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.
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.
*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!...
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.
This is a very nice subsystem that works very well alongside the Reputation and Influence subsystems I'm already using. I'm incorporating it into two campaigns: one homebrew and one following the Abomination Vaults AP. During our first test in the Abomination Vaults campaign, the players loved the roleplay from the campaign activities.
I really liked all the new character options. This is basically the inventor's answer to snare-using rangers, and the options really expand the inventor's potential. The gadgeteer archetype is also really cool, and the new items (my favorite is the handheld drill, though the repeater magazine attachment and segmented grappler are really cool too) are very flavorful and unique.
If you're looking for fun combination weapons this is the product for you, honestly I would pay the price just for the weapons in this pdf but it also comes with a very cool looking archetype as well. Well worth your purchase.