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Darkwalkers: The Evil Within $9.99
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Darkwalkers: The Evil Within
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Darkwalkers: The Evil Within
Publisher: DragonWing Games
by Robert L. [Verified Purchaser]
Date Added: 11/08/2007 05:02:33

If you wait to run the most evil character ever... this is the book for you... Out of all the books I have, this one is on my top ten list...



Rating:
[5 of 5 Stars!]
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Darkwalkers: The Evil Within
Publisher: DragonWing Games
by Shane O. [Featured Reviewer]
Date Added: 10/20/2006 00:00:00

Darkwalkers: The Evil Within is a sourcebook from DragonWing Games. It serves as a supplement to The Hunt: Rise of Evil campaign setting from Mystic Eye Games, though it?s not too hard to use most of the material in any fantasy setting. The zipped file is just over thirty megabytes in size, and contains a single PDF file that is roughly 34 meg. The PDF is one hundred twenty-three pages long. It contains full bookmarks and a hyperlinked table of contents.

The book has a fair amount of artwork throughout. The front cover is done in full-color, depicting an evil warrior. The interior art ranges from relatively simple black-and-white pieces to spectacular full-color pieces that take up an entire page and put the cover image (which is itself very well-done) to shame with their quality. Minor borders are also present in at each page?s corners. The only problem with so much artwork is that it makes the lack of a printer-friendly version so very noticeable.

After an introduction explaining how the book almost didn?t see print, the book launches into its material. Darkwalkers is a book that focuses on letting you play evil characters, specifically on the world of Gothos (the campaign world from The Hunt). The book?s first chapter is a discussion of playing evil characters, noting why evil characters would work together, what evil things they?d do, and how they can gain advantages over their opponents.

Chapter two is about a specific new mechanic: piety. Piety is a specific mechanic used to track a character?s actions in accordance with the faith of their deity, which of course makes it most useful for divine spellcasters. While this chapter notes that these rules were introduced in a previous sourcebook, they are revised here to note how evil clerics (and other such characters) can use the piety rules. While the rules here seem to be enough to use piety for any kind of character, they seem slanted towards what evil characters can do, which may make players want to have the aforementioned sourcebook where these rules were introduced if they want to use the material here.

Classes are the subject of chapter three. It opens with fluff (non-mechanical) text describing how core and prestige classes can be best played with an evil slant. Several classes are mentioned here that I assume are from The Hunt campaign setting, such as centurions, shamans, and furies of destruction. It then offers four new evil base classes and thirteen new prestige classes. Interestingly, one of the PrCs is described as being a ?legendary class,? but exactly what that is, and how it?s different from a prestige class, is never explained.

Chapter four is dedicated to giving new options to evil characters. It opens with several new combat options, such as using a hostage as a shield, or throwing dirt in your opponent?s eyes. It then briefly offers several fluff-only paragraphs on evil ethics that your characters can have, before offering several tables of disadvantages your character can take, with suggestions for what compensatory bonuses are gained for taking them. It then closes with ?personality templates? based on the seven deadly sins. Characters who are defined by such a sin gain various (relatively minor) powers and drawbacks related to it.

Evil pacts are the subject of chapter five. You need a feat (presented in the next chapter) to make these pacts, but this chapter describes how to summon a fiend that can make such a pact, along with the various pacts possible. Such pacts can only be made in place of a feat slot, however. Each is more powerful than a feat would be, but also carries a drawback to balance out the cost of taking them.

Chapter six presents thirty new feats. Many of these feats have the Evil descriptor, which requires the character taking them to be evil, though there are also often other prerequisites as well.

Chapter seven covers skills. It opens with new uses for existing skills, before presenting several new ones. Most of these are new subsets of the Knowledge skill, such as Knowledge (arson), or Knowledge (sabotage). The one given the most coverage, however is Knowledge (torture). Rules for torture checks (both physical and psychological) are given, along with a listing of several torture items.

The last chapter is a large one, covering new magic items and spells. It lists several new miscellaneous magic items and magic weapons, before presenting new clerical domains (many of which are sacred domains, which require a feat, not given here, to take) and spells. Oddly, while a large number of new spells are presented, several from the PHB, such as trap the soul, are reprinted here. Why exactly this is done isn?t explained, though they?re still in the minority, compared to the new spells here.

Altogether, Darkwalkers: The Evil Within is a good book for evil characters, but one not without flaws. The parts of it that are specific to The Hunt: Rise of Evil campaign are relatively minor, but crop up enough that GMs looking to use the material here in another campaign might be mildly vexed. Likewise, although instances of this are small, this is noticeably a 3.0, not 3.5, book. There are places where this comes up, such as in the Martial Master PrC?s ki strike ability. Between all of this, and the lack of a printer-friendly version, Darkwalkers is a good book that is somewhat undone by its own flaws.

Ultimately, Darkwalkers is a good resource for evil characters, be they PCs or NPCs, in your game. Just be prepared to do some work to conquer this book?s own evil within before you use it. <br><br> <b>LIKED</b>: The book had many great new evil spells, feats, PrCs, and more for evil characters.<br><br><b>DISLIKED</b>: Several Gothos-specific aspects of the book are hard to remove for GMs who want to use these materials in another campaign. Also, the material here seemed to be 3.0 and not 3.5. Finally, the book had quite a bit of artwork with no printer-friendly version offered.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[3 of 5 Stars!]
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Darkwalkers: The Evil Within
Publisher: DragonWing Games
by Nathan C. [Featured Reviewer]
Date Added: 09/08/2006 00:00:00

You would think it would be easy, but a lot of players do not know how to be evil. Despite all the studying of evil characters they get to do while slashing at the BBEG, it usually proves for naught when its their turn. Darkwalkers,: The Evil Within, by Dragon Wing Games, is a diabolical answer for any player seeking to play an evil character. More so, its an excellent guide for DMs whom want to the undertaking of putting together an evil campaign.

The first thing you will notice about Darkwalkers is the phenomenal artwork in the beginning of the book. The words following are just as good. The first few chapters provide evil resources and tweaks for not only the core classes, but other base classes such as Samurai and Warlock. These tweaks come from a mechanical and descriptive point of view. The author does a great job explaining each class?s motives for wanting to take on an evil undertaking. The author also makes sure to define what evil acts are. This is excellent advice for misguided players whom often think being a serial killer is the only way to be evil. If you are not satified with the core races, Darkwalkers provides five additional races, all very well written with pretty unique abilities. If that is not enough, there are 13 more prestige classes. Beyond the races, there are dozens of options and tips for DMs and players filtered throughout the book. From the peity additions to clerics to evil combat maneuvers.

For the Dungeon Master Running an evil campaign or adventure is challenging. However, when you pull it off well it can be more rewarding for than your typical adventure (ask my players from the 2006 Iron DM tournament.) The options and advice in this book are very well researched and move beyond what players typically see evil as. The first chapter of the book is a must read if you plan on running such a campaign. Even if you are not, you can pick up some useful encounters by stealing the field of debris and lame duck combat maneuvers.

For the Player This book is primarily for the players. As a person whom has always wanted to run in a really good evil campaign (instead of the pack of mass murders), you will get a real enjoyment out of the flavor of he magic items, combat techniques and other mechanics presented. But the true jewel of the book is the player tips. Most injoyable is the Extreme Evil portion of the last chapter.

The Iron Word The d20 world has needed a sourcebook to evil players and campaigns for a long time. Darkwalkers gives players the tools they need to pull off really good evil characters and DMs enough help and inspiration to manage a villainous campaign.
<br><br> <b>LIKED</b>: - lots of tips and advice

  • there are a lot of class options in this book. More than i've seen in other products.
  • understands what true evil is
  • everythings well bookmarked
  • best artwork I've seen in a product this year<br><br><b>DISLIKED</b>: - The book could have skimmed on some of the prestige classes. <br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>


Rating:
[5 of 5 Stars!]
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