theme and just does a little bit of everything a few AC boost, several powerful strikes, a few counters, a few movement options and one or two utility opinions without any strong mechanical theme to tie them all together. One thing I can happily report is these new three new styles high level moves seem a bit better than the styles present in the stalker and while perhaps not perfect don't involve unwelcome mechanics like save or die.

On the whole it feels like a slight step up from the stalker, but with slightly few mechanical problems. I imagine I would probably end up house ruling Gambits and giving the Warlord a different recovery mechanic. Perhaps allowing the warlord or other players to give up move actions to "rally to the warlord" allowing him to recover a technique allowing team work to be a two way street. Once again I feel the class is a good and I feel a small step up from the stalker, but still with a few uneven spots that hold it back.



Rating:
[4 of 5 Stars!]
Path of War: The Warlord
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Path of War: The Stalker
Publisher: Dreamscarred Press
by Nick S. [Verified Purchaser]
Date Added: 02/12/2014 10:57:35

I'm going to break this review into two parts. One covering the Stalker itself and one covering the non-stalker specific content.

First the stalker: I've mixed feelings about the stalker. This first class in the path of war series feels far less iconic than the original Tome of Battle classes. I had a clear concept of what a sword saint was thematically while I feel the stalker is more just an amalgamation of abilities. It is clear the stalker is supposed to be some sort of fighter/rogue or assassin type but we've already got a lot of those and the stalker does little to stand out thematically. Mechanics aside there seems to be almost no difference between a rogue and a stalker and I always consider that to a negative with a new class.

Like their 3.5 predecessors the stalker enjoys a healthy mix of class abilities and martial abilities which is good as it help these classes stand out from each other. While I applaud Dreamscarred for thinking outside the box a little with these class abilities and not just giving the usual remix of other class feature, I must confess I found them to be a little hit or miss. For example the passive Deadly Strike, which leave victims of critical hits open to extra damage, isn't something I've seen before, but isn't very interesting. Fortunately, like many pathfinder classes, the stalker has "stalker arts" which allow for some customization of the class and those offer some nice options which will help mold your stalker.

So in short their is nothing wrong with the stalker, if you want a sneaky assassin type, but honestly you could have just made the stalker an alternate rogue package where they trade in some stalker arts for Techniques and stances.

Part II: The other content

I'm happy to report the feats included in this book are excellent and a real high point for the path of war. While some are better than others none of them feel like duds nor do any seem over powers. I particularly enjoyed the martial training feats allowing single class characters to pick up a few path of war techniques and stances. These are the best feats since the amateur gunslinger feats for allowing other classes to dabble in other classes. I wish ever class had well balanced feats like this to allow people to add a little crossclass flavor without level dipping.

The new martial system is very much similar to the 3.5 one and that is a mixed bag. The Tome of battle was one of the last 3.5 books and was rather rushed which is evident by great ideas but a clear lack of editing and play testing. If Path of War has a flaw it is that it follows them a little too closely in some parts. A few entries are not as clear as they could be and some powers particularly at the higher levels feature very 3.5 mechanics like save or die which I'm not a fan of.

Since Dreamscarred couldn't use the original fighting styles from the Tome of Battle they've had to make all new classes and have taken the opportunity to shake up some of the old ones as well as adding in all new ones. Broken blade is the most martial arts like and my current favorite, while solar wind goes into much welcome new territory by being a non-melee style, steel serpent becomes the new assassin style, thrashing dragon the new two handed style and finally veiled moon takes all the teleport moves which in tome of battle were bundled into the assassin style and expands them into a nightcrawler/shinobi like teleportation oriented fighting style.

One element I really enjoyed about these new styles was the attempt to add more utility to these styles while also exploring ways to keep them from being abused, something of a problem with the original fighting styles. Most of course are still all about either just dealing extra damage or avoiding damage but there are a few items here and their that show their is potential for the path of war classes to be well rounded without being broken. I'm sad to say however that at 9th level each fighting style leads to only a single typically save of die super move which isn't something I enjoyed about the original fighting styles and I like it no better with these new ones. I hope before we see "Ultimate War" that Dreamscarred finds a way to really round and these fighting styles and fix up a few of the techniques.

In the end the Stalker isn't a bad start to the path of war, but neither does it fully live up to its potential and correct all the issues from the Tome of Battle. If you enjoyed tome of battle and could look past it flaws than you simply must buy Path of War there is much fun to be had here, however I must confess this isn't nearly as polished or refined as Ultimate Psionics at least not at the time of this review.



Rating:
[4 of 5 Stars!]
Path of War: The Stalker
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Dragon Tiger Ox (Wuxia/Wushu Source Book)
Publisher: Little Red Goblin Games
by Nick S. [Verified Purchaser]
Date Added: 02/11/2014 14:33:04

Dragon Tiger Ox is equal parts brilliant and underwhelming. When LRGG just goes off the rails and starts making stuff up, I really started to enjoy DTO.....however there are several parts in the book where I feel LRGG dropped the ball. Stuff like simply recommending every player a be gestalt X/Monk. That seems like such weak design, I don't understand why Little Red Goblin didn't just offer us some alternate base classes which include some martial arts elements, particularly when they put a whole lot of effort into some of the prestige classes and feats which are really good. Even when retreading some ground we've seen before LRGG managed to find a way to do many feats a little bit different and little bit better...but then there are so many odd design choices like encouraging people to do bad lip syncing at the table. I just wish DTO had been able to keep up consistent quality through out the book and I wish they had included guides for players to introduce their own fighting styles and the like as the hero developing a new style is such a big theme in the genre.

The author info lists four different people as having authored this book and that is certainly the way it feels. Not quiet a campaign guide to the world of DTO but not quiet just a cut and dry book of character options either it falls somewhere in-between. GM's looking for hand holding better look to other books, but groups looking for a good starting point to start crafting their own adventure will find a pretty good jumping off point here.

If you are a fan, looking for a some options, feats etc. etc. to spice things up for eastern MA style characters, you will find some good stuff here, some really good stuff in fact particularly when combined with some of the excellent adaptations we've seen for the monk from other publisher; and GMs can certainly use some of the setting elements in a game. But that said I can't see myself playing DTO on its own with a party full of gestalt monks as its authors intended and certain parts of this PDF will likely never see play at most people's game table.

In the end I give Dragon Tiger Ox 3 stars as a general Pathfinder product but 4 if you are a hard core Wuxia/Wushu fan.



Rating:
[3 of 5 Stars!]
Dragon Tiger Ox (Wuxia/Wushu Source Book)
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Exalted: The Comic Series - Collection
Publisher: UDON
by Nick S. [Verified Purchaser]
Date Added: 02/08/2014 08:20:26

I've always enjoyed the small comics included in the Exalted RPG books and this comics is every bit as enjoyable! It is wonderful to see the high flying action of the exalted depicted in such lovely art! The series truly captures the spirit of exalted and is very enjoyable. This is by far the best dramatic RPG to comic adaptation I've ever read. The only drawback is that being a canceled series, the story sadly doesn't get the chance to get very far. Despite that I highly recommend the exalted comic series to even the most casual fans of Exalted.



Rating:
[5 of 5 Stars!]
Exalted: The Comic Series - Collection
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In The Company of Fey: A 1st-20th level Player Character Racial Class (PFRPG)
Publisher: Rite Publishing
by Nick S. [Verified Purchaser]
Date Added: 02/06/2014 16:45:35

I wasn't really sure to make of the In The Company of Fey. On the one hand it was well written, but took the fey in a bit of a different direction then I was hoping for. I will say this, Rite's Publishing vision of the fey and the rules they have crafted for them are good ones, but again they are a little different from what you might expect. These fey are a bit more like the old school mythical faeries that their more high adventure counter parts you might find in games like Magic the Gathering. Rites make some interesting design choices such as making them medium sized creatures who can turn into smaller sprites, which you'll either love or hate.

If you can get into the right mindset it seems like there is a lot of fun to be had with the fey presented here and many design choices seem well thought out to let the fey fit comfortably into almost any pathfinder game, but if you were looking for the Pathfinder equivalent of something like Hack Master's Pixie-Fairies than this product isn't for you.



Rating:
[4 of 5 Stars!]
In The Company of Fey:  A 1st-20th level Player Character Racial Class (PFRPG)
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101 New Skill Uses (PFRPG)
Publisher: Rite Publishing
by Nick S. [Verified Purchaser]
Date Added: 02/06/2014 16:31:19

101 New Skill uses is a bit of a grab bag between new skill uses and just putting a challenge number to certain uses of skills. As ever with skills I found the more mechanical skills to mostly good solid rules, but I found many soft skills such as intimidate to really just clutter up role playing but that is a personal preference.

I most enjoyed skills like acrobatic where the the book offers a robust suite of acrobatic maneuvers for use in an out of combat to really help give characters whom invest heavily into these skills a wide range of options and help set apart skillful characters from rank amateurs. While some uses for skills, like say pole vaulting, are not exactly ground breaking out of the box examples of how to use the skills, the rules offered here are fairly balanced if your group feels they need a rule for such. That said I think most GMs would rather just apply an on the spot DC check than scramble through books to actually look up a rule for something as simple as pole vaulting which leads into my single major complaint with the book.

The one big problem I have with 101 new skill uses is I feel some sections, such as with sense motive mostly give options that if regularly applied would bog down game play with constant skill checks, such a trying to predict your opponents moves round after round. I somewhat wish Rite's Publishing had went down the 3.5 path of including skill tricks players can acquire as those sometimes operated like mini-feats allow you to benefit from your high skill without the need for constant skill checks. I think that would have also helped weed out some of the lesser entries on this list.

Still as it stand 101 New Skill Uses mostly delivers on its premise and a solid buy in spite of its shortcomings, though I think it is slightly expensive for what it offers.



Rating:
[4 of 5 Stars!]
101 New Skill Uses (PFRPG)
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Creator Reply:
I wanted to thank Nick S. for taking the time to do a review of our product. Steven D. Russell Rite Publishing
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#30 Alchemical Gadgets (PFRPG)
Publisher: Rite Publishing
by Nick S. [Verified Purchaser]
Date Added: 02/06/2014 14:10:58

Your enjoyment of Alchemical Gadgets will depend largely on how you view such things. If you were looking for steam punk style devices, this product is for you. Alchemical gadgets has stuff right out of steam punk novel and comic books. Flame throwers and automatic weapons abound! It even contains an entry for a sonic screwdriver here legally distinct as the "Sonic Lockpick". If like me however you were looking for something more low key in line with more traditional fantasy you'll be pretty disappointed. Most of these entries are very over the top and don't really mesh very well into a game unless you are looking specifically add in an over the top steampunk feel.

It is a shame too because the book is very well written. Devises are lovingly described with and each entry includes a bit of flavor text. Further it covers a wide range of devices and functions, most of which are very cinematic in style yet seem very well balanced for game play. As a book of steam punk devices I give it 5 stars a really great and highly enjoyable resource, but as a book on alchemy I found it woefully disappointing so I compromise here with 4 stars.



Rating:
[4 of 5 Stars!]
#30 Alchemical Gadgets (PFRPG)
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Monsters of NeoExodus: Chanting Queen (PFRPG)
Publisher: LPJ Design
by Nick S. [Verified Purchaser]
Date Added: 02/06/2014 10:12:04

I thought the chanting queen makes for a good adventure seed. The information on the Chanting Queen and her back story are very good and should be enough fro any good GM to spring board off off. I am however a little disappointed by the lack of information on her cult like thralls and her matrix like imaginary bliss world. Both concepts I feel really could have been explored here to great effect and would have given more material for GMs who want to introduce the chant for parties not ready to take on the hugely powerful Chanting Queen. Still the Chanting Queen gets my highest praise as it seizes the imagination and has immediate potential.



Rating:
[5 of 5 Stars!]
Monsters of NeoExodus: Chanting Queen (PFRPG)
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The Genius Guide to Feats of Multiclassing
Publisher: Rogue Genius Games
by Nick S. [Verified Purchaser]
Date Added: 02/04/2014 20:15:31

To be frank I found the Genius Guide to Feats of Multiclassing to be a bit underwhelming. Rogue Genius Games certainly provides a fair number of feats but most of them are very dull and I've seen much more impressed with multiclassing feats in other works. Two feats to get a couple of level 0-spells for example is rather disappointing, most GM's I know would give a character a few level 0-spells just for writing a half-way decent back story. While certainly there are a few gems here, most fail to really evoke the feel I think most people might have hoped for when they imagine one of the many dabblers in fiction. For the role player a single smite per day in exchange for a feat hardly invokes the idea of a pious warrior who turned away from the road of a paladin and is definitely not worth taking, particularly when it fails to build into any other feat, for the roll player. Worse most of them are so narrow they offer almost no utility leaving players with few opportunities to get creative with them. Some of these feats really work, but too many of these fail to make me really feel like a dabbler in another art and more like someone who vaguely remembers a highschool course they took on the subject for one quarter, 10 years ago. Most players will likely skip over these feats in favor of prestige classes which more fully realize their vision or just go back to swapping out a level here or there.



Rating:
[3 of 5 Stars!]
The Genius Guide to Feats of Multiclassing
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The Genius Guide to Feats of Psionic Might
Publisher: Rogue Genius Games
by Nick S. [Verified Purchaser]
Date Added: 02/03/2014 11:41:51

The Genius Guide to Feats of Psionic Might is woefully average. With the exception of the Mantra feats the book offers little that hasn't been done elsewhere better. None of the new feats here are very exciting and only a handful are really useful. The books only real original idea the Mantra feats are underwhelming. I want to give the author credit for trying something new with the Mantra idea but the execution is way off. Just adding somatic components to give a small bonus doesn't fit will with the psionic theme, isn't very interesting and the actual benefits are lack luster. I really wanted these to be good as an alternative to every other psi-feat ever written which just cares about your psi-focus (a great but at this point slightly over used mechanic), but sadly the mantra failed to hit the mark. I would definitely pass on the Genius Guide to Feats of Psionic Might unless you are just an absolute glutton of psi-feats.



Rating:
[3 of 5 Stars!]
The Genius Guide to Feats of Psionic Might
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The Genius Guide to More Monk Talents
Publisher: Rogue Genius Games
by Nick S. [Verified Purchaser]
Date Added: 02/03/2014 11:32:45

I'll be brief. If you bought the talented monk and enjoyed it there is no good reason not to get More Monk Talents. It maintains the same level of quality and brings even more great options to the talented monk. More Monk Talents is a must have for fans of RGG's Talented Monk.



Rating:
[4 of 5 Stars!]
The Genius Guide to More Monk Talents
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The Genius Guide to the Talented Monk
Publisher: Rogue Genius Games
by Nick S. [Verified Purchaser]
Date Added: 02/03/2014 11:20:06

Rogue Genius tackles the core problem with monks, the wide range of expectation but limited scope of the rules, head on. The Talented Monk carefully tries to construct a diverse range of options to allow players to style their monk the way they want to be that a simple wandering monk like in the TV series Kung-Fu or a mystic high flying warrior like in manga and anime. Rogue Genius Games really does a great job with laying out a layered set of options, abilities and styles for the monk and has one of the better takes on the Monk that I've seen. Unlike other versions the talented monk is fun and enjoyable right from level 1 and never wastes your time. The talented monk makes sure every level offers something new exciting and interesting which you can use to further customize your monk to the play style of your choice without making the monk over powered.

That said I feel there are two problems with the talented monk that hold it back slightly from being the definitive and final word on the monk. First one is fairly minor, it borrows a little much from their previous works on the Rogue, Ninja and even the bard so they can sometimes feel a little too similar or are even copies word for word. The second one though is what really holds me back from giving this book a perfect rating, the Ki system is rather uninspired; it is just your standard spell point by another name. I would have liked to have seen RGG put a little extra effort into the Ki system and at least tried to give it a little bit of a different feel. Most people already play psionic monks for that Ki-style monk character and the Ki-lines do nothing to really make a Ki-heavy talented monk feel like anything but a psi-monk light particularly since the lack a lot of psi-options such as immediate actions in response to attacks which made psi-monks so fun.

Despite those two flaws I think Rogue Genius games has put together something very enjoyable with the talented monk. I've read so many badly written feats and class variants for the monk that finding the talented monk was a real delight! Their non-ki powers, fighting styles and the like are among the best I've seen for the monk. I don't feel there is a single entry in the book that isn't worth taking for the right type of monk. Fans of the monk class should do themselves a favor and pick this PDF up.



Rating:
[4 of 5 Stars!]
The Genius Guide to the Talented Monk
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