Sabtu, 25 Agustus 2012

[J826.Ebook] Free PDF Nutrition Education: Linking Research, Theory & Practice, by Isobel R. Contento

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Each new print copy includes Navigate 2 Advantage Access that unlocks a complete eBook, Study Center, homework and Assessment Center, and a dashboard that reports actionable data. Nutrition Education: Linking Research, Theory, and Practice, Third Edition provides a simple, straightforward model for designing effective nutrition education programs that address the personal and environmental influences affecting individuals’ food choices and assists them in adopting healthy behaviors throughout their lifetime. Using a six-step process, the Third Edition integrates research, theory, and practice and provides advice and direction on designing, implementing, and evaluating theory-based nutrition education. This text is divided into three parts: Part I describes the key elements of success for nutrition education, as well as the major theories that can be used in nutrition education interventions. Part II features the 6-step process for designing nutrition education, translating theory into concrete objectives and strategies that can be practically implemented. It includes worksheets and case studies to provide a clear illustration of each step. Part III describes the nuts and bolts of implementing nutrition education, including information on leading groups, working with diverse populations, making presentations, and using media effectively. Key Features: Improved readability ensures that students grasp key content presented throughout the text New and updated Nutrition Education in Action boxes highlight recent nutrition education initiatives and identify best practices and the latest research Clear, easy-to-employ Worksheets allow students and nutrition educators to develop their own programs using the DESIGN process Case examples throughout the text illustrate the use of theory in practice End-of-chapter Questions and Activities reinforce key concepts

  • Sales Rank: #477278 in Books
  • Published on: 2015-09-07
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.87" h x .69" w x 8.56" l, 2.20 pounds
  • Binding: Paperback
  • 638 pages

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Selasa, 21 Agustus 2012

[N158.Ebook] PDF Ebook Happy Place: Living the Disney Parks Life, by Scott Renshaw

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Happy Place: Living the Disney Parks Life, by Scott Renshaw

What if the childhood day you remembered as one of the most magical of your life became every day of your life?

In Happy Place, Scott Renshaw explores the phenomenon of Disney theme park super-fans, and the unique connections they build with places known to most people only as occasional vacation destinations. Along the way, Renshaw meets a pass-holder who has visited Disneyland for one thousand consecutive days, another who has taken more than three thousand rides on his single favorite attraction, and even to some who have managed to turn visiting Disney parks into their job. Happy Place is also a personal journey to find out what happens when an infatuation with the parks turns into a relationship. Is that relationship always full of joy, or—when nostalgia collides with the realities of a corporation running a business—can it sometimes turn to frustration and disappointment?

Happy Place isn't the story of a place. It's a love story, about the kind of love that emerges when "happiest place on earth" becomes more than just a slogan.

Scott Renshaw has been Arts & Entertainment Editor and film critic for the Salt Lake City Weekly newspaper since 2002, with film reviews appearing in alternative newsweeklies in ten states. Over a twenty-year career as a professional writer and critic, he has received awards from the Society of Professional Journalists and the Association of Alternative Newsmedia, and has contributed writing about Disney parks to the website IndieWire. This is his first book.

  • Sales Rank: #197799 in Books
  • Published on: 2016-10-11
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.00" h x .0" w x 6.00" l, .0 pounds
  • Binding: Paperback
  • 250 pages

From the Back Cover
What if the childhood day you remembered as one of the most magical of your life became every day of your life?

In Happy Place, Scott Renshaw explores the phenomenon of Disney theme park super-fans, and the unique connections they build with places known to most people only as occasional vacation destinations. Along the way, Renshaw meets a pass-holder who has visited Disneyland for 1,000 consecutive days to another who has taken more than 3,000 rides on his single favorite attraction and even to some who have managed to turn visiting Disney parks into their job. Happy Place is a personal journey to find out what happens when an infatuation with the parks turns into a relationship. Is that relationship always full of joy, or—when nostalgia collides with the realities of a corporation running a business—can it sometimes turn to frustration and disappointment?

Happy Place isn’t the story of a place. It’s a love story, about the kind of love that emerges when “happiest place on earth” becomes more than just a slogan.

About the Author

Scott Renshaw has been Arts & Entertainment Editor and film critic for the Salt Lake City Weekly newspaper since 2002, with film reviews appearing in alternative newsweeklies in 10 states. Over a 20 year career as a professional writer and critic, he has received awards from the Society of Professional Journalists and the Association of Alternative Newsmedia, and has contributed writing about Disney parks to the website IndieWire. This is his first book.

Excerpt. � Reprinted by permission. All rights reserved.

1
ATTRACTION REWIND

On November 20, 2014, I grabbed the earliest possible shuttle from my Walt Disney World resort hotel, planning to get to the front of the queue waiting for the Magic Kingdom's admission gates to open. You don't make your first ever visit to a brand-new-to-you Disney park every day, and there was no way I was wasting a minute on useless nonsense like sleep.
I was in Orlando for Attraction Rewind, a weekend convention sponsored by the official Disney fan club, D23. For two days, Disney parks enthusiasts would be treated to programming and panel discussions with a decidedly nostalgic focus, covering beloved but now-defunct park attractions and entertainment, as well as the 50th anniversary of Walt Disney's involvement in the 1964 New York World's Fair. It was an occasion that encouraged attendees to look back with fondness on places and attractions they knew and loved from decades gone by. But for me, it was also a chance to look at the Disney parks with new eyes. I was visiting Orlando for the very first time. Nostalgia had no hold on me here.
Since I only knew California's Disneyland, small differences were jarring even while I was waiting to get in: the waterfront approach to the park on Seven Seas Lagoon; the welcome show and countdown to park opening with costumed characters arriving on the train; even the words “Magic Kingdom” instead of “Disneyland” on the railroad station's fa�ade. Once inside, there were more small moments of disorientation, from the size of the castle to the Adventureland sign I didn't see in its expected place on the left side of the central hub. I knew this place, but I didn't really know it. It was familiar-ish.
I paused a moment at the hub of the Magic Kingdom to take it all in, and what I took in was size. It was a sensation that carried with me throughout my visit, realizing what was possible in Orlando that simply wasn't possible in the relative space constraints of the Anaheim resort. The walkways were wider; the queues were more detailed and creative than simple chain switchbacks; there was so much more to explore in every area. I quickly gave up the foolish notion that I would be able to see everything, and allowed myself to see what was in front of me.
This would be the way I would always think of my first experience of Walt Disney World: As a rush of first impressions. It was the exhilaration of an adolescent infatuation, where everything was dreamy and swoony and I just wanted to write my initials together with Magic Kingdom's on the inside of my textbook: “S.R. + M.K. 4EVER.” I was crushing on the Magic Kingdom, and I was crushing hard.
***
Deb Wills—the lithe, energetic, spiky-grey-haired 60-year-old founder and editor-in-chief of AllEars.net, one of the earliest websites dedicated to Disney fandom and the Disney parks—came at it from a rather different perspective. While she's been experiencing Walt Disney World for 40 years, her love of Disney magic traced back to a time before she ever stepped foot in one of the parks.
As we sat at a table in Cosmic Ray's Starlight Cafe in Tomorrowland, Deb talked about growing up in New Jersey, seeing commercials promoting the creation of Walt Disney World. Before the Orlando resort even opened, she and her family attended the 1964/1965 World's Fair in New York, where Walt Disney was involved in the creation of four major attractions: "it's a small world"; the Carousel of Progress; Great Moments with Mr. Lincoln; and the Ford Magic Skyway. “I rode 'it's a small world,' and I wanted to go on it over and over,” Deb recalled. “But you had to pay for each ride, and we didn't have a lot of money. And I remember going with my great-aunt on the Carousel of Progress, and she flat-out refused to believe those were robots. Just flat-out refused. The dog was not a robot, those people were not robots. That stayed with me a long time.”
It wasn't until the 1970s, as a recent college graduate living in Maryland, that Deb made her first visit to Walt Disney World, accompanying disabled adults as part of a vacation program. Her love of the Disney parks continued to grow through the 1990s, just as another technological development was beginning to grow. As the youngest person in her office during the mid-'90s, Deb was the one willing to take a dive into learning how to use the computer, which indirectly led to discovering websites while surfing the Internet during lunch breaks. “I found my first Disney website—and it was only two pages,” she said. “I dreamt about it that night: 'There's people out there like me that just have this burning in their heart for Disney.'” By January 1996, she had launched AllEars.net, beginning at first with including menus for park restaurants, “and then it just evolved, evolved, evolved,” Deb added.
Nearly two decades later, Deb is in a position to visit the parks more often than she ever did when AllEars.net first began. After retiring in 2011, she moved to Florida—just 20 minutes away from Walt Disney World—and the website became her full-time job. Yet with the timing of that move has come another evolution that Deb perceives in the parks, one that can be a challenge to those who have loved them for so many years.
“The culture has changed,” she said. “Lately, it's been harder [for me] to find where the magic is."
Part of that change has been exemplified by the launch of the controversial, expensive MyMagic+ program, which involves wristbands for park visitors and the strong suggestion to plan one's schedule of attraction visits and dining choices weeks—sometimes months—in advance, a strategy far more appealing to tourists than locals considering a spur-of-the-moment visit. Walt Disney World fans also lamented the decision to close the Maelstrom boat ride in the Norway Pavilion at Epcot, and replace it with an attraction themed after the popular movie Frozen. Deb's own anecdotal observation of fan reaction to changes like this is “kind of like the country [as a whole]: On every issue, it's pretty well split.
“But I get my magic mojo back by talking to people, meeting people who are here for the first time. I get to see it through their eyes, see it through kids' eyes. That's what's special. And there's so much history here. There are wonderful cast members here who want to keep the stories alive, and that's the good thing. So that's the real balance: between the stories and … the bean-counters, basically.”
Recognizing that split—and responding to it—is a challenge for a website that caters both to tourist visitors and hard-core park fans. “I try to look at it from a guest perspective more than not,” Deb said. “We try not to be critical and nasty, but we try to have objective reviews. If something's not good, we'll say [so]. … We try to be a planning and news site, tell people objectively what's going on, and balance the good with the bad.”

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Senin, 13 Agustus 2012

[Z117.Ebook] PDF Download The Zen Teaching of Huang Po: On the Transmission of MindFrom Grove Press

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The Zen Teaching of Huang Po: On the Transmission of MindFrom Grove Press

This complete translation of the original collection of sermons, dialogues, and anecdotes of Huang Po, the illustrious Chinese master of the Tang Dynasty, allows the Western reader to gain an understanding of Zen from the original source, one of the key works in its teachings; it also offers deep and often startling insights into the rich treasures of Eastern thought. Nowhere is the use of paradox in Zen illustrated better than in the teaching of Huang Po, who shows how the experience of intuitive knowledge that reveals to a man what he is cannot be communicated by words. With the help of these paradoxes, beautifully and simply presented in this collection, Huang Po could set his disciples on the right path. It is in this fashion that the Zen master leads his listener into truth, often by a single phrase designed to destroy his particular demon of ignorance.

  • Sales Rank: #90060 in Books
  • Published on: 1994-01-18
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.00" h x 5.25" w x .25" l, .36 pounds
  • Binding: Paperback
  • 144 pages

Language Notes
Text: English (translation)
Original Language: Chinese

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If you on the path to enlightenment is a must ...
By M. Anthony
If you on the path to enlightenment The Zen Teaching of Huang Po: On the Transmission of Mind is a must read.

Meditate on the passages on this book and pure moments of clarity and satori will arise

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I gave it 5 stars because I liked it. That should be a good enough review
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Nothing did not meet my expectations. I gave it 5 stars

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Zen AF
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Kamis, 09 Agustus 2012

[M659.Ebook] PDF Download The Art of Teaching and Studying Languages, by Francois Gouin

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This historic book may have numerous typos and missing text. Purchasers can usually download a free scanned copy of the original book (without typos) from the publisher. Not indexed. Not illustrated. 1892 edition. Excerpt: ...our two facts are of the same nature. From this it results that they are comparable together, so that, in a given case, the one may logically serve as symbol for the other. By the light of this theory upon abstract ideas it is easy to determine the essential elements of every metaphorical expression. Let us analyse, for instance, the locution, "to uproot an error." We find therein--1. An abstract idea represented by the word "error." 2. A symbol unexpressed (that of a "weed"), but clearly indicated by the verb " to uproot." 3. A secret comparison between the abstract idea and the symbol. 4. The tacit identification of the idea with the symbol. Such a simple conclusion at the end of an almost laborious investigation may perhaps recall to the reader the mona parturiens of the fable. But this disproportion between the end and the means is inherent in the solution of every psychological problem. In the intellectual field the slightest fact cannot be thoroughly established without relatively considerable developments. 2. Ordinary symbolism--Construction of the metaphorical themes. The principle which we need to set in order the material of the figurative language should, and in fact does, spring from the preceding study or analysis. This principle may be formulated thus:--"The abstract ideas of mankind are not embodied in forms proper to themselves; they are manifested by the means of symbols taken from the external world, and therefore borrow their expression from the objective language." From this principle it is easy to deduce the process to be followed for distributing in natural groups the general material of the figurative language. First, the list of the abstract ideas of mankind will be...

  • Sales Rank: #5818343 in Books
  • Published on: 2013-09-12
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.69" h x .29" w x 7.44" l, .56 pounds
  • Binding: Paperback
  • 134 pages

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Selasa, 07 Agustus 2012

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Don't Worry Make Money: Spiritual and Practical Ways to Create AbundaFrom Hyperion

  • Published on: 1998
  • Binding: Hardcover

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Minggu, 05 Agustus 2012

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The Complete Crumb Comics, Vol. 17: Cave Wimp, by Robert Crumb

Volume 17 of the complete works of America's most infamous cartoonist!

After many Eisner and Harvey comics awards, the Complete Crumb series comes to a close (at least in its current format—we will continue to collect the entirety of Crumb's career in single-volume collections like Hup and Mystic Funnies, beginning in 2005). This 17th volume collects a creatively fertile period for Crumb, having given up the editorial reins of his own legendary Weirdo magazine, allowing Crumb to get back to the proverbial drawing board. Included are Crumb's contributions to Weirdo from this period, as well as work from Whole Earth Review, Zap Comix, Premiere magazine, as well as many other rare gems. This volume, as with all volumes, includes a new introduction by Crumb as well as a new cover. The Complete Crumb series leaves no stone unturned, publishing everything from Crumb's most well-known comics to little-seen commercial art and rarely-if-ever seen treasures from private collections and the artist's archives.

  • Sales Rank: #6959615 in Books
  • Published on: 2005-08-17
  • Original language: English
  • Number of items: 1
  • Dimensions: .60" h x 8.62" w x 11.34" l,
  • Binding: Paperback
  • 122 pages

Review
The Complete Crumb series is especially useful in reminding us that Crumb has continued to evolve since the sixties. -- The National Post

About the Author
R. Crumb lives in the south of France with his wife, the artist Aline Kominsky-Crumb.

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0 of 3 people found the following review helpful.
Yeah!
By M. Shane Faires
R. Crumb Nuff' Said.

1 of 2 people found the following review helpful.
Buy It
By F. A. Schmidt
I am a LONG time Robert Crumb fan; so I enjoy everything he does. If you are a serious fan then you should get the entire series for your library.

0 of 0 people found the following review helpful.
Great stuff.. Must have if you are a fan
By gavalos
Very funny stuff if you like dark and somewhat skewed counterculture humor. A must have if you are a fan of Robert Crumb.

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Pathfinder Roleplaying Game: Advanced Player's Guide, by Jason Bulmahn

  • This invaluable hardcover player reference for the Pathfinder Roleplaying Game provides a wealth of new ideas and options for players, including six completely new 20-level character classes, expanded rules for the 11 core classes, innovative new feats and combat abilities, a wealth of fantastic equipment, dozens of new spells, and more!
  • New Classes in the Advanced Player’s Guide include: The Alchemist, The Cavalier, The Inquisitor, The Oracle, The Summoner, and The Witch.

  • Sales Rank: #14322 in Books
  • Brand: Paizo Publishing
  • Model: 1115
  • Published on: 2016-07-19
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.90" h x .90" w x 8.50" l, 2.67 pounds
  • Binding: Hardcover
  • 320 pages
Features
  • Six new base classes: the monster-hunting inquisitor, the explosive alchemist, the noble
  • More than a hundred innovative new feats and combat abilities for characters of all classes, including
  • Variant class abilities, rules subsystems, and thematic archetypes for all 11 core classes,
  • Hundreds of new spells and magic items, from phantasmal revenge to the Storm King"s Cloud Castle.
  • A wealth of fantastic equipment, such as fireblast rods and fortune-tellers" cards.

Most helpful customer reviews

52 of 53 people found the following review helpful.
Best RPG Supplement Yet!
By Amazon User
As an unrepentant nerd, I don't have an issue saying that I've got a few pen & paper games under my belt. I've played everything Wizards of the Coast came out with since 2000, have a fair bit of experience of AD&D, and some other, less prominent games as well. Chances are, if you're looking at this book, you've already played Paizo Publishing's Pathfinder Roleplaying Game, a game which many consider to be the spiritual successor to the Dungeons & Dragons saga. This book, in addition to presenting six new base classes to entice you with, also has taken the core classes (Barbarian through Wizard) and given each, on average about ten, ways to customize those base classes to whatever it is you've been dreaming of seeing your character doing. Do you like the ranger, but also like Animorphs? Now, you can take the ranger and turn him into an animal shape-shifter! Are you a fan of the paladin, but never find yourself using his small spell list? Trade spell-casting in for an aura of light that provides aid to you and your allies using the Warrior of the Holy Light archetype! Other options include the Drunken Master Monk, the court bard, the rake rogue, a slew of sub domains for clerics, new bloodlines for sorcerers, and sub-schools for wizards. There's something for every class.

Next, this book almost doubles the list of available feats. Remember that scene in Lord of the Rings where Legolas is firing arrows at the orc horde and suddenly takes an arrow and stabs an enemy that gets too close, before loading that same arrow and firing again? There's a feat for that. Do you like casting acid arrow at that demon over yonder, but hate his unnaturally lucky spell resistance rolls? Take another stab at evil when your spell bounces off and hits the next nearby enemy! Do you like playing the halfling, but are sick of being seen as just a half-pint? Do you love your half-orc, but hate the stares the commoners throw at her? Take the feat that lets you pass for human! Or embrace your heritage and give them something to stare at when you take a feat that gives your tusks enough of an edge to be considered weapons in their own right!

New prestige classes abound in this book. From the Battle Herald, a bardic cavalier that leads her allies to victory through inspiration and mounted prowess, to the Rage Prophet, a touch of Old Testament prophets that mean business for their god. If you like Dr. Jekyll and Mr. Hyde, you'll love the Master Chymist Prestige class, built especially as a nice item for the Alchemist class (presented earlier in the book).

This book doesn't skimp on spells either. It's tough to go through and list the variety of options presented, but just know that there are spells for every class. Equipment has been added in as well, from the practical to the insane, you'll find that it isn't left wanting.

The book also takes the opportunity to add new rules to the game system, all optional. The developers said that this is a supplement. It's a compendium of advanced rules that can add flavor to a game.

All in all, it's a very complete book that provides variant options that almost everyone can enjoy and benefit from. It's one of the most complete supplemental books released for a Pen & Paper RPG to date and it's also earns every dime you spend on it. Unlike some previous addition "splat books" you won't feel like your money could have better been spent elsewhere. The Paizo team worked hard on this, taking in feedback from its user base (they beta released all the classes for anyone on the Paizo messageboard community to test and weigh in on) and built a masterpiece.

77 of 84 people found the following review helpful.
Must-have expansion to Pathfinder
By R. Newnham
The Pathfinder RPG's latest offering is an excellent addition to the game: a must-have. This book is very similar to the splatbooks that Wizards of the Coast (WotC) released for D&D 3.5, but without being confined to a small group of classes (and, frankly, without the garbage). The primary expanded areas are the addition of six new base classes, additional feats, additional class options, additional racial options, spells, prestige classes and combat options.

The class and racial options are primarily substitution-based. They work on the principal of swapping a power for another, in most cases. This feels a lot better to me than defining a new race that is marginally different and trying to shoehorn them into an existing campaign world, as WotC has done many times. As for the class options, the substitutions are usually a package. The Ranger is expanded by adding several new combat styles (which I love, by the way), for example. The cleric options are the addition of subdomains, which are easy to integrate becaus the existing domains each have 2-3 associated subdomains which swap domain powers. I've always loved the idea of customizing characters, and I feel this book really opens up possibilities.

The new classes are excellent. I admit that I am not crazy about the Alchemist, but the others are top-notch. The remaining additions are the Cavalier (a fighter-type with bardic powers, focusing on challenging single foes and inspiring friends), the Inquisitor (a deity-sworn hunter), the Summoner (class focused on summoning a pet; think World of Warcraft Warlock), the Oracle (a divination-themed spontaneous divine caster) and the Witch (a hex-throwing caster whose familiar is her living spellbook). I honestly could see playing any one of these and having a blast, particularly the Inquisitor and the Witch. These all have distinct roles, none of which seem to step on the toes of existing classes. Their power also seems in sync with the other PFRPG classes (unlike the classes in the WotC splatbooks).

The feats and prestige classes, while largely obligatory in a book of this type, avoid cheesiness. They expand the game well, and they make sure that the new base classes have the options the core ones were provided. Also of note are teamwork feats. WotC has offered these before, and basically, they are feats that are only useful when an ally has the same feat. I have always ignored these feats outright, but Pathfinder has made it so that two of the new base classes (Inquisitor and Cavalier) utilize these and either allow a player to grant use of one (a Cavalier power) or make so that your character acts as though your allies had the feat (Inquisitor). Without integration like these, these feats would largely be a waste of space. The prestige classes largely give advancement potential for new base classes, though some are the remaining PFRPG equivalents of the base 3.5 prestige classes (from the D&D 3.5 Dungeon Master's Guide).

All said, I feel this book was worth every cent. I fully expect to use some of these options the next time I make a Pathfinder character. This book exemplifies the PFRPG's commitment to quality gaming material, and I recommend it highly.

64 of 70 people found the following review helpful.
A great addition for any Pathfinder game, but not perfect
By P. Reed
The APG adds a ton of new options for players, including new base classes, alternate class features for older base classes, new feats, spells, prestige classes, and so on. There's also new items, magical equipment, and optional rules for groups that want to change things up a little bit. The best part is that overall they're very well balanced; I could complain that some of the options are a little underpowered, actually, but nothing sticks out to me as being overpowered (certainly nothing comes as close as, say, Candles of Invocation, which are in the core rulebook!).

Pathfinder seems to be taking an opposite approach from 3.5 D&D to some class balance issues; in 3.5, most of the base classes were terribly weak beyond the low levels, and there was no reason to not go into prestige classes as soon as possible. Pathfinder has significantly improved upon the base classes and toned down the prestige classes, to the point that in some cases there is little reason to take levels in a particular prestige class unless you just really like the flavor of it.

My most significant complaint is that some of the new options seem redundant. The oracle, for example, in terms of mechanics is very much like a cleric but just not as good. The flavor of the class is nice, sure, but flavor and mechanics can be kept separate; there's nothing stopping somebody from putting "cleric" on their character sheet but dressing up as and calling themselves an oracle in-game. Summoner has a similar problem in that it's just too similar to the basic wizard class; they have a fun, unique mechanic, but it seems like it could have easy been done as a prestige class for wizards instead. On the other hand, alchemist, witch, and cavalier are fine classes, even if the cavalier may have difficulty fitting into campaigns that aren't mount-friendly. Inquisitors are a fun concept, but seem mechanically weak; they're jacks-of-all-trades, so they suffer the same problem that bards do in that they're masters of none, except that a well-built bard /can/ be a master of various trades. So far there doesn't really seem to be a lot of options for Inquisitors to focus themselves, but hopefully that will come in future books. In an embarrassing gaffe, one of the Inquisitor's higher-level abilities is actually completely useless because it refers to a mechanic the pre-release version of the class had that was removed from the final version.

The optional class features for the old base classes are generally pretty great. Reminiscent of 2nd edition D&D's kits, you can swap various class abilities in order to change the focus of the class. Every class gets a lot of fun options; for example, there's a Sniper variant for rogues where they become worse at trapfinding but better at ranged combat, and they can increase the range in which they can sneak attack. Monks get the class Drunken Master option that makes them more powerful as they become inebriated. Another option of note is anti-paladin, which is, to be blunt, disappointing. It's basically a copy of the paladin class that replaces "good" with "evil" and "law" with "chaos." They're perfectly functional characters, mechanically, but I feel let down that nothing was done to make them feel unique rather than just an evil clone.

The new feats, spells, and prestige classes are all pretty nice. I just wish there were more prestige classes, really; there's eight of them, and they're all pretty interesting, although many of them have a very narrow focus that makes them only viable for specific character builds. That's not necessarily a bad thing, it just leaves me wanting more. As mentioned earlier, my only real complaint here is that some of them feel a little weak; they all have some kind of tradeoff, and it's hard to tell if it's worth it. The Holy Vindicator, for example, is a really cool concept for melee-oriented clerics, but over 10 levels they only get 7 levels of improved spellcasting, and, of course, it doesn't advance cleric domains at all. Their abilities are nice, but honestly I don't think they make up for losing 10 levels of domain progression and 3 levels of spellcasting. Nonetheless, it's not /too/ bad a tradeoff, and I could definitely see myself doing it for flavor reasons. Then there's the Stalwart Defender, which is mostly a clone of the 3.5 Dwarven Defender, down to the fact that they're weak against enemies who just ignore them and walk past them. They get a lot of defensive abilities, but no offensive abilities, and unlike World of Warcraft, in Pathfinder monsters have no reason to concentrate on a player who isn't actually a threat. I probably sound like I'm complaining a lot, but I really do like a lot of them, particularly the Master Chymist; they have sort of a Dr Jekyll and Mr. Hyde thing going on, where they actually develop a separate personality that can take over when they combat and force them to mutate.

Anyway, overall this is a great book, and every Pathfinder group will want to have at least one to share amongst the players. Sometimes it feels like Paizo was trying to play it a little /too/ safe and ended up making some options not as strong as the rest, but the concepts and flavor are great throughout the book.

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