Shall I play a medusa sorcerer with the medusa bloodline from John's first book? Or an ayindalar wood/water/earth kineticist with a roots theme? I only get to play new characters infrequently, dammit! :)
I love all of these NPCs! Having a bunch of distinct, flavourful Firebands to get mixed up with my players whenever I need is very appealing as someone who loves the faction, and there's a lot of effort put into making these fun and memorable.
Great work for a first-time author. Exactly the kind of PFI element I was wanting for Kineticist, and I'm personally amazed by the quick release of this one! My only real gripe is the visuals, but that's largely superficial and don't detract from the content in the slightest.
This is one of the most developed and nicely laid out side quests I have ever read! The plot is easy to read, well developed and can slot comfortably into many campaigns, not just the Agents of Edgewatch campaign. The book itself contains stat blocks, NPC text, locations and more, I couldn't ask for anything else!
So let's cute straight to the core content, this implementation of the Brawler class is simply stellar! I could immediately imagine numerous uses of the feats created and see the distinct characters and varieties of characters the Brawler techniques allow for. Overall the class is balanced and entertaining and would fit right at home at my table.
Criticisms: There are some layout decisions that make the product harder to read than necessary (but not *hard* to read in itself) as well as the occasional spelling mistake. However, I do not find that these issues affect the product in a significant way. No product is perfect and I know this was Arkon's first or very early product, so I suspect these are not a factor in their other products.
Me and my group played this adventure over two sessions for a "oneshot" while members of the main group were vacationing.
The adventure in of itself was pretty run of the mill dungeon crawling, without much going on outside the dungeon.
The adventure suffered a fair bit from Purple Prose (bad guys doing post mortem monologues that were pararaphs long, and the infamous "onearmed hand" sentence) and some questionable game design. A locked stone door without a key available, making thievery a must have for the group without any real way to get around it. The encounter design was mostly fine, but our GM looked over it and found he needed to combine two encounters, and mostly set everything to elite to make them a bit challenging.
Other than that, the map was beautiful and well made, and the foundry integration was good :)...