|
Foundry's PF2e implementation of these PC classes renders the feats and features incompatible with the NPC sheets. These packs fix that. They also now come with art and tokens, even easier to use. Would recommend the bundle for all their class packs.
Keeping an eye on this publisher in case they do a kineticist pack, which would be amazing. Same with the Secrets of Magic and Dark Archives classes.
|
|
|
|
|
Creator Reply: |
Hey Morgan thank you for the great review!
Just for you to know that there certainly will be further books in this line in 2024. I need to think about the order though and whether it is worth waiting for Player Core 2.
My ambition is to make sure all classes are represented in this line, following the format of 4 classes per book.
|
|
|
|
|
I thoroughly enjoyed Save His Bacon!
It keeps all its promises: charming, short and FUN!
I especially appreciated how easy Save His Bacon was to read. As a new GM this wasn't overwhelming to prepare.
There's even the option of further adventures, friendship and a BBEG.
If a group is familiar with TTRPGs or PF2e I would strongly consider Save His Bacon as a first adventure. But to be fair: I ran this for a 4 people party at lvl 2, I didn't change anything and felt the challenge was appropriate.
What could be improved:
-Implement Remaster changes
PS: you had me at Bum Tuggles!
|
|
|
|
|
|
Fantastic for applying as an overlay to other stat blocks. If your players need to fight a tribe of werecreatures or trolls or giants (or any of the myriad other options in the book, see Discussions for someone's complete list) and you want to diversify the statblocks the PCs encounter, this makes it easy to do so and is a good example of how to do it for your own monster groups. Would recommend pairing with their other products that provide stat blocks for other classes.
Also, if Jam and Jax do another class pack, I'd buy it immediately, especially if that covered kineticists.
|
|
|
|
|
|
Got this a while ago and I'm back to actually pay for it. Good writing, flexible and interesting mechanics, and a very simple city-building and exploration framework that I just know is going to be great for the first time players I'm running this for. Absolutely worth AT LEAST 50 bucks. I'd buy this physical if I could. The lore here is interesting without being too much to handle, and the few things that are added to the system compliment it well. I'm no veteran, but as a relative newbie to Pathfinder, I absolutely recommend this book.
|
|
|
|
|
|
A really well put together one shot I just recently put my players through. Only changes i made was to adjust the town setting to fit it where my players were, and that was very little effort.
Challenging, added some interesting elements, and even managed to kill a PC with the final battle. The only thing keeping this from a 5-star review was the map. The amount of fluff elements on the map distracted my players and gave away the theme of the adventure from the very first moment they stepped into it. While it looked great, having those elements took away some of the reveal for me personally. AS with all things YMMV depending on what your group likes. Mine likes to interact with every facet of a map.
The Foundry support was very well done, and imported just fine.
If I run this again in the future, I will have to take the time and rebuild the maps to avoid spoiling the theme for my players, but don't let that stop you from trying this adventure at your table.
|
|
|
|
|
|
Excellent print, binding is top notch and the module is awesome.. I'm sorry I missed out on Pathfinder 1e so long ago but was glad when i found this site that I was able to get a copy!!!
I have a list of stuff I want that is not available for print, hopefully will be added in the future.
|
|
|
|
|
|
Excellent work, with an ancestry I wish was official! Well thought out and balanced ancestry feats to round it out!
|
|
|
|
|
|
It's good and interesting, and at a price you can't be upset with. They can be a bit silly and the balance is maybe a bit hit or miss (can be overpowered at lower levels and underpowered at higher at a glance, some are also very situational), but like I said you can't complain at that price. The art inside is also great. For the price, if you're not using VTTs it's a 5 for value for price, but I gave it a 4 since I use Foundry and there's no Foundry support.
|
|
|
|
|
|
Absolutely everything needed to add more to the Witch.
It adds to the flavor of the class and the improvements make you feel valid. A must have for any Witch.
|
|
|
|
|
|
Maps do not work in the foundry- only seem to add lighting and walls with no background images. Wouldn't recommend purchasing if you intend to use with the Foundry.
|
|
|
|
|
|
Almost perfect, all it needs is pathbuilder integration
|
|
|
|
|
|
Into the Dark Den is a straightforward, fun adventure if you're looking to start playing Pathfinder or just need a quick pick-up adventure to play. It relies on the classic premise of "adventurers take shelter in a location, only to find out it goes deeper and something is wrong!"
The "something wrong" in Into the Dark Den leads to an interesting variety of NPCs and challenges, and despite the adventure's brevity and simplicity, the backgrounds of both the story and the characters involved are given care and attention. Is it likely to come up in session? It depends on the group, but having it there makes reading and prepping the adventure more interesting for a GM, and an extra bonus if the players engage with it.
I sort of "co-GMed" this adventure with a friend who wanted to try her hand at being a Pathfinder GM, and it was a great time!
|
|
|
|
|
Creator Reply: |
Thank you for the thorough review. Better yet, glad you had fun playing! |
|
|
|
|
I love Team+ and all of their content. We are using so many of their Classes+ in our 3 different campaigns. I only wish that we had more one-shots/adventures/campaigns to try out all of them. Now we have one more to add to our collection and finally get our last person in the group to be able to participate! Please continue what you are doing!!
|
|
|
|
|
|
The module has a lot going for it in terms of depth for the feel of sea based action. The at sea mechanics though are unsatisfying. While normal PF2e combat can be drawn out it is engaging and fun. The ship to ship combat mechanics here seem drawn out an dull. It just doesn't feel like action.
Going forwards I will be using the really good material in this module and going forward with it but I'm going to have to homebrew a streamlined combat process.
|
|
|
|
|
|
I bought this for my group for Jewel of the Indigo Isles after they indicated that they wanted to really dive into the whole fantasy of naval combat. The book is very in depth and well balanced. The only "bad" thing I can say about it is that it's a bit dense and I think probably wouldn't be ideal for a more casual table, but if you're looking for a highly detailed ruleset, this is the best you can get.
|
|
|
|
|
|
|