Again, I am going to try to stick to my own rules and guidelines for these reviews.
Ok, this one caught my eye because it uses the same art as my "The Witch for Basic-era Games" and it offers up a new race; something I have not done a lot of myself.
The PDF is 3 pages (1 cover, 2 pages of content) and is PWYW with a suggestion of $0.50.
The layout is nice and the internal artwork also good. The pdf presents a playable race, a sort of half-hag known as a Witch-born. The material is good and the race seems playable. Only a couple of nitpicks. The race is often described as cursed, but there is little in the way of mechanics behind that. All the traits seem positive and there seems little reason not to play this over a normal human. There is the fact that hags hate them, but hags hate everyone. It's hard to complain about 50 cents, but something to make them stick out a bit might have been nice.
NOTE: Between my review and today this PDF changed it's name to The Shaman.
This one is a 9 page PDF (7 pages content) with a PWYW price suggested at $1.00. So right there near the 10 cents per page guideline I am looking at. My issue with this one is it conflates "Witch Doctor" and "Voodoo" together. Granted, so has Hollywood and western culture for years. In the 7 pages, the class is presented with three different "Occult Practices." The class seems playable, but if this is to replace the various tribal shamans or tribal priests I would have gone a different direction myself.
The layout is good, but the color background will drain your ink. The art is good. The pieces I recognize are from the DMSGuild collection, the ones I don't do not have a credit attached.
I would like to see a Voodoo-like class done right someday.
The Witch KnightWitch-knight is one of my favorite concepts for witches. An armored knight that is sworn to protect and defend witch covens. I have done it many times as Cowans, Witch Guardians, and Wardens. But this one is a witch knight proper.
This PDF is 14 pages (13 pages content) and is PWYW with a suggestion of $5.00. A bit more than my 10 cents per page guide, but lets see what is inside. The art and layout is great. It looks like a 5e book. The art and layout are all given proper credit, so that is a mark above many titles in the DMSGuild.
The Witch Knight is a full martial class of 20 levels with some limited spell-casting ability. The powers the witch-knight gets look good on the surface. It feels like a good playable class. The sub-classes of the Witch Knight are known as Disciplines and there are five of them. The Spellblade and the Eldritch Guardian are my two favorites and fit best with my own concepts of a Witch Knight.
There is a spell list and even a section on brand new spells. So that is a nice bonus.
All in all the class looks like a lot of fun, but I am left wondering (and not just for this one but for my own and others like it) what does this class do that an Eldritch Knight can't already do? The obvious answers are in the powers, but couldn't this just be a way to role-play an Eldritch Knight? However you decide to do it, this PDF has some great ideas.
1 comment:
As the author of the Witch Doctor class (which you can get for free, please don't feel like you have to pay anything for it) I would love to hear some suggestions on how to better implement a more authentic class adaptation of Voodoo occult.
I do realize I have combined several different types of esoteric concepts into generalized playable class features and this may not perfectly equate to real-world Voodoo practices, and I would be happy to hear some revision suggestions to make the class better representative.
Thank you much for the review!
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