Tons of maps, NPC artwork and a foundry module included. Adventure has a ton of backstory to help the GM understand what's going on and guide the players.
This is a very interesting take on a spell point system, and I'd love to see more development on it (and ill second the other review about Foundry support).
That said, it definitely feels vague or counterintuitive in some areas. For example, it requires a feat to heighten spells, and then it increases the spell's cost not by the difference in base cost between the new and old spell levels, but by the full base cost of the new spell level (which means it'll feel better to always cast spells at their lowest levels and just use natively higher level spells, i think).
Another example of unclear text comes when describing how to calculate the mana cost of a spell. The new rules state that the mana cost is 10 + (spell level per character level) mana. It then calculates the cost of a third level spell as 10 + 3\*5 = 25. I'm with it so far. But if im a 17th level wizard, am i supposed to pay 10 + 3\*17 = 61 mana for the exact same spell? and if i heighten this to 5th level as above, it now c...
An absolutely stellar adventure! The pirate theme is spot on. It's well designed, well written, and well laid out. The Foundry integration is fantastic! Couldn't ask for a more polished adventure.
Great book but the foundry option is not working. I can select the guns and put them in my inventory but they don't show up as something i can attack with. They just show up as objects.
The only reason I went with four stars is because I know it isn't done yet! What is here is great! I love the idea of a ritual to shift allegiance to another, still living deity. But my favorite thing is the Contract Overrider Dedication and its subsequent feats! I look forward to applying these to a game!
(For future reference, this review was written when the contingencies for only Pharasma and Asmodeus were available)
Firstly, I love that this product even exists, as the story potential of any god dying is immense. The Return to Service ritual is great as it grants more plot hooks to the game.
The Pharasmin options, while not numerous, are very thematic (the aftermath feat is particularly potent but with the access requirement and frequency my limited understanding of PF2E clocks it as "fairly balanced.")
The Asmodean contingency options are also dripping with lore implications, and the Potent Analysis feat looks funky. The star of this section however is the Contract Overrider archetype. It gives characters a reason to invest in Society, and there's more use of counteracting mechanics. The modularity of the feats in this archetype is very lovely, and you now have the character option of playing an Ars Grammatica Lawyer Wizard. Very funky. Ihys gets a deity statblock,...
I love the selection of new options to make a more unqiue inventor, especially the unconventions. The new innovations are unique and allow for much more customizability and cool new builds.
First of all, i absolutely love this! Enough said, complete endoresement.
Second: I have found an error in the pathbuilder pack. The non-hexmarked witch used to get superstitions gives proficiency in Arcana, rather than the Arcane spells
Works really well and is a great addition to give players themselves more options; or what I do using them as the basis for homebrew feats/boons and additions to give out as rewards for various things.
The balance is really good; the discord and discussions have helped shape Archetypes especially into an all in one great little expansion I would recommend to any GM and any player who is looking for additional options to look at. The integration with Foundry is great; and the Pathbuilder support is also terrific.
The entire suite of "+" from archetypes, the impossible lands to the class specific additions; are all EASILY recommendable that adds an entire other breath of balanced; fun and creative options!
# 5/5 Easily Recommended! ...