Showing posts with label #100DaysOfHalloween. Show all posts
Showing posts with label #100DaysOfHalloween. Show all posts

Saturday, October 1, 2022

100 Days of Halloween: Octhorrorfest and Lost Classes: The Arnesonian Classes

Octhorrorfest
It is the first of October! It is the month of Halloween finally.  I am going to start this auspicious night with a treat from last year, Appendix N's Octhorrorfest, and some more.  For this month I am going to focus largely on D&D in general and material for my War of the Witch Queens in particular.

As always I will be following my rules for these reviews.

Octhorrorfest!

PDF. 50 pages. Color covers. Black & white interior art.

This book is designed for Old-School Essentials, so that is already a plus in my mind.

It is filled with some wonderful art that is both creepy and evocative. 

We begin with an introduction from author R.J. Thompson about Halloween, and all the things that make Halloween great.  

There is a bit on Samhain (with correct pronunciation) and All Hallows with ideas of how to add them to your game. This includes what classes can do and the effects on magic. 

There are new classes and since this is OSE there are race-as-classes.  The classes include The Jack-o-Kin racial class and race for Advanced OSE. A jack-o-lantern race is a really interesting idea. Maybe not one I would play myself, but I am sure I would use it as an NPC race.

The next class is the Witch. Ah. Now we are talking. The class is a Wisdom-based spellcaster. They are fairly close to the Cleric class. There are a lot of interesting features to this class like healing, cure poison, and my favorite the Dying Curse. 

There is also a Witch Hunter class. A fighter type that also can turn undead and detect evil.  Essentially like a less devout paladin.

Magic of Hallows covers the spells for the witch. There are some ones that are familiar from OSE or SRD sources and four new spells.  This section also covers Ritual Spell Casting which is adapted from the old d20 Relics & Rituals converted to OSE. It is rather good to be honest.  There are 11 "new" spells. They are familiar spells but re-presented as ritual spells.

There is a section on Curing Vampirism, Demons and Exorcism.  Another section on Turning the creatures of the Outer Dark (like Undead Turning). 

Up next, around page 40, we get some movie monsters. 

Since this Appendix N Entertainment, we get an Appendix N with new readings, music, and film. 

In its 50 pages we get a lot of fun material. Well worth the price.

Lost Classes: The Arnesonian Classes
Lost Classes: The Arnesonian Classes

PDF. 30 pages. Black & white covers and interior art.

This one is not really a "Halloween" issue, but given I am doing Octhorrorfest I figure I would add this one is as well. Plus, it is for Old-School Essentials so that is reason enough.

Plus I think today is the last day of Dave Arneson week, so there is that.

This book covers what is called the Arnesonian Classes. This includes the Merchant and the Sage, as standard classes.  We also get the Beastfolk. This includes Chimpanzee Folk and Duck Folk.  We get both Basic race-as-class versions and Advanced races.

I have to admit I want to make a Chimpanzee Sage. I think that would be rather fun.

This little book is a great addition to OSE.

Both books are great fun.


The Other Side - 100 Days of Halloween



Friday, September 30, 2022

100 Days of Halloween: BaF - The Muse

The Muse
Keeping with the OSR books tonight.  This one is a bit special.  First, it is produced by Basic Witch Games which is just a great name.  Secondly, the game is produced by a couple of friends of mine, Miranda Hunt and her wife Caitlin Hliwa doing the art. Thirdly I contributed a few spells for this book.

So...that makes reviewing this a little more difficult. So in addition to following my rules I am also going to be especially careful here.  I am not going to review the spells for example.

BaF - The Muse

PDF. 8 pages. Color cover. Black & white internal art.

BaF is short for "Basic as Fuck" a philosophy and a game design ethic. These classes (of which the Muse is the first) are designed for B/X D&D or OSE. 

This class, the Muse, is a magic-using class that alters emotions and enchants their companions. This is a Charisma base class and it cast spells in a similar manner to the witch classes. 

The XP charts follow the same format as Old School Essentials. The muse is similar in advancement to the Cleric and Magic-users. The Muse casts spells up to the 5th level. 

While I don't feel it would be right to review the spells there is a good number here and many that are original.  

There is also a new magic weapon featured.

The class is really fun and I can see a lot of uses for it as a great support character (like the Cleric) and some magic firepower (like the Magic-user).


The Other Side - 100 Days of Halloween


Thursday, September 29, 2022

100 Days of Halloween: Jeremy Reaban OSR Classes

OSR Witch
Reviewing Twilight Fables the other day has put me more into the mood for more OSR material. So Given I am spending my 100 Days of Halloween talking about witches, lets go with some other OSR witch material.

As always I will be following my rules for these reviews.

Jeremy Reaban has published a good number of OSR Classes.  While they say OSR on the cover they do have advancement tables for "Original," "First Edition," and "Basic/Expert" editions.  So they are really quite flexible.  I do note that the "Basic/Expert" table does go to level 20, so great for Labyrinth Lord and Basic Fantasy, but you will need to cut off at 14th level for Old School Essentials. Keep in mind these classes all predate OSE in publication.

All his classes, and indeed all his publications, are Pay What You Want.  I like that. Given he is buying art for all of these at least pay him a couple of bucks.

Here are his classes that I think work well with the witch concept. 

PC13 - The OSR Witch

PDF. 15 pages. Color cover.

Covers the basics of the class including requirements, alignment, and all the other expected details.  There is a section on the special abilities of the class, in this case abilities all witches get.  Each witch also gets a "Focus" or what I have called a "Tradition" but could be read as archetype or even sub-class.  These include Black Witch, Fire Witch, Frost Witch, Light Witch, Mind Witch, Storm Witch, Wander Witch, Water Witch, White Witch, Weather Witch, and Wood Witch for a total of 11 (two more would have been great). Each gets some powers and a selection of spells unique to that Focus.

This is followed by the advancement tables. Witches get bonus spells for high Charisma. And the selection of spell common to all witches.  

There are 9 NPC witches of various levels and alignments. 

There are some design notes that talk about the lack of an official witch class and how most of the OSR ones are all done by "one guy" (no idea who that could be). 

We end with the OGL statement.

All in all a really fun class. If this one works for you then by all means go with it.  There are a lot of great ideas here. 

PC11 - The OSR Warlock

PDF. 14 pages. Black & White cover.

This is the "new" warlock from Reaban. I'll get to the "old" one in a bit.

Essentially this is a conversion of the 5.1 SRD warlock and I am totally happy with that.  You get a Pact boon and a bunch of Eldritch Invocations.

Listed are various Patrons the warlock can take. We get the Fiend, the Great Nature Spirit (this one is new), Faerie Queen (or King), the Great Old One, Elemental Prince, and the Celestial. Each gives the warlock powers and a collection of spells. 

This is followed by the advancement tables (with level titles!). Warlocks get bonus damage on their Eldritch Blast for high Charisma. And the selection of spells common to all warlocks.  

There are 7 NPC warlocks and some design notes. The design notes in particular discuss why this is the second Warlock Reaban has done and how the old warlock is now the Kineticist.

PC1 - The OSR Kineticist

PDF. 8 pages. Color cover.

This was the first OSR class done by Reaban and was originally called The Warlock. This class is a bit different. It is like a sorcerer in that has innate magic, but this is not due to bloodline. It has some blasty-like warlock powers, and some others making the class fairly unique. 

There are the advancement tables (with level titles!). Kineticist get bonus damage on their Arcane Bolts for high Charisma.

It is a new idea and I really like it. This one is so early that there are no NPCs. 

PC2 - The OSR Exorcist

PDF. 6 pages. Black & White cover.

Ah. Now here is a class that is not all that witchy, but one that is likely to come up in any game where there are a lot of witches and demons.  I have also played around with an exorcist class in the past and this one works so well for me I really don't think I need to do one now. 

Exorcists are a bit warrior, bit cleric. 

There are the advancement tables (with level titles!) but no NPCs yet in this one.

The class does exactly what is should do and does it well.

PC3 - The OSR Witch Hunter
PC3 - The OSR Witch Hunter

PDF. 7 pages. Color cover.

Can't have witches and not expect a few witch hunters. Like many of the "witch hunter" classes you can find this one is not limited to hunting witches alone but any supernatural evil. Like the Exorcist this one is a combination of fighter and cleric, though more leaning on the fighter side (they are considered a sub-class of the fighter).  They get a number of abilities to allow it to hunt down their prey and vanquish them.  

The witch hunter also gets a Bard-like Lore ability and the ability to read magic. They can even turn undead at 3rd level. 

There are the advancement tables (with level titles) for First Edition, Original Edition, Basic/Expert Edition, and Cyclopedic Edition (to 36th level).

PC8 - The OSR Amazon Warrior

PDF. 9 pages. Color cover.

This might be stretching my "witch" idea, but I did do a book, the Cult of Diana: The Amazon Witch, and I like to use this book with that one.

This one gives us the Amazon Warrior class. It is a fighter, but with a more athletic bend to it. The have to have minimum scores of 15 in Strength, Dexerity, AND Constitution.  The Amazon Warrior can't use magic items unless that magic item is a weapon and provided to them by a god. 

There are the advancement tables (with level titles) for First Edition, Original Edition, Basic/Expert Edition, and Cyclopedic Edition (to 36th level).

There are 10 NPCs including a Red Martian (nice!), Zenia, and "Crimson Sonia" who is 25th level. 

There is also a section on the daughters of the gods and how they can generate ability scores. There are also role-playing notes on the children of gods.

All in all a really fun additional class.

PC10 - The OSR Beguiler

PDF. 15 pages. Color cover.

A related class, this one has also been called the houri, the courtesan, the temptress, or the hetaera. It is a Charisma based class that uses charms. She is also a poisoner along with her other skills, so in many ways she is closer in nature to the thief or assassin. 

There are the advancement tables (with level titles) for First Edition, Original Edition, and Basic/Expert Edition. 

This one also has some new magic items. There are 19 NPCs. 

PC17 - The OSR Enchantress

PC17 - The OSR Enchantress
PDF. 15 pages. Color cover.

This class is another spellcasting class, this time ismanipulates the emotions of others.  This class is a magic-user sub-class. 

There are the advancement tables (with level titles) for First Edition, Original Edition, and Basic/Expert Edition. There is also spell advancement to the 7th level.

The best part of this class, at least for me, are the new spells. There 33 in total. Some come from the d20 SRD, but that is fine. They work great here.

There are only 2 new NPCs here.

And finally there are two new Witch Focuses for the Witch Class; a Desire Witch and a Dream Witch.

Works great for me to be honest.

--

Lots of great classes here and I didn't even review them all.

Wednesday, September 28, 2022

100 Days of Halloween: Echelon Reference Series: Witch (3pp+PRD)

Echelon Reference Series: Witch (3pp+PRD)
Back in August, I reviewed the Echelon Reference Series: Witch Spells which covers every witch spell for Pathfinder.  It is a great series that represents a near Sisyphean effort to track all these spells. An effort that is only apparent once you dig into it.  Tonight I thought I might go for their collection of witch class material.  Basically, everything for the witch but the spells.

As always I will be following my rules for these reviews.

Echelon Reference Series: Witch (3pp+PRD)

Again this one comes as two PDFs. One for Pathfinder and one for Pathfinder and all other Third Party material.  The author points out that these are "living" documents as the material will be updated periodically.

Presently the Pathfinder book is 78 pages and the Pathfinder + 3PP book is 196 pages.

Both books follow the same format.  

About the Echelon Reference Series

This give you an overview of not just these two books but the series as a whole. Explains the differences between the PRD (Pathfinder SRD) and PRD+3PP (Pathfinder SRD plus Third Party Publishers) and the multiple versions of various books. 

This section also covers the issue of duplicate names; that is when one publisher calls something "X" and another publisher calls something "X" as well but they do different things.  Also some things may have different names but do remarkably similar things.  In both cases everything is here.

Classes and Archetypes

Covers the basic witch class and the published (and Open) archtypes. The PRD covers just material that is open from Paizo and can be found (for the most part) in the Pathfinder SRD.  The PRD+3PP covers the same but also all of the Open 3PP material.

Class Features

For the witch, this covers all her Patrons and all the various Hexes she can take. This might be one of the more useful chapters in the book. 

Other Options

Here we get favored class options, feats specifically for witches, and spell casting options. No spells since those are covered in multiple other Echelon books.

NPCs

What it says on the tin. The PRD has five and the PRD+3PP has the same five plus five more

Appendices

Not much here yet save for the Index and the OGL.

There is no art, nor is art required. This is a massive data dump designed for people that want only the crunch and none of the fluff.

This does not replace the products it gets its OGC from. The "source" products may have in-world examples or other materials that situate all of this to give proper perspective. This is the RAW OGC as is.  For me? I use Section 15 of the OGL statement here as a shopping list.  I use the original books/sources as my inspiration, but I sue this as my quick reference.

Looking forward to seeing what else is added! 

Tuesday, September 27, 2022

100 Days of Halloween: Sisters of Rapture

Sisters of Rapture
We are getting much closer to Halloween now! It is cooler here in Chicago and I am ready for the seasons to change.  Here at the Other Side, I am kicking up the witch topics hitting on products I have had for a while but have not reviewed or talked about.

Tonight is a good case in point.  I have had this particular product in both the OGL and Pathfinder versions for years. I have not found a group that it would work well for, however.  There is a lot of material here that I can use in my witch worlds.  But, well. Let me get into the products and you decide.

As always I will be following my rules for these reviews.

Sisters of Rapture

OGL (d20 3.5) and Pathfinder versions. 

PDFs, both 72 pages of content (76 and 74 total respectively). Color covers and interior art.

For Mature Readers. Let's approach this one upfront. The art featured on the cover is a rather tame example of the art that can be found inside. Point blank, there is a lot of nudity here and lot of sexual situations. The entire idea of the Sisters of Rapture is a class of semi-divine spellcasters centered around love and sacred sex. If this is not your thing then best to back out now.  Again I have struggled with how to use some of these concepts in my games. 

We know that history has had temple prostitutes, sacred sex, and many pagan rituals involving fertility. There are historical examples to fit this book more so than say the martial arts monk side by side with a horse-riding paladin in a quasi-European Medieval setting.  

Plus, and I want to be truthful here, there is a lot a great and well-written material here that begs to be used. So let's get to it.  Also, why am I doing these along with witches?

Unless mentioned the OGL and Pathfinder sections are largely similar. They are not 100% the same, more like 90% but both deal with their source game where they need too.

Introduction

Here we are introduced to the central concept of this book. That of the power of love. We learn of the Sisters of Rapture, a "close-knit organization of warrior-priestesses, dedicated to preserving and protecting the ideals of the various goddesses of love, beauty, sex, passion and other related concepts."  

In terms of RPG applications the author (and artist) T. Catt, points to the various artists of fantasy art.

Chapter One: Love's Blessed

Here we are introduced to the Sisters of Rapture base class, also known as the Rapturous. They are a bit of a fighter, a bit of divine spellcaster, and maybe some rogue added in. They are dedicated to the various goddess of love.  Their raison d'être is to spread pleasure and love around their worlds. 

Here we also get our first look at the art of T. Catt; mostly nude women. Now I just finished watching HBO's hits Rome and Game of Thrones, so this fits that aesthetic, but like I said it is not going to be for everyone.

In terms of 3.x OGL/Pathfinder classes, they have somewhat medium combat abilities, good Fort and Will saves, with low Reflex saves. They can cast spells up to the 9th level, same as all full casters. They also get a power every other level. Their spells are known as "Carnal Domain" Divine spells. They get d8 HD and can only be women of any species.

There is a limit on the number of spells they know like sorcerers. Their powers largely focus on and around their sex and sexuality. There are several "kiss" powers for example. I actually rather like the Kiss powers, I have used something similar and lets be honest history is repleat with various sorts of powerful or significant kisses. 

Depending on the Goddess they follow they can gain different powers. So Aphrodite grants her Rapturous different powers than Freya.  Freya in particular grants her Rapturous a "Righteous Rage" ability to Rage like a barbarian of half her level. 

What does this sound like? Yeah. Witches and their patrons. 

Chapter Two: Love's Chosen

This covers the various Prestige Classes. I mentioned before that I like Prestige Classes, I always have. These classes work well with this base class. Though I will point out that other classes should be able to qualify for these to be within the spirit of the d20 rules; these don't really do that.

The Inamorare is something like a muse. They get some Bard-like abilities (mostly inspiration) and of the five levels they advance in spell casting in three of them.  The Patron Mother takes on the role of training the next generation by taking on a Rapturous apprentice. In this respect, she more similar to a cleric. The Spellswinger (and I admit I like that name) swings both ways, Divine and Arcane magic. NOW this Prestige Class does require that character be able to cast Rapturous and Arcane spells.Yes, they are all about sex magic. My favorite though might be the Stormsister. These Rapturous are the strong arm of the Sisters and they punish anyone that harms women or stops love. 

The Pathfinder version also includes various archetypes for the base class. These include the Abbess (closer to her Goddess and church), Divine Virgin (celebrates the pure divine love and refrain from sex), and the Sacred Prostitute (think of the Epic of Gilgamesh), 

Chapter Three: Love's Method

This covers skills and feats.  For skills there is Knowledge (Carnal). I can't help but wonder if the author was familiar with the old AD&D Netbook Book of Unlawful Carnal Knowledge. No, don't go dig it up, it's not worth it. There is also Perform (Sexual Techniques) and various Professions.

Feats are an interesting lot and could have a lot of interesting applications.  Blown Kiss, for example,  allows the Rapturous to "blow a kiss" or deliver a touch spell/power attack at range. 

The Pathfinder also covers various traits.

The next portion of this chapter covers the Carnal Domain Spells. There are only nine, but since the publication of this book there have been plenty of others that would work.

There are some magic items. The Rings of Faithfulness are certainly interesting. 

Chapter Four: Love's Divinity

This chapter covers the various goddess of love, beauty, and sex. These include the expected Aphrodite/Venus, Isis, and Freya. Others are briefly mentioned. Shout outs to my favorites Astarte and Brigit. Additionally, we are presented with a "new" Goddess, Parvati. 

The Pathfinder version is largely the same but I think a mention of the Goddess of Love Shelyn and her lovers Desna and Sarenrae should be in order here. I feel that their combined faiths would be perfect for the Sisters of Rapture. (I know these goddesses are not "open" in terms of the OGL so they could not be included in this book).

Chapter Five: Love's Order

This details the society and church organization of the Sisters of Rapture.  This includes the religious practices of the Sisters and the roles they are play within the church organizations. 

Chapter Six Love's Relations

It seems odd to call these creatures monsters, but they are creatures/people that are associated with or related too the Sisters of Rapture. There are the Theliel, the Archons (Angels) of Passion. The Beloved, undead victims of the Succubus. The Congress of the Wolf, an all-male group in opposition to the Sisters. We just call them the Patriarchy.  There is Lileetha the Queen of the Succubi. The Half-Nymph and Huldra. The Pleasure Ooze looks like a woman but is really an ooze that wants to eat you.  As does the Venus Mantrap. 

I will say this for Pathfinder. The "Evolved" monster stat block makes it a lot easier to read than the base D&D 3.x one.

Appendix 1: Who's Who

This covers various Raprurous NPCs. Theophania Leandros the current Overmother, Althea Acarides a half-nymph Sister of  Aphrodite, Saereid an elven Sister of Freya, Ninythys a human Sister of Isis, and Kamala Siddah a humanSister of Parvati.

Appendix 2: Modern Rapturous (OGL)

Here the books differ quite a bit. The OGL version covers the Modern d20 book and how the Sisters of Rapture exist in the modern age. 

The OGL book ends with one of the most attractive-looking character sheets I have ever seen. 

Appendix 2: The Nefer-Sefet (Pathfinder)

This is a special sect of Isis-worshiping Sisters of Rapture that attach themselves to an Arcane spell caster and bolster their powers. Essentially they are a living Meta-magic battery for these arcane spell casters. 

Both the required OGL pages.

So. What to make of all of this.

Well, there is a  lot of great mechanics here. The class is solid and even if you toned down the sexual aspect of it there is a lot her that is good to play.  You have to ask though what is here that a cleric could not do or even should be able to do. This is a divine spellcaster. There are some powers, but I think a cleric could cover similar ground.  I guess at some level the differences are the same between a cleric and this class and a wizard and a witch. 

I also can't but help but admire the complete level of detail the creator has gone in on this. While others might scratching their head about where to use this class you know that T. Catt has thought about all of these things and more. It's obvious from the level of detail here.

Among other things, the half-nymph is a great idea, the various feats have some wonderful uses, and the creature section has some surprise hits.

For me there is a lot here that could be used with my various witches. I have reviewed Swine Witches and Worm Witches already in the last week. I have Green, Winter, Pagan, Hedge, evil and more witches in my own catalog, a sex(y) witch is not too far from any of those. Hell. Some of the material here would have worked just fine in my Pumpkin Spice Witch book. 

I guess each Game Master has to decide on their own how to best use this sort of book. 

 


The Other Side - 100 Days of Halloween

Monday, September 26, 2022

100 Days of Halloween: Runewild Preview 1: Missus Switch, Swine Witch

Runewild Preview 1: Missus Switch, Swine Witch
A couple of nights ago I reviewed a Worm Witch. Tonight, why not a swine witch?

This preview for the Runewild Setting is worth the time to download.

As always I will be following my rules for these reviews.

Runewild Preview 1: Missus Switch, Swine Witch

PDF. 8 pages. Color cover and interior art. Price: Free.

This small 8-page book (1 cover, 1 ad, 1 page of OGL) introduces us to the Ruenwild setting I reviewed last year

We are given a little bit of background on the Runewild (coming soon to Kickstarter!) and the witches of the Runewild. 

We are also introduced to the titular Missus Switch, something known as a "Swine Hag" (yes there are stats) and a small background "Adventure," actually an adventure location. Runewild is a hex crawl-friendly setting for 5e.

For free we get a good introduction to the Runewild and Missus Switch. 

It would play well with the Worm Witch and Wickerpunk books.


The Other Side - 100 Days of Halloween




Sunday, September 25, 2022

100 Days of Halloween: Wickerpunk

Wickerpunk
Time to move to 5e for something a little more flavorful.  One of my favorite themes is the struggle of paganism vs the rise of monotheism.  The dark twisted child of this struggle is Folk Horror. This new book looks like covers a little bit of all the above.

As always I will be following my rules for these reviews.

Wickerpunk

PDF. 276 pages. Color cover. Black & White (as appropriate) interior art.

First things first. I love this name. I am kicking myself for not coming up with it first.

We get an introduction that, "Wickerpunk is where heroic fantasy and folk horror meet."  Interesting premise.

Chapter 1: What is Wickerpunk

Here we learn how a "Wickerpunk" game differs from your normal heroic fantasy.  It is not grim-dark, but it is dark. Nature is more dangerous, strange pagan gods still roam the land, and the locals still practice forgotten rites and ceremonies. 

The author also lets us know that "wickerpunk" could be called "wyrdpunk" due to horror elements added to the game. This is not quite a gothic horror, but we can see that genre from here. The author is careful to let us know this is not horror and that horror-fiction and wickerpunk are cousins, not siblings. But kissing cousins to be sure.

Like my fascination with Pagans vs. Monotheists, this book covers the Wyld vs. Industry. The extension of this is Arcane vs. Divine magic. Where one is wrong and the other is a gift. My "old-faith vs. new-faith" is even covered later on.

There is a lot here, more than I will detail in this review, but suffice to say there is a lot of great ideas here on setting up your games. 

Just under 25 pages I am now wanting to rip out the roots of my "War of the Witch Queens" campaign to add more of these ideas. 

Chapter 2: Campaign Elements

This chapter details how a wickerpunk campaign affects your rules.  up first is alignment. Law and Chaos are replaced by Industry and Wyld. Good and evil are replaced by Benevolence and Malice.  Again...I want to use this instead of what I am using now.

Planes of existence have little use here since all that matters is the struggle of Industry and Wyld in the world of humans. 

This chapter also covers various time periods from Stone Age to Victorian. And adventures from Mysteries, Treasure Seeking, and exploration among the eight presented.

There are some encounter tables which include types, places and motivations. 

Chapter 3: Players and Characters

This chapter covers the 5e base classes and how they are altered in a wickerpunk game; both in terms of Wyld and Industry.  These changes are not really mechanical, but rather thematic. They also include player hooks, example adventures, enemy hooks and NPC hooks. Throughout the book, inspirational reading or viewing is presented in a sidebar.

The same is done for the main PC species. 

Chapter 4: Monsters

This chapter takes the types of monsters and discusses how they can be used in a wickerpunk game. There are more details on fey, fiends and undead as expected, but nearly every type of monster is considered. It is very flavorful. There is not much or anything in the way of "crunch" or game mechanics, but honestly, it is not needed here since the material is so good. It reminds me a bit of the old Ravenloft materials.

Chapter 5: Enemy Organisations

What is "The Wicker Man" without Lord Summerisle and his cult? Or "Children of the Corn" without the children? Not much really. This chapter covers the various organizations, or Cults and Cult Hunters.  The PCs find themselves between the Wyld Cults (and Gods) and the Industry Inquisition. 

Yes, this chapter also includes ideas for witches (even though 5e does not have a real witch class). 

Chapter 6: Magic and Technology

The tools of the Wyld and Industry.  There are some new ideas for magic items and spells, but only one spell is presented, "The Evil Eye."

Chapter 7: Sample Campaigns

There is a sample campaign here, the Island of Eye. Which looks a lot like England. Detailed here are what the humans and the older inhabitants of the land are doing.  Plenty of locations and adventure hooks are detailed here. As well as plenty of interesting NPCs 

Chapter 8: Appendix N

A nod to the famous Appendix N in the 1st Ed AD&D DMG. This covers various campaign periods. Each section includes movies, novels, television, comics, and video games. With commentary. 

--

There is very, very little game-specific information here. If you are looking for mechanics or "crunch" then you are likely to be disappointed.  But if you are looking for something more thematic or "fluff" then this is fantastic.

This is also this book's greatest unadvertised strength. It can be used with any version of D&D you like. While reading I kept thinking about how can I use this with say Old-School Essentials or even B/X D&D and the answer is "Easy."   In fact one of the few actual bits of game material, the Evil Eye spell, is something I did years ago in my first witch book.  But even then the conversion is super simple. 

There are a lot of things I can use here for my War of the Witch Queens campaign, but I would also suspect that any D&D 5e DM could use these ideas for their Ravenloft or the Wild Beyond the Witchlight campaigns.

In any case, there is so much here to love.


The Other Side - 100 Days of Halloween



Saturday, September 24, 2022

100 Days of Halloween: Worm Witch: The Life and Death of Belinda Blood

Worm Witch: The Life and Death of Belinda Blood
Head back to not only just the OSR but to Old-School Essentials. This one is from Knight Owl Publishing who has been putting out some really great stuff lately.

As always I will be following my rules for these reviews.

Worm Witch: The Life and Death of Belinda Blood

PDF. 73 pages. Color cover, black & white interior art.

This book is a sequel and elaboration on The Chaos Gods Come to Meatlandia. I don't know much about that other product save that it seems to be a wild "anything goes" sort of setting.  This has a similar feel. 

This product includes both the Worm Witch and Worm Warden, classes.  Witches and Wardens are classes I have also explored in my various book so I am quite excited to see these.

The Worm Warden is like a paladin, ranger, or guardian for the witch cult. They are fighter types. Their primes are Strength and Charisma. 

The Worm Witch is a witch class and it shares many similarities with other witch classes. This is largely due to books we all read and the various means we all use to make classes.  Personally, I find this great. The Worm Witch could fit in well with all the witches I have played and still have enough unique features to make her special. What makes her special of course is her connection to worms. Even the worm witch's special abilities could be mapped on to my Occult Powers.

Both the Warden and the Witch share a secret language

The Worm Witch also gains witch spells. And there are some great ones here.  There is the expected ones like Animal Friendship and Charm Animal, and some really interesting ones like Infect with Worms, Mass of Maggots, Wave of Worms, and more.  Yeah, they do pretty much what you expect.

This is all about one-third of the book. And this was all then I would be really happy. I am glad someone wrote this book. This is a needed sort of witch that I would not likely write. Ok. I would have never done this one. Worms are great for my wife's garden, and that is about all the use I have for them.  So kudos to Wind Lothamer and Ahimsa Kerp for doing this.

We still have the rest of the book. 

Belinda Blood
The next section covers the land of Annalida, a land near Meatlandia. This is another third of the book and it is interesting, but I have no context for it. Still, the Witch Wood is very cool. 

The last third (or so) covers the monsters of the land, which as you can imagine, is full of worms. 

The NPC witch, Belinda Blood, is also presented. She was a very powerful Worm Witch and could fit the bill as a Witch Queen for my War of the Witch Queen Campaign.  It is also all written for Old School Essentials so that is another good fit. Alive or dead she would be a great Witch Queen.

As I mentioned this book is written for OSE and fits well.

So I bought this hoping for a class and a few new spells. I got that. I also got another class, a campaign setting, some monsters, AND a new Witch Queen to add to my Old-School Essentials campaign. 

That's pretty nice if you ask me.


The Other Side - 100 Days of Halloween


Friday, September 23, 2022

100 Days of Halloween: Stranger Stuff & Teenage Witchcraft (TinyD6)

I am jumping around on systems like a meth-addicted moth this week.  Tiny D6? Sure, why not!

As always I will be following my rules for these reviews.

Stranger Stuff and Teenage Witchcraft (TinyD6)

Tonight's game uses the Tiny D6 game system and is a supplement for Fat Goblin Games' Stranger Stuff game. Stranger Stuff is described as "80's Inspired Adventure, Horror, and Science Fiction."  I think it is pretty easy to tell where this inspiration is from and frankly, that is good enough for me.

I love how the book cover aims for an old-school writing journal look for the core RPG and a "Sweet Valley High" look to the Teenage Witchcraft book.  Really nice.

Stranger StuffStranger Stuff: Teenage Witchcraft

Stranger Stuff

PDF. 124 pages. Color covers and interior art; sort of. It is black & white with accents of red.

Both books use a similar notebook-style art as their background watermark.  So these books look like they were written in a notebook. 

Stranger Stuff is a Tiny D6 game, based on the Tiny D6 engine released by Gallantknight Games.  IT is also based on Fat Goblin's own vs. Stranger Stuff game.

Essentially you are playing a kid in the 1980s in a small town where things are, well, strange. There is a list of movies to watch to get the proper feel for this time, but I honestly feel that most of my readers have seen them. 

Character creation is simple. Come up with a concept, give them some traits, and disadvantages and you are set to go! There are only two stats, Toughness and Stress.

The system is based on the venerable D6 system, but stripped way down. 

The book is rich in background and has plenty of details about playing in this odd world during the year 1984.

Teenage Witchcraft

PDF. 44 pages. Full-color cover and black & white interior art with accents of red. 

This book takes the basics of the Stranger Stuff game and adds in the ability to become a witch and cast spells.  So if you are thinking the Chilling Adventures of Sabrina or The Craft, but in the 80s, then you have the right idea here.

Most of the rules involve the casting of spells, as appropriate, There is an example walk-through with two spells and many examples are given, but the fun, of course, is making your own spells. OR as in the case with The Craft or Charmed, finding the right mix of witches to work with.

The two combined look like a ton of fun and since the rules are easy, something you could pick up and do in an afternoon.


The Other Side - 100 Days of Halloween


Thursday, September 22, 2022

100 Days of Halloween: Witches & Spellcraft

Witches & Spellcraft
Another little departure tonight, another story game, and this one looks like fun.

As always I will be following my rules for these reviews.

Witches & Spellcraft

PDF. 15 Pages. PWYW. Full-color art.

Ok, to start off I have to say I really love the art in this. It is not a lot and it is mostly character art, but since characters are the focus of this game that is 100% fine with me. And the art is good. You can see the cover and those might be my least favorite, but I still like them a lot.

The game is designed for one Head Witch and four other witches, but that number is variable. You fill out your school sheet and witch sheet as a group.  The Head Witch then helps guide the story along as a game master/GMPC.

Rolls are simple, largely a 2d8 plus or minus various modifiers. Rolls of 10 or greater are a success and you can get even better success with higher rolls. There are also failures. 

The game covers spell creation and there are worksheets for your witch and school.

I think it is lacking a good example of play BUT I also see how such an example could also be limiting to new players. They might end up just following the example. 

While you could use this game to say make your own school of witchcraft in the Scottish Highlands, it feels better suited to properties like Sabrina or the Magicians or even something like the mobile game Switchcraft or a new take on The Craft. 

There is an actual play video. It is 4 hours long, but gives you some ideas how the game can be played. 

If I were the developers here I would do this but break it up into chunks for new players to digest. 

In any case, this is another fun game. I am so pleased I found it.


The Other Side - 100 Days of Halloween


Wednesday, September 21, 2022

100 Days of Halloween: Paragon Hags and Occult Covens

Paragon Hags and Occult Covens
More hags and more Pathfinder tonight!  Really getting in the mood for some witchy hijinks this Halloween!

In Pathfinder (much like AD&D 2nd Ed) there is a deeper connection between hags and witches. I have looked at a few products here that explore that. This one looks promising as well.

As always I will be following my rules for these reviews.

Paragon Hags and Occult Covens

PDF. 28 pages. Color cover. Black & White interior art. 1 cover, table of contents, 1 OGL page, rest content.

We start off with some history and the in game assumption that all hags are the daughters of hags and mortal men. These offspring are known as changelings, and will eventually become hags once they reach 15 years of age.

We get a new race, Hag, for player characters, and a new class, the Paragon Hag. 

Paragon Hags get a number of powers above and beyond that of just what the Hag race gets. Among these is the ability to cast Witch spells up to the 6th level. 

Different Hag families are detailed. Many of these are familiar. They are the Annis, Blood, Bone, Green, Hearth, Moon, Night, Sea, Storm, and Winter.

We get new archetypes to go along with the new class. There is the Cauldron Hag, Coven Mother, Focused Hag, and Mother of Steel.   So by choosing different archetypes and different hag families you can get a wide variety of hag types. 

New races and new classes mean new feats, and we have them here. Pretty good mix really. Mostly "Coven" feats, which could be used by witches as well. 

There are new Rituals and new Spells. 

Finally, we get monster stats for the Bone Hag, Hearth Hag, and another take on the Moon Hag.

I have to admit I rather like it all and will add to my growing pile of Pathfinder material to use.


The Other Side - 100 Days of Halloween


Tuesday, September 20, 2022

100 Days of Halloween: Elements of Magic - Mythic Earth

Elements of Magic - Mythic Earth
Going back a bit when the D&D 3.5 edition of the game was all the rage and ENWorld began publishing material under the OGL and d20 STL.

This one covers the mythic magic of our World. 

As always I will be following my rules for these reviews.

Elements of Magic - Mythic Earth

PDF in a zip file. 58 pages. Front and back cover supplied as separate JPG files.  

You can tell this is the early days of PDF publishing. The publisher provides a README file to explain how use the layers to make a print-friendly PDF. Vey nice I have to say. Very polite.

This book largely assumes that you will be using this in a modern d20 game where magic is real.  There is an appendix in the back about using it with "Fantasy d20" coughD&D3.5cough.

Preface

A one-page overview of what this book is and how it is updated from it's predecessors (other Elements of Magic books).

Chapter One: Myths

This chapter is the foundation layer for playing a "mythic" game. This covers what sorts of myths you to use or create for your game. The default is a modern high fantasy. We get some very basic examples of how myths work in the world. Such as the abduction of Persephone causing the seasons to a basic overview of A Hero with a Thousand Faces monomyth.

Honestly, there could have been a lot more here.

Chapter Two: Spellcasting and Magical Traditions

This covers the spell-casting basics.  This includes "regular" spell casting and ritual magic. Magic is largely a skill-based system. Because of this any class can cast spells but some are going to be better trained than others.  There are new backgrounds, new skills, and of course lots of new feats.  Feats are the primary vehicle to differentiate the various magical styles.  It works much better than it would seem or even to anyone that is "feat exhausted."

In truth, the feat system is really rather perfect for this, or maybe, this book's conceptualization of these different mythic traditions is well suited for feats.  In other games, these would be all different classes or sub-classes.  Here it is entirely possible to build an arcane dabbler that knows a little runic magic, some voodoo. Your dabbler will never be an expert in anything due to the limited number of feats you can take, but that is also true in real life. They are also designed to provide some interesting playability if you do take more than one Tradition feat.

Examples of some magic items and a ritual spell are also given.

Chapter Three: The Magic of High Fantasy

This is our campaign world; magical modern Earth. They make a distinction between our Earth, "Terra" and the magical Earth, "Gaia." It is not a particularly new idea, but it is well executed here and that is the important part. Detailed within are various organizations that exist on Gaia that are related to magic. There is the governmental "Bureau" that act as the law enforcement in the magical world and "The Knights of the Round" that enforce the treaties with the Fey.  There is room for many more.

We are also given The Mage, an Advanced Class for d20 Modern. This rounded off with some NPC Mages.

Chapter Four: Spells

Spells here are applications of magical skills. The ten skills are Attack, Charm, Create, Cure, Defend, Divine, Illusion, Move, Summon, Summon, and Transform.  Each skill must be trained. So it is easy to see you can have generalists in all skills and experts in just a few.  Each skill has a number of spells associated with it.  You can design spells as needed with whatever enhancements seem to work the best.  Each enhancement requires a skill rank.  So four enhancements mean four additional skill ranks. 

The system takes a little bit to learn but is easily adaptable and usable in play.

Appendix

This covers converting the Mage advanced class to a Base class for use in Fantasy d20 worlds. 

It is obvious to me that this was someone's favorite campaign model for a while. There are a lot of really great ideas here and few I'd like to try out.  Reading it now I am taken by how much of this could be ported over to True20 or even a modern OSR game.

The Other Side - 100 Days of Halloween


Monday, September 19, 2022

100 Days of Halloween: Blood and Broomsticks - Sorcerers & Witches

Blood and Broomsticks - Sorcerers & Witches
Getting back to some Pathfinder tonight. There is just so much great material for this game I feel I am barely scratching the surface.  One thing is certain though.  Morpheus is the witchiest of all the fonts. 

As always I will be following my rules for these reviews.

Blood and Broomsticks - Sorcerers & Witches

PDF.  41 pages. Front and back covers. Credits (including art credits). Compatibility and References. Table of Contents. 1 ad.  2 pages of OGL.  About 30 pages of content, minus various bits of art.  Full-color covers and interior art.

This book gives us one sorcerer bloodline and two witch archetypes. 

We open with a word about magic and spells and how Sorcerer magic differs from Witch magic. There is a bit on what are some of the best spells for both classes to take. 

New Sorcerer Bloodline: The Altered. This is the offspring of a witch whose patron altered them in the womb.  An interesting concept and one I have also played around with myself.  These sorcerers get access to the Patron's spells as their own bonus spells.  They also gain access to a handful of Hexes.  Not as many as the witch of course, but enough to keep the class interesting.

New Witch Patrons: These are also related. The Blood Patron and the Family Patron are the direct extensions of the offspring of witches. Others include Greed, Kinetics, Metal, Pyre, and Sunlight.

New Witch Archetypes: The Ink witch is a tattoo witch and various powers linked to markings.  The Pyre witch is all about fires and flames. 

There are 14 new hexes (of all levels) and five new magic items.

There are also 13 new spells. All can be used by the witch, and most can be used by sorcerers. 

I like how the book looks and the game material also looks pretty solid and fun.  Certainly something I would use in my games.


The Other Side - 100 Days of Halloween


Sunday, September 18, 2022

100 Days of Halloween: Love Witch

Love Witch
Something a little different tonight. NUELOW Games has given us a lot of off-beat supplements for d20; many using old comics that have fallen into the public domain. It is a good idea really, some of these older comics are actually good and some are kinda creepy and many lend themselves well to all sorts of games.  That is what we have tonight.  Though I will admit I am not 100% sure if the comic used IS public domain OR if it is one they licensed for this use.  The copyright notice seems to indicate that Marv "Teen Titans" Wolfman still owns and it is used with his permission. 

Love Witch

PDF. 56 pages. Color Cover. Black & White interior art.

Not to be confused with the similar-sounding movie out the same year. 

This product is split into four major parts.  Parts 1 to 3 are the comics about the "Love Witch" and Part 4 is the OGL d20 rules to use some of the magic.

Burnick is our titular Love Witch. The first comic introduces us to this beautiful but evil witch. The next two deal with her various battles, with the last one dealing with her battle with her arch enemies the Druids.

The Game related sections start on page 36 and deal with the fall of Atlantis and the migrations of the Atlanteans.  The magic of Atlantis, at least in terms of the d20 rules are a bunch of different feats that can be taken to provide magical effects.  Not a bad method and it certainly feels different.

In the modern eras, we get two groups that continue the Love Witches fight. The Daughters of Burnick continue in the steps of the Love Witch and the Watchers of the Stones who are the modern-day Druids.

It's fun and I could easily see a "Daughters of Burnick" coven that I could use with my own witch books or even better with the Hyperborea RPG. 


The Other Side - 100 Days of Halloween


Saturday, September 17, 2022

100 Days of Halloween: The Pantheon and Pagan Faiths

The Pantheon and Pagan Faiths
Tonight I am doing my third Samurai Sheepdog product, but this was not planned out that way.  Also, this is another former Mystic Eye Games product that Samurai Sheepdog has brought back.  It is also one of my favorite books from the early d20 days.

As always I will be following my rules for these reviews.

The Pantheon and Pagan Faiths

PDF. 208 pages. Color cover. Black & White interior art. 

Released originally in 2003 by Mystic Eye Games this was part of their campaign "Hunt the Rise of Evil" for their World of Gothos world.  I remember at the time thinking it was a touch cliché but still fun and it kept my attention.  This was my favorite book in all their publications to that point. 

Samurai Sheepdog is, as far as I can tell, the same people that made up Mystic Eye Games. So this is not a case of a new publisher buying the right to old stock, it is a new publisher re-organized from the remains of the old.  Does this mean we could get more "Hunt the Rise of Evil" products? Maybe!  But until then let's discuss this older product.

The obvious spiritual parent of this book is AD&D 2nd edition Faiths & Avatars book. Right up the art of the various priests, shamans, and witches of the various faiths in a lineup. I will not lie, it did appeal to me and help me know right away what this book was about. 

The Usual Suspects 1

While this book is overtly for the Hunt the Rise of Evil campaign and the World of Gothos I used it rather nicely with my D&D 3.x games where I feel added materials from a lot of different d20 publishers.  It is "labeled" but also flexible.

This is also a good-sized book at 208 page and 10 Chapters. 

Introduction

This covers what this book is and how to use it. 

Chapter 1: Piety and Conversion

This covers the rules of dealing with the various gods and how they can grant favor. This is where we get to see our lineup of clerics. Additionally, there are rules for conversions. So if you are playing clerics in a d20/D&D 3.x game then this a great source of information. 

The Usual Suspects 2

Chapter 2: Core Divine Character Classes

Covers the expected classes like Clerics, Druids, Paladins, and Rangers. We also get Shamans and Witches/Warlocks. Both classes are well-detailed. These witches are, naturally, divine spellcasters not arcane. The witch can also choose to be a White Witch or a Black Witch which is also called a Warlock.  Witches are even further divided into covens associated with a different god of faith. The covens are actually very interesting and kept me coming back to this book. They are also fairly tied to this world and these gods. 

Witches

Chapter 3: Prestige Classes

I will not lie. I do like Prestige Classes.  I like the idea of being able to further differentiate your character later inplay.  I do wish that 5e had prestige classes not tied to their base classes so much. 

These Prestige Classes are tied to this world but it looks a little easier to detangle them given the way Prestige Classes were most often constructed at the time. Here we have the Beast Friend, Covenant to the Hunt, Furies of Destruction, Hammers of Justice, Inquisitor of Justice, Ovate Bards (one of my favorites here), Slaughter Priest, Sorcerer Priest of Vlag, Strictor, and The Taken.  I did not try many of these but I did try the Ovate Bard and thought it was really great.

Chapter 4: Feats

There are some interesting feats tied with faith, birth, and how people can approach the divine.  It takes a game mechanic and weaves it back into the structure of the world. I rather like it to be honest. But, let's be honest, there are a lot of feats here. Maybe more than we really need.

Chapter 5: Spells in Gothos

Ok. You know I love my magic and this chapter does not disappoint. We get new cleric domains and new witch and shaman spells. Nearly 40 pages worth. There are new spells as expected for Bards, Clerics, Druids, Paladins, and Rangers. There are even some new one for Sorcerers/Wizards. 

Chapter 6: Saints and Sainthood

Now, this is an interesting chapter. Back in my starting days of D&D Basic I played a Cleric. We decided that this cleric would later be a Saint of those who fight undead and demons in my AD&D world. (Interestingly enough that same said cleric is a Patron Saint in the Duchy of Valnwall now.) This chapter lists a numbers of saints and the benefit to having a patron saint. There are both good and evil ones here.

I think most gamers of a certain age will agree that the Patron Saint of Adventures is St. Aleena the Brave

Chapter 7: The Pantheon

This covers the gods, the major clerics, and centers of worship or divine power in the world of Gothos. The gods are wonderfully detailed though like gods should they are tied to their world.  

Chapter 8: Outscat Gods

Ah, now here is something not often covered in campaign books. (well. the Forgotten Realms does a good job here too). This covers all the gods that have fallen, been kicked out, or have left the main pantheons including our cover boy Chargrond.  The gods here also get some special rituals.  These gods are all evil.

Chapter 9: Outsider Gods

Like the outcasts, these gods are not part of the main pantheons. Unlike the outcast gods, they never were a part of it to begin with. Their alignments vary. Like the previous two chapters in addition to gods, we get major clerics/worshipers and some rituals. 

Chapter 10: Pagan Gods

 In modern parlance, these are the "Old Gods" to The Pantheon's "New Gods." These are the gods followed by Druids and Witches. Like the previous three chapters we gets gods, major worshipers including some specialty priests, and rituals. 

We end with the OGL and a very nice index.

This book packs a lot into its 200+ pages and for less than the price of a Grande PSL you get a good value.

The print option has long been OOP, but sometimes you can still find them on eBay or Noble Knight. 

I unloaded mine in my D&D 3.x purge. Well. At least I still have the PDF!

The Other Side - 100 Days of Halloween


Friday, September 16, 2022

100 Days of Halloween: Tarot Magic

Tarot Magic
Digging deep tonight with one going all the way back to the d20 days. Everything about it just fills me with early 2000s nostalgia. Is it the lens flare on the logo? Is it the repeated use of the Morpheus font (which I STILL like)? I don't know. But whatever it is this one has been sitting on my hard drive for nearly 15 years or more (20 if you count the softcover I used to have) waiting for me to review it.

Tarot Magic

PDF. 90 pages, color cover, black & white interior art.

This book had been published originally back in 2002-2003 by Mystic Eye Games for the d20 OGL and STL. Yes we are going all the way back to the d20 System Trademark License here.

Now it has been updated in a 2016 re-upload by Samurai Sheepdog.  I still have my original PDF on a backup drive so I can compare them. The cover is the same, but a bit brighter and the Samurai Sheepdog logo and website is there.  Also, all mention of Mystic Eye Games is gone. The back cover is missing as well. But the PDF is also clearer to read and generally of better quality.

I will note that this book is filed under the D&D 3.5 category, but it is really D&D 3.0.  I don't think it makes much practical difference to be honest.

The book is divided into five major sections.

Chapter 1: Tarot Reading in the Game

This cover the basics of card layout and meaning and how they can be used in a game situation. In most cases, the book advises the GM to control what the deck will be saying to fit the narrative/structure of the game.  The most value here are the card meanings, though that information is also widely available elsewhere.

Chapter 2: Tarot Mage Class and Prestige Class

Now, this is fun.  Presents the Tarot Mage class that can be used as a regular class or as a prestige class.  Honestly, I like the option.  I think it works well as a Prestige Class with someone starting as a wizard, sorcerer, witch, or even a thief with some arcane ability.  Example NPCs of both a Tarot Mage and a Wizard/Tarot Mage are given.

Chapter 3: Tarot Mage Spells

This is a meaty chapter and kudos for coming up with all these spells. There are 38 pages worth of spells. Not a lot of art means a lot of text. 

The spells are all "Arcane" so they are also listed by their school.

Chapter 4: Magic Items

These come in three major types; cards, materials to make cards,  and items related to what are on the tarot cards. 

Chapter 5: Foul Locales

Ok. This one is odd. Chapters 1 to 4 all proper headers with large fonts.  This one starts at the bottom of a column when the magic items end.  The only thing connecting it to the book is the fact that members of the family living in this locale are all Tarot Mages.

In any case it is an interesting book and one I tried many times to use back in the 3.x days.  It is high on concept but the usability of the core class was limited compared to the Wizard/Sorcerer.  The prestige class was much more useful. 

Still it was rather fun.


The Other Side - 100 Days of Halloween


Thursday, September 15, 2022

100 Days of Halloween: Beyond the Mundane

Beyond the Mundane
This one is not a witch book, per see, but rather for all sorts of spell-casters for Pathfinder. I grabbed it for this and also because it uses the same Dean Spencer cover I did for my Winter Witch book. I thought it might be fun to use them together. 

As always, to stay objective I will be following my rules for these reviews.  

Beyond the Mundane

PDF. 30 pages. Title page, 1-page OGL.  Color cover and interior art. 

This book has archetypes for all the spellcasting classes for Pathfinder.

Among the ones I like the most are the Choreographer (Bard), Blood-Spiller (Bloodrager), Primal Growler (Cleric), Lunar Touched (Druid), Agent of the Green (Hunter), and Cupbearer (Witch).

There are a lot here and each one does ad something interesting to their base class. It is really good and if you play Pathfinder and want to try something new then grab this.

There is also a new race, the Shadiir, who are naturally magic, so a good race choice for any and all of these archetypes.

I did not see anything I could use with my witches or my Winter Witch in particular, but it was fun all the same. 

 

The Other Side - 100 Days of Halloween