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The drow have been archetypal ever since they were introduced back in First Edition, and it’s easy to see why. They took the mystique of that most captivating race, elves, and removed all restraints and inhibitions. Whereas we still think of elves as being Tolkien-esque beings of peace and harmony, drow put that stature towards selfish and violent ends. It’s hard not to be captivated by seeing what such a lack of restraint can do.
That’s a theme that’s served surprisingly well in Abandoned Arts’ Amazing Races: Drow.
The PDF here is a very short one, being four pages long with two pages of content, which is split between new feats, traits, alternate racial abilities, and a new archetype.
The four new feats are something of a mixed bag. I liked the teamwork feat, which grants you a bonus on attacks of opportunity for using aid another actions (since aid another actions desperately need more incentive), and the feat to allow characters with wild empathy to influence spiders was a nice touch also. However, the metamagic feat that let you add a dose of poison to a spell seemed a bit too highly-priced, increasing the spell level by two; I’d recommend changing that to one, since it specifically says the poison DC is reduced for every additional creature affected. Likewise, the Demonic Consular feat had a penalty in addition to its comparatively modest bonuses, which made it seem to be lacking, overall.
The drow traits were much the same. I did like the trait that granted a bonus specifically to convince a charmed creature to do something it didn’t want to, but even for traits that seemed specific. The trait that let you add hit points to demons that you summoned was better, though not nearly as much so as the one that granted you a bonus to attack other drow, simply because of how much of a traitor you are. But by far is the Wicked Pleasures trait, which lets you drag out a coup-de-grace against a creature, and in doing so earn bonuses to attack for a time (presumably for how much you enjoyed it).
The two alternate racial traits are better in presenting a very drow-specific theme. One bumps up your use of Stealth (a bonus and a re-roll), while the other grants two feats that are highly suited for treachery (though the Betrayer feat is incorrectly labeled as being in the APG; it’s actually in Ultimate Combat).
The malus is, as the name suggests, a wicked magus. It adds two new magus arcana abilities, one for inflicting bleeding wounds that resist magical healing, and another to use antipaladin cruelties. It trades its bonus feats for new spells that are anti-good in nature, which seems equitable, but it also gives away medium and heavy armor proficiency for once-per-day use of normal and major hexes. This is where I felt that the archetype fell down, since the use of armor (and being able to cast spells in it) is a pretty big benefit. A once-per-day ability is not worth the trade-off; I’d recommend allowing these to be used at will to make it more equitable.
Overall, the drow options here are quite flavorful for what they offer, though there are a few areas where things don’t quite hit the level they’re aiming for. Still, the ideas are clearly in the right place, even if the execution is imperfect. Nonetheless, those looking to make their drow a little more wicked should find some good options here.
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The raison d’etre of Third Edition, and by extension Pathfinder, is “options, not restrictions.” That is, you shouldn’t be bound by (relatively) narrow design ideologies when trying to make the character you want to make. So if your character necessarily uses a certain type of animal, it flies in the face of that credo, making the Pathfinder cavalier something of a design throwback.
That’s the reasoning put forth by Class Expansions: The Unhorsed Cavalier, by Interjection Games.
The book offers four cavalier-specific archetypes that break the dependence a cavalier has on its horse (or similar animal). Unfortunately, the book stumbles almost immediately out of the gate on its quest to make the cavalier mount-free, largely due to not taking complete advantage of the nature of class archetypes.
This is fairly explicitly showcased in the first such archetype, the attended knight. This archetype trades in the cavalier’s mount for a squire, a low-level commoner who acts as the personal valet for the cavalier. I did admire how the nature of the squire was very well fleshed-out, insofar as saying what its class and levels are, what gear it has, what special abilities it gains by virtue of being a squire, and even how this interacts with the Leadership feat. Indeed, virtually everything was covered here, with one notable exception.
That exception is everything else that’s mount-based about the cavalier class. That is, while this trades in the class-based mount that the cavalier gains, the cavalier still has the class’s Expert Trainer ability, which is a lot less useful now. That can also be said for the cavalier’s charge abilities (Cavalier’s Charge, Mighty Charge, and Supreme Charge), which are still part of the class under this archetype, and yet have far less relevance when there’s no inherent mount granted to the character.
This is an issue that plagues virtually every archetype in this book. The longshanks, for example, gains a few level-based abilities that make using armor easier (though holding off Endurance until 11th level struck me as a fairly late time to gain such a minor benefit), all for trading in the mount. More could have been done in recognition of the need to also trade in the aforementioned class abilities.
The seeker of all knowledge archetype is perhaps the one archetype here that doesn’t fall prey to this. Indeed, this archetype doesn’t mandate giving up the mount at all, because it’s focused entirely around altering the benefits gained from a specific cavalier order (the Order of the Tome). This is an intriguing idea, as orders necessarily have an in-game presence, and so alterations to the benefits have built-in flavor changes, and likely could have been the basis for its own product (albeit with more such archetypes). Why it’s here is a bit of a head-scratcher, save for it being cavalier-focused.
The wind-kissed knight archetype is the last one, focused on the equally intriguing idea of reining in excessive use of magic. The focus of the class admits that there’s no real agreement on what exactly constitutes that, which offers more role-playing potential than I think is covered here. That said, it falls into the same trap, giving two abilities (staggered across a few levels) in exchange for the mount…abilities that I think are slightly too weak for what they give up (e.g. wind-kissed blade offering only a single spell that can be used once per day, changed only when gaining a level? Not very much at all).
Overall, there’s a great idea here that simply isn’t being executed as fully as it could be. This product’s heart is in the right place, but in trying to dismount from its horse, it ends up falling off the saddle.
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I should start this review by pointing out that I’m something of a philistine, where music is concerned. I don’t know anything about the technical aspects of music, and imperfectly deconstruct something that I’ve heard enough to discuss it in any sort of practical context. Please keep that in mind as you read this review.
“Shot Down in Flames” is an instrumental track that’s just over four minutes in length. It starts out slow, with a rhythmic, repeating “crackling” noise that could conceivably be the sound of flames. Minor keyboard notes complement this intro, conveying a generally unsettled tone as the track begins. It helps to evoke a sense of immediate but passive anxiety – the sort of sense you’d get if you found yourself stuck in a bad place or situation, but weren’t in immediate danger.
This changes fairly quickly though, as the music adds a quick beat to the mix, increasing the tempo considerably, along with a synthesizer at roughly the one minute mark. I had mixed feelings about those parts of the song, as they add a much more active element to the feelings the music evokes.
Presumably, this is trying to convey a sense of urgency, that there’s an imminent threat to your situation. I can appreciate this, but as the track continues, I can’t help but wish that it had let there been a longer build-up with the slower music first, to let the tension build over time. As it is, the music does let the tempo wind back down in the last twenty seconds, but at that point it’s for a noticeable fade-out, and lacks the earlier emphasis.
To be fair, the sense of heightened threat throughout the majority of the music is done fairly well, but the techno-sounding beat used to do it seems to undercut the keyboard used at the beginning. It does create a rising tension, but I can’t help but feel that a slower use of minor chords to unsettle the listener would have been more effective. Still, this does help to create the sense of a narrative, so I can’t find too much fault with the track.
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I really didn’t want to go back here. When I reviewed the Teratic Tome, I mentioned that I was going to need some time to recover from the twisted works of the sinister fiend Rafael Chandler. These few months have not afforded me the requisite recuperation necessary, and yet with the release of his first adventure – the unsubtlely-named Slaughtergrid – someone has to step up to warn the role-playing world about the horrors found herein. As no one else has done so yet, it falls to me.
The book – which has amusingly changed its titular game system to Gateways & Golems – opens with, of all things, a soundtrack. Actually, “soundtrack” is the wrong word, as these were the songs (a hundred or more) the author listened to when writing the material, rather than being music keyed to specific areas in the game. That said, this is probably the first real warning of what you’re going to get here, as showcased by listings of November Doom’s “They Were Left To Die” or Deicide’s “Hang In Agony Until You’re Dead.”
A brief backstory is given for the module, and this is where I think Chandler’s sense of humor shows through brightest: the backstory in several places utilizes random tables to determine elements of what happened. For example, the immediate need to enter the dungeon is because (Table 5) entered and haven’t been heard from since.
There are some notes given on running the dungeon. At first these are the usual fare of random encounter tables and how much experience and treasure the PCs can expect to find if they survive. However, things start to become more complex when notes are given regarding the use of thieving skills (alternate if the percentages mean rolling high or rolling low), your chance of tricking the monsters (make a roll opposed by their Intelligence score), weaponizing ooze monsters, etc.
The fun here begins when you read the section on what happens when you die in the Slaughtergrid. See, the dungeon that is the Slaughtergrid was once a gigantic animated statue of a naked woman, used as a war weapon. It’s long since fallen apart, however, leaving only the anatomically-correct pelvic and lower-torso areas still intact. Leaving aside the issue of entering the dungeon (and yes, it’s exactly what you think), when you die in the Slaughtergrid, the dungeon will immediately give birth to a clone of you…though this involves rolling on the mutations table, which I can assure you you do not want to do.
A map of the general region around the Slaughtergrid is given, which I found to be a pleasant surprise. Divided into hexes, there are no rules for travel times or surprise given. Rather, each hex is simply given a paragraph of description. These are, in keeping with the themes of body-horror, mostly encounters with creatures intent on committing violence, often sadistic, on other creatures, often the PCs. For example, the Monocerous in hex 502 is looking for a virgin to impale so that it can devour said virgin’s genitals. The PCs can either bring it one in exchange for information about the nearby areas, or fight it.
The Slaughtergrid dungeon itself is a huge three-level dungeon, spanning several dozen rooms. Each room is given about one to three paragraphs description, all of it generalized for the GM (in other words, there’s no “boxed read-aloud” text). Most also have several bullet points describing the most noteworthy features of the rooms.
Personally, I didn’t care for the bullet point format here. I found it slightly off-putting for its offhanded style of notation. While it’s never difficult to put these notes into the proper context for their room, the lack of narrative context here makes them feel like they were designer’s notes added as-is, rather than trying to put them into a more naturally-flowing narrative. It’s a comparatively minor point, but it feels jarring to read.
It’s in the dungeon itself that the adventure lets loose in all of its mutilated glory. Here we get all sorts of foul creatures and circumstances, like the NPC who, when starving, committed suicide, was reborn, and then went back and ate his old body. Or the torso of a previous adventurer that’s been hollowed out and put on display. Or the polyp-gate that, when passed between, causes you to eject a random internal organ while having a vision of someone you love suffering a long and painful death.
The artwork, I should mention, is fairly sparse here. There are only a handful of drawings, all black and white, but all depict some of the more shocking scenes from the dungeon, such as an orc being tortured by a draugr (undead creature), the Progenitor (the “final boss” of the dungeon, which is a creature that’s largely a composite of horrific sexual imagery), and my personal favorite, Kaiva Grey-Nail, the living example of what happens if you die and are resurrected in the Slaughtergrid too many times (it’s hard to tell that she used to be human).
Following the dungeon proper, a small set of NPCs (or, if you prefer, replacement PCs) are given, along with some oddly-extensive tables for names (divided into those for commoners, nobles, and royalty).
The monsters used in the adventure are given last, and this is no small thing. There are over thirty monsters here, all of them new. However, I felt that their novelty was somewhat undercut by the lack of illustrations of any of them, and that their descriptive text was reduced to a handful of bullet points. I couldn’t tell you what a stygiac looks like, for example, or what it does or anything similar. Just that if it hits you you’ll be cursed for 1d20 minutes from 1d6 different curses. Given how awe- (and nightmare-)inspiring the Teratic Tome was, it’s keenly palpable that these creatures aren’t quite living up to the same level of terror, even if they are primarily meant to be taken in the context of the dungeon.
If you’re a fan of Neoplastic Press, you’ll find Slaughtergrid to be the fulfillment of the promise made by the Teratic Tome. The horrific monsters there none too subtly offered adventures based around themes of torture and mutilation; here we have the first such adventure to do just that. Whereas the monsters in the TT had the potential to ravage your PCs, here that potential is actualized. This adventure says “a meat grinder for level 2 characters” on its front cover, and it means it.
I’m giving the adventure four stars only because those bullet point notations irked me. In the dungeon they were mildly annoying, but for the monsters at the end the sheer minimalism of their presentation was a bit too much. I applaud that a mini-monster manual was included here, but if that’s going to be the case, it should be more than stat blocks and a bullet point or two.
Having said that, the dungeon, as well as the environs, is a panoply of horror just waiting to be unleashed on your characters. Those who venture into the Slaughtergrid will find gratuitous levels of perversity and evil waiting for them, where even death is no escape from the horror. It’s almost elegant in its depravity, and will leave its mark on your PCs, one way or the other.
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Creator Reply: |
I truly appreciate the review, Shane! Damned decent of you.
Point taken about the bulleted descriptions -- that's not an idea I'll pursue in my next dungeon.
Quite gratifying to see that all this brutality was well-received. I must say, this is the kind of review that compels one to work even harder on the next project. A thousand thanks! |
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Sometimes there’s an idea so awesome in its simplicity, you find yourself saying “now why didn’t I think of that?” That was the reaction I had to Little Red Goblin Games’s Grey Alien Racial Guide, a free mini-supplement for adding the “classic” grey alien to your Pathfinder game.
While the idea might initially seem like an odd one – after all, the Greys are usually thought of as the province of science fiction, travelling in technological spaceships and performing scientific experiments – it’s not that hard to see them in a fantasy setting. Leaving aside the issues that come with spaceships in a fantasy game, your average Pathfinder world has so many sentient species, many of them with origins in other planes of existence, that it’s not really disruptive to add the Greys into the mix.
The book is only four pages long (with one page for the OGL, though there’s no declaration of OGC or PI), it does a fairly good job of explaining why there might be Greys on your world. For example, many of them are colonists there to explore and study the world for several generations. Likewise, they’ve visited enough world and gathered enough data to know about the existence of gods and magic, so there’s no real issue with Grey clerics or wizards.
The Grey racial write-up is nicely balanced, giving them no greater or worse penalties than other standard races while still preserving a unique flavor for them, such as denoting how they’re used to fighting space-born monstrosities, and so gain a bonus to damaging aberrations. As a bonus, this notes their Race Point total (from the Advanced Race Guide).
Several favored class bonuses are presented, and while most of them were quite good (e.g. fractional bonuses to alchemist discoveries known) others were odd. For example, why gain fractional bonuses to conjuration (teleportation) spells for the wizard class? Given how few of those spells there are, I’m not sure that’s the best choice for a favored class bonus. Or how the fighter gains a bonus to damage with firearms…and yet there’s no favored class listing for gunslingers.
Two new class archetypes round out the book. The first is the cleric of the Supreme Ideal. This is mentioned in the flavor text as being the Grey version of the standard cleric; since they can’t quite bring themselves to worship deities, the closest they can come is to worship an idea, which is what this archetype represents. However, there’s little actual text regarding what this means in a practical context – as it is, the major changes are a restriction on their domains, and that their channeling grants a short-lived untyped bonus (or penalty) to an ability score(!). I’m not sure if that’s too powerful or not, though I suspect that the severe limit on its duration, and that it has to be the same score for everyone, will help out there.
The Star Explorer ranger archetype doesn’t have quite as much exposition, sadly. In fact, it’s little more than its mechanical changes, which require taking the planes as a favored terrain, and switching medium armor proficiency for firearms proficiency. Needless to say, much more could have been done here.
Overall, the central idea of this product, bringing the Greys into your high fantasy Pathfinder campaign, is one that’s handled surprisingly well. The exposition stumbles a little, and the mechanics could use some tightening, but overall this is an excellent starting point for bringing a well-known but rarely-used race into your game. Given that it’s free, there’s really no reason not to pick this up and add these bug-eyed little guys to your game world.
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It’s a truism that heroes are only as great as the monsters they overcome. The reverse of this, that monsters are only as monstrous as the heroes they face, isn’t quite as elegant an idea. Nevertheless, it does communicate the more elemental principle – for RPGs at least – that monsters are meant to be used in the course of a game.
To that end, the Tome of Monstrous Encounters series is an attempt to do just that for the creatures from the eponymous Tome of Monsters from 4 Winds Fantasy Gaming. This first entry in that series, As Likely As A Goat Herding Fish, from Purple Duck Games, showcases a simple encounter for a 1st-level party. It’s an interesting encounter, and simultaneously manages to showcase both the strengths and, at least in this first product, the weaknesses of the idea.
The adventure here is fairly straightforward, with roughly a page of text laying out the entirety of the premise and setup. A farming village sends the PCs to investigate the ramblings of their local “the end is night” doomsayer when the town cleric finds that his current prediction – that some sort of evil will descend on the town from a nearby forest – stands up to her divinations.
In the forest, the PCs find a group of caprians (goat-people; if you need help imagining that, think of catfolk, but with goats instead), herding a school of flying fish to a distant city for sale. Normally this wouldn’t be a problem, but they’re taking them right through the village’s farmland, and the voracious fish will devastate the town’s crops, something that the Chaotic Neutral goat-people don’t care about.
As noted above, all of this is laid out over roughly a page. The rest of the page count is devoted to giving stat blocks. The adventure is surprisingly forthcoming with these; there’s a settlement stat block given for the town (though oddly, it has no name, unless its inhabitants named it “Quiet Small Farming Village”), stats for the local doomsayer and the town cleric, as well as for the flying fish and the goat-people (including PC and NPC stats). While I’m fairly certain that they’re reprinted from other sources, there are also several new spells and even a new settlement quality to be found here as well.
It’s interesting to note that this adventure is nominally set on the Purple Duck Games campaign setting of Porphyra. I say “nominally” here because the game world uses neutral language in describing the setting – a single paragraph is dedicated to where this would be on their campaign world. At a casual glance, that’s all there is, but there’s more here that suggests their campaign world’s touch, such as how the human NPCs have a special racial trait (which is annoyingly referenced, but not expounded upon), and the eclectic nature of little things that the NPCs have, such as the caprians having a dictionary for the catfolk language, or the cleric having a “living steel heavy shield.”
While I can appreciate these little touches – they certainly give the adventure a very distinctive aspect that is completely in line with what I know of Porphyra – they fly in the face of the adventure’s apparent desire to remain setting-neutral. If the adventure is set on Porphyra, eliminate the “On Porphyra” sidebar and let it be set there, but if it’s not meant to be, then campaign-specific elements should be scrubbed from every place except that section. Splitting the difference like this only muddles things.
Another muddling element is the lack of notations for game elements that aren’t from the Core Rulebook. The town stat block, for instance, notes that one of the medium magic items for sale there is an aquatic cumberbund. That’s from Ultimate Equipment, but you’d never know it here, since there’s no superscript with an abbreviation to help figure it out. It wouldn’t be quite so bad if there was a link to the d20PFSRD, perhaps, but there isn’t. Why certain spells were reprinted in full while other materials weren’t even hyperlinked is beyond me.
Ironically, certain other words are hyperlinked to the d20PFSRD, despite having no particular relevance in doing so. The word “wish” appears in the middle of a sentence, for example, having no relevance to the spell of the same name, and yet it’s a hyperlink to that spell in the d20 PFSRD, for no reason that I can tell. Worse, there’s no visual indicator that this is a hyperlink, so you’ll likely click on it by accident.
I should also mention that there are some issues with the layout that I didn’t care for too much. I’m not a fan of having all of the relevant stat blocks for an adventure at the end of the adventure, for instance. That’s not quite a big deal here, given that the adventure proper is a page long, but it’s a preview of coming attractions for the TOME series that made me frown. There are also no maps of any kind. Again, that’s not such a big deal, but it really keeps things on the simple side – there’s a village, and a forest, and that’s it. You start in the village and go to the forest and immediately find what you’re looking for. Much more could have been done here, with additional forest encounters, random encounters, etc. I understand that it’s natural to keep a free product bare-bones, but this is certainly an effort most minimal.
By far the element I liked the least, however, was how the adventure lacks any sort of clear victory conditions. To be clear, it’s obvious that the goal is to stop the caprians from letting their flying fish eat the town’s crops, but the adventure is silent on specifically HOW the PCs are supposed to do that! It does say that killing them is an option, though a poor one, but then completely fails to lay out what the other options are. Presumably a single good Diplomacy check could pull it off, which makes this quite possibly the shortest adventure ever, and also one of the most anticlimactic.
This isn’t some sort of mistake in the adventure so much as it is a complete oversight on the part of the writer. There’s no listing of XP awards, which follows perfectly since there’s no suggestions for how the PCs are supposed to accomplish their goal (short of butchering the goat-people shepherds), and even the monetary rewards that the PCs gain from the village are food and a few rations. Ironically, the PCs will be rewarded by the caprians also (why?) by teaching them a phrase in their language that earns them, when they use it, a permanent +4 bonus to Diplomacy checks with their kind – this has all kinds of narrative problems, such as how exactly do people who already speak that language not have this permanent bonus?
Ultimately, the first adventure in the TOME series isn’t so much bad as it is incomplete. All of the pieces are here, but they seem to have been simply plunked down, with only an outline to connect them, rather than a full scenario. This encounter needs to be fleshed out, have its layout tweaked, and its technical issues tightened before the rest of the series debuts, lest we all decide to close the book on the TOME.
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There’s something to be said for going the concept of “showing your work.” It’s easy, when we think we know something inside and out, to do the intermediary steps of a problem in our head and write down the conclusion. After all, that’s fast and simple, whereas taking the time to write things down, especially when we know them well, can be tedious and inconvenient.
The problem is that, all too often, we make a mistake in our off-the-cuff calculations, or find that we’ve forgotten a pertinent detail when we go back and review our work later on. This is natural, of course, as we’re only human, but it can still be irritating, particularly since we’ve no one to blame but ourselves.
The Character Change Log for the Pathfinder Roleplaying Game, from Asparagus Jumpsuit, is an attempt to make it easier to walk through the basics of leveling up characters so that nothing gets missed.
The product’s format is a fairly straightforward one. The book has twenty-two pages; one for each level (with level one having two pages) and the OGL. Each page walks you through the basic aspects of what you gain each level, leaving plenty of blank spaces to write down what you’ve gained. Each such sheet is largely the same, through the book wisely has certain level-dependent effects, such as new feats and new ability bonuses, noted when they occur.
The most salient detail to remember about this is that its name is accurate: this is a log of changes made to your character – it is NOT a character sheet. It’s certainly similar in function, and even somewhat in appearance, but whereas a character sheet is meant to display your character’s aggregate abilities, each sheet of this book is meant to record only what you’ve gained for that specific level.
Some might not see a need for such a book, and I can understand that view. However, I’ve gamed with people who’ve had to go back and frantically rewrite some aspect of their character in the middle of their game because they realized they’d done it wrong, or that they had simply forgotten something while leveling. Notes are, in my opinion, never a bad thing.
The downsides to this product are largely the compromises that it had to make in order to be universal to every class. These aren’t too bad, but you’ll likely feel the differences between using this to record the changes to a fighter versus the changes to a summoner; in fact, you may want to use another set of these sheets to record the growth of class-based NPCs, such as familiars or eidolons. It’s the cost of making a one-size-fits-all log, and while slightly inconvenient, it’s nothing that seriously compromises its utility.
Overall, I think that this is a book that is likely to be underestimated until you start using it. Being able to go back and chart your character’s growth over each level is more valuable than I think many players realize, and I certainly think that it’s worthwhile. I’d definitely recommend that players, especially new ones, record their levels in the Character Change Log.
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One of my favorite changes that Pathfinder made over 3.5 was the inclusion of sorcerer bloodlines. While this was an interesting mechanical way of distinguishing sorcerers from each other depending on what bloodline they chose, it also had the effect of building in a back-story for the character. Now there were character backgrounds about how your sorcerer was the descendent of a demon, was chosen by destiny, or some other compelling in-game reason for his magic.
The problem is that the flavor text never quite lived up to the crunch. While it certainly preserved the freedom to embellish on the scant information provided, sometimes you want the fluff to be provided also, which the small amount of flavor text never did. That’s the position of A Necromancer’s Grimoire: Sorcerous Lineages from Necromancers of the Northwest.
Just over three dozen pages long, Sorcerous Lineages presents ten new sorcerer bloodlines. While each of these has all of the requisite mechanical information, it matches it with a high degree of flavor text. Each bloodline is treated as more than just its point of origin; rather, each one has blossomed into some sort of organization that is (at least partially) focused on the circumstances that also granted their sorcerous powers.
Take, for instance, the Zartol Consortium bloodline. This is based around the eponymous Consortium, which was originally a mundane mercantile empire, until hard times made one of its less scrupulous heads cut a deal with a devil. Now, the mercantile empire is one built on human (and humanoid) trafficking, and the members of the family that run it are all “baptized” into a contract with that devil shortly after birth, granting them their unique sorcerer bloodline.
Isn’t that far and away more interesting than simply having the boilerplate Infernal bloodline from the Core Rulebook?
Each of the ten organizations here are given roughly one-and-a-half pages of background material on their origins, current sketch, notable traits, and how a character might be found outside their structure, in addition to their bloodline. While many are political or dynastic entities, not all are. The Sivix Conspiracy, for example, is a group of individuals dedicated to justice in a very Batman-esque way (e.g. give up everything except working to punish the guilty). They gain their bloodline by having it imbued by a powerful (and undetailed) artifact.
The bloodlines themselves are notably well done, and offer some interesting options. Those with the Descendents of Ho’Lah bloodline, for instance, have a horse as a bonded mount, and gain a number of enhancements that make them formidable mounted spellcasters. Those with the bloodline of House Faulkhor, on the other hand, are skilled torturers, being able to inflict terrible pain, with the ability to skin creatures alive at higher levels (and the capstone power of remaking those that they’ve skinned into servants, all the while keeping them alive).
Overall, A Necromancer’s Grimoire: Sorcerous Lineages is one of the less common kinds of sourcebooks that pays equal attention to the flavor and the mechanics. Indeed, it melds them together in a way that’s much more tightly integrated than many other parts of the game. Sorcerer bloodlines have long held the promise of being a hook to a greater back-story, but it’s only here that that potential is fully realized.
My one complaint about the book is that its tight focus kept it from branching out even a little – these days, some “extras,” such as a sidebar with a new spell or a new cavalier order about a group mentioned (such as the Knights of Lumina, for the Church of Lumina bloodline), but I can’t fault the book for not going that far abroad – easter eggs are extras, after all. This book presents sorcerer bloodlines as more than a set of rules with a label slapped on them, and that’s something quite sorcerous indeed.
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Ah, the skeleton. One of the classic monsters, it occupies a sort of polar opposite to the mighty dragon or other monsters whose iconic status is (at least partially) concurrent with their great power. Indeed, skeletons are most notable for being the lowest-level undead most PCs will ever face, if not the weakest of any sort of threats. True, the skeleton template does allow for some upward scaling, but by and large these are lesser enemies, and little more.
That’s not nearly good enough for such an iconic monster, and so Minotaur Games brings us Monster Focus: Skeleton, to try and flesh out (not literally) not just skeletons themselves, but related materials to allow for greater command or destruction of these bony beings. Let’s take a look.
Monster Focus: Skeletons is a fairly short book, being a grand total of a half-dozen pages in length, including the cover. Several black and white illustrations liven up the presentation. These all seem to be hand-drawn; interestingly, these pictures are rough, but not quite so much that I’d call them of poor quality. Rather, their unpolished nature seems to capture the rough feeling of an undead skeleton, chipped and imperfect but still whole and functional. I’m not certain if Jason Bulmahn did that on purpose or not, but it works to surprisingly good effect.
As a supplement themed around a specific type of monster, the book basically presents a selection of new crunch related to that monster. The book opens with a set of escalating skill DCs for what knowledge checks reveal about skeletons; this is nice, if somewhat expected, since most PCs are likely to know pretty much everything your basic skeleton has. More helpful is the note that for stronger skeletons, the DCs should be increased on a 1:1 scale with the CR. This is good advice, though it should be noted that the information should be tailored slightly in that case, since it’s possible to make creatures of varying CRs using the basic skeleton template.
Three feats are next, two of which go towards damaging skeletons (though at their narrowest these feats still deal with undead made primarily of bones, e.g. liches, as well), and one towards commanding greater numbers of them. I have to say that I particularly enjoyed the Bone Breaker feat, as it allows for slashing weapons to beat DR X/bludgeoning, something that always seemed like a no-brainer to me.
A half-dozen alchemical items are next. Roughly half of these are essentially power components, in that they’re used with certain specific spells to enhance the spell’s effects. This is sensible, since Craft (alchemy) has long been the province of magic-users.
Five new spells follow. I wasn’t particularly impressed several of these, but some of the other spells here did, I must admit, wow me. Corpse Rebellion is a creative way to attack an undead creature – by allowing its departed spirit to reach back and try and confound, if not destroy, its defiled body. That does rub up against the whole “no unwilling resurrection” prohibition, but only slightly. It also calls up interesting questions for undead who are presumed to be still in possession of their warped souls, such as mummies, vampires, and liches, but that’s the sort of grey area that cunning GMs will love.
Seven magic items are present, each of which is a specific item rather than a magic weapon or armor quality. These weren’t bad, but as with the spells nothing seemed too innovative, something I suspect comes from most of them simply regurgitating specific spell effects. A few go beyond this, such as the Skull of Fangs, which can independently attack creatures on command.
The book ends with three new skeleton templates, getting back to the monsters that are at the heart of this book. The decrepit skeleton is one of the rare kinds of templates that makes a creature weaker, rather than more powerful. The monstrous skeleton template exists solely to allow creatures that had powerful abilities in life to retain them as skeletons. The skeletal lord is an enhanced version of the skeletal champion, being layered on top of that template. It was here that I wish a sample NPC had been included, not so much because it was necessary as because it would have been really cool to have had a pre-made skeletal lord NPC on hand. Three skeleton-based adventure ideas round out the book.
Overall, Monster Focus: Skeletons isn’t a bad book, but while it does have the occasional gem of an idea, there’s little here that reaches out and demands that you buy it. There’s no insightful ecology or game-changing idea found herein, nothing that makes you think that this is “Skeletons Revisited”-level inspiring. That’s a shame because such iconic monsters really need something on that level to do them justice. That said, what’s here is certainly viable for your game, and you likely won’t regret picking this book up. It is, ultimately, a bare bones product that needed some more meat on it to make it truly substantive.
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Magic weapons are something of a drag at lower levels. The requirement that you must have a +1 enhancement bonus first, not to mention the high cost of a +2 weapon (which is what you need to get beyond just adding “plusses” to hit and damage) means that low-level characters aren’t going to get cool magic weapons.
That’s the reasoning behind Interjection Games’s latest Annals of the Drunken Wizard: +0 Weapon Modifiers.
Five pages long, with one page for the cover and another for the OGL, +0 Weapon Modifiers is short but sweet, listing twenty new minor magic weapon properties in the remaining three pages. Beyond its cover, the book makes for a fairly spartan display, though it tries to juice its aesthetics up with thin but conspicuous page borders, and the occasional black and white illustration of a small runic design.
The book gives us two paragraphs of how +0 weapon modifiers work, and actually manages to hit pretty much all of the information we need in that space. For example, it is mentioned that weapons with these enchantments still require a +1 bonus (something which I think was a mistake; these would make great enchantments that could be placed on non-magical – and even non-masterwork – weapons, making for a new class of “minor magic weapons”), that each weapon may only have one such +0 enchantment (a somewhat heavy-handed but necessary restriction), and that if issues of pricing are necessary, to assume that a +0 weapon property has a market price of 500 gp.
This may sound like these enchantments grant something for (almost) nothing, but the truth is that the counterbalancing agent for these minor powers are built into the properties themselves. Each grants something, but also introduces a drawback. For most of these, this is to remove the critical hit multiplier from a weapon – a lesser bladethirst enchantment, for example, makes it so that on a critical hit no extra damage is dealt, but the weapon heals the wielder for a number of hit points equal to its enhancement bonus.
One thing that the book didn’t talk about, but which I found to be an interesting thought, is the idea that these enchantments could be viewed as an alternative to standard cursed items, at least for higher-level magic weapons. It’s one thing to give up the critical hit multiplier for a greatclub to be able to dazzle a creature for 1d4 rounds on a critical hit (the flaring property), it’s quite another thing when the weapon is an otherwise-normal +4 keen scythe.
Of course, not all of the weapons balance out by removing the critical multiplier. Several grant a +1 bonus to a certain type of CMB check, but apply a -2 to the wielder’s CMD (apparently versus all kinds of checks). Another removes the weapon’s enhancement bonus from damage rolls, and applies it to initiative instead; there are a number of ways that these weapons incorporate drawbacks into their powers…it’s interesting to consider which seem more worthwhile than others.
Unfortunately, much like the new magic weapon properties here, there were a few drawbacks to the book. The resisting property is merely a cut-and-paste of the raging property’s text, which is clearly in error. Similarly, the weighted property is explicitly called out as being non-magical, which is awkward, since it not only still has a caster level listed (and is noted as having a level requirement to create), but it’s +1 bonus to trip CMB rolls is much the same as other weapons that grant a bonus to another type of CMB rolls…yet those are listed as being magical.
It’s also worth noting that the text on the book’s storefront is not reproduced in the book. While the expository text describing how the material is balanced is essentially restated, the framing fiction from the book’s product page is not to be found here. If you were amused by the opening bit of fiction, you’ll need to go online to reread it.
Overall, despite some odd flaws, the magic properties in +0 Weapon Modifiers are quite colorful, and help to add some necessary innovation to the panoply of standard magic weapon properties. Rather than merely granting another kind of bonus or power, these add something much better: distinctiveness. They may be priced at +0, but that makes what’s here exceptionally valuable.
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Creator Reply: |
...Really? I did THAT? Well, I feel a bit of a fool.
I've fixed Resisting and updated Weighting. I had meant there to be flavor text regarding what lead tends to do to magic in that ability, but them's what happens when the QA professional doesn't do QA. He sucks just like everyone else.
May the record show I fixed it within 5 minutes, for whatever that's worth.
To you, sir, this is exactly the sort of reviews I like to get. The good, the bad, the ugly, all of it - right in my face, and a better product comes from it. So, thank you, sir. Feel free to contact me at interjectiongames@yahoo.com with the name of one of my cheaper products. I'd be honored to give you a free copy. If there's a problem in THAT one, we can keep the cycle going. |
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...Ah, featured reviewer. Nevermind, then, but you're cordially invited to use your power to grab free stuff to acquire more free stuff without the obligation of reviewing it; how's that? :P |
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I really don’t know how I’ve gone this long without reviewing this book. I’ve known about it for quite some time, and have been using it for the last several weeks in my home game, yet somehow writing a review didn’t occur to me. That oversight ends now.
I think that for everyone who plays a d20 System game, be it Pathfinder, d20 Modern, 3.5, d20 Future or whatnot, that there’s a sense of frustration with how patchwork the system’s exception-based rules are. That is, if you have an idea for a character, you can try to design an appropriate facsimile, but unless it happens to fall within some very specific parameters, there’ll be some aspect of the character creation mechanics that doesn’t quite fit with what you had in mind.
This, of course, leads to one of two things. Either you modify your expectations to fit within what the “class level” structure allows, or you go on a never-ending hunt for splatbooks and third-party supplements in hopes of finding new rules that will let you build exactly what it is you’re looking for.
Have you ever wanted to build a character that can shapeshift into different forms, but isn’t a druid, or even a spellcaster? What about a character that is able to manipulate fire via dancing? Or one whose spellcasting ability is limited by physical ability, rather than “prepared” spells? How many supplements and sourcebooks would you have to comb through to find rules that could let you play those characters? For that matter, how many would have rules to make ALL of those characters, and whatever others you can imagine?
The correct answer is: one. That being Eclipse: The Codex Persona, from Distant Horizons Games.
Weighing in at just over two hundred pages, Eclipse is an OGL supplement that has generously been made available for free. There’s also a page for a pay-for version of the book, which is completely the same as the free version in every way. In essence, the pay-for version is a tip jar, allowing you to pay for the book if you feel so inclined. Given that this book is essentially the same as every other character book ever released, that’s a staggering level of generosity.
The book hits the technical high marks for what’s expected of a PDF: copy-and-paste is enabled, and there are full, nested bookmarks present. Most helpfully, there is a link to the authors’ blog – I’ll mention why this is helpful shortly.
I should take a moment to mention the artwork. Entirely black and white, the artwork seems to be a mixture of stock art and works from the public domain. Moreover, most pieces are given a humorous caption. I say “humorous” because these captions tend to be of the Monty Python variety (in terms of how they read, rather than any specific quotations). For example, the illustration in the section on shapeshifting is of a woman with inhuman hands licking at her fingers. The caption? “Is it cannibalism if I wasn’t human when I ate him?” They’re pretty much all like that, though some are real groaners. As someone who loves making bad jokes (especially puns) I was tickled by these, but they might induce strain due to excessive eye-rolling in other readers. Be warned.
So now, having said all of that, just what IS Eclipse: The Codex Persona?
Simply put, Eclipse is a point-buy method of character generation for the d20 System. It wasn’t the first book to release a point-buy system, nor was it the most popular (thus far), but it is by far the most successful. Let’s get to why.
The book’s first section introduces the fundamentals. Basically, characters get twenty-four Character Points (CP) at each level. These points can be spent on a variety of things, ranging from the basics (Hit Dice, weapon/armor proficiencies, base attack bonuses, save bonuses, and skill points), to spellcasting abilities, to the much more colorful powers in chapter two, with things like damage reduction, the ability to actively block incoming attacks, esoteric means of communication, and so much more.
A review must, of course, gloss over some details, which is a shame since the first two chapter that detail these myriad abilities take up roughly a third of the book. But there’s something more fundamental that must be taken into account. While a large list of abilities that can be purchased is absolutely necessary to any point-buy system, it’s ultimately going to be limited – it has to be, since no single book can possibly list every ability that will ever be thought of in every other sourcebook, right?
Well, not exactly, no.
What makes Eclipse unique is that it gives a method for tailoring EVERYTHING that can be bought with Character Points, allowing you to alter them as necessary to fit with your idea for how they should work. How does it do this, you ask? By utilizing two related concepts: corruption, and specialization.
To be clear, both of these terms are referring to the same basic idea: that by placing some sort of limitation on an ability, you can give it a corresponding increase in another manner OR you can reduce the amount of Character Points the ability costs. The terms “corruption” is used to refer to a comparatively mild limitation, while the term “specialization” refers to a more severe one. It’s by using these abilities to modify the existing powers that you can create virtually limitless abilities.
For example, the Empowerment special ability lets you use your own ability score modifiers and caster level when activating a magic item, up to (3 + Int mod) times per day (sort of like how magic staves are normally). That costs 6 CP. But you could specialize that ability by limiting it to just, say, magic wands. By accepting that degree of limitation, you can choose to either cut the price in half (3 CP), or keep the full price, but remove the “per day” modifier. So when you make a character that’s a self-styled “Master of Wands” – with little actual spellcasting power, but is able to use magic wands far better than most fully-fledged wizards – you can easily distinguish him from other run-of-the-mill wizards and sorcerers.
The third chapter of the book builds on this, exploring what it calls “paths and powers.” These are, largely, more of the same, but where the first two chapters presented individual abilities that were largely unconnected, the various sections in chapter three showcase powers that have various sub-abilities. For example, channeling is the basic “turn/rebuke undead” power that clerics have. Here, however, not only can you manipulate how powerfully and how often you can channel positive or negative energy, you can do so much more. Beyond things like not needing a holy symbol, you can convert the energy into spell effects, turn or rebuke other types of creatures, grant bonuses to magic weapons, animate corpses, and so much more.
Many of the new abilities presented in chapter three are different systems for using magic. Skill-based magic systems, for example, have multiple different presentations here. So are low-level psychic powers, high-level direct manipulations of magic, mystical artistry, eldritch connections to a land you rule, and even divine ascension, among others.
Chapter four concerns itself solely with epic-level magic. This may seem very specific, but with the various ways to manipulate spellcasting (did I mention the metamagic theorems in chapter two?), it becomes something of a practical concern…depending on the sort of campaign you run. The spells here don’t use, surprisingly, any kind of new system of magic. Rather, they still use spell levels, ranging from level ten spells all the way up through level twenty-four.
It’s in chapter five that we move away from mechanics and more towards how to utilize what’s in the book. There’s a section for players here, and a section for GMs. The player section largely discusses the type of character you want to build, which is more helpful than it sounds when you can build pretty much anything you want. For GMs, the advice is even more practical – any role-playing game system can be abused by problem players, and in an open system like Eclipse, this requires a more proactive GM. Issues of deciding ahead of time what powers (and combinations of powers) should be disallowed are dealt with, in addition to suggestions and advice for what to do if a character goes out of control. Some templates and sample epic-level monsters help to round out the GMs tools.
A few appendices close out the book. There’s a quick example of chakras, presented as an in-game reason for disallowing certain power combinations. The second and third appendix take standard 3.5 and d20 Modern classes and show how they’d be built in Eclipse, along with how to take standard feats using Eclipse abilities. Some helpful worksheets are the last thing given.
If you’ve read this far, you probably have a pretty good sense that I’m a big fan of Eclipse. The author says in the foreword that none of his players want to use any other character-building options besides what’s here, and having gotten a chance to use the book in my own game, I can completely understand why. Why go back to digging through various books to hodge-podge together a character that resembles what you wanted to make, when you can use one book to put together exactly the PC you really want to play?
Of course, that doesn’t mean that Eclipse is a book against which no criticism can be leveled. The biggest critique that can be said of the book is that it’s horribly lacking where examples are concerned. This is no small complaint, as the system is a fairly complex one to understand, especially if you’re expecting more of the fairly rigid class-level structure from standard d20 games. There are numerous points where a helpful example would go a long way towards making things clearer.
To be fair, the book does have examples for some sections, but these are few and far between. The system is, I believe, fairly intuitive…but only after you’ve made a significant investment in understanding exactly what it’s offering and how it goes about doing it. Luckily, there’s a remedy for this: remember the authors’ blog that I mentioned earlier? It has a plethora of sample characters and items built with Eclipse (including my favorite articles on how to build 100% Pathfinder-compatible characters using the book), and more than fills the need for examples of what can be done with Eclipse.
It’s also important to keep Eclipse’s limits in mind. The book allows for many options in building characters, and while this often brushes up against many other parts of the d20 System, there are some that it doesn’t replace. For example, there are many different ways to manipulate the skill system with the powers here, but the system itself is independent of Eclipse (which is why it works with d20 Modern skills, 3.5 skills, Pathfinder skills, etc.). There are different ways to build magic items, but magic items themselves aren’t dealt with here (though relics, which are similar, are). Eclipse is a powerful character generator, but it’s not a complete replacement for your d20 game of choice.
My understanding is that Eclipse is so named because it “eclipses” all other character-building options in the d20 System, and I can honestly say that it does. Think of every fictional character you’ve ever read, watched, or heard about; you can make them all here. You may still need to increase the amount of levels necessary to do it, but it can be done. The Codex Persona is exactly what it promises, and is still completely compatible with whatever d20 game you’re playing, to boot. So put on your protective eyewear and look into the Eclipse.
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There’s something of an implicit understanding to the Pathfinder rules; we all take it for granted that the rules are finely-tuned for game balance. Now, certainly it’s true that the game does make an effort to maintain balance, but there’s a corollary that if we mess with things too much, what balance the game has achieved will begin to fall apart. What I enjoy about The Genius Guide to Spell Variants Volume 4, from Super Genius Games, is that it helps to remind us that that assumption isn’t true (or at least, isn’t as severe as we sometimes think).
A fourteen page book, the fourth volume of Spell Variants opens with a discussion of making variant spells, and the formatting used herein. Class spell lists are given, before we move to the variants themselves. Fans of the previous books will find the same style of presentation used here, as each spell is numbered for where it appears among the 110 given in this volume. The variant spells themselves are presented only in terms of how they differ from the original spells (which are always referenced in the descriptive text).
If this makes the book sound prosaic, then it’s only because I’m not doing the contents justice. When you have a spell like Wall of Molten Tar, a sixth-level sorcerer/wizard spell that acts as a Wall of Iron that deals damage as per a Wall of Fire, there’s some great innovation going on. Of course, a few seem to be questionable in their utility, such as Antijuju Field, which only blocks hexes and the magic of hags…but apparently witches are okay.
The occasional error also managed to creep in, mostly in the form of some spell names being unitalicized, and the rare grammatical error. For the most part though, the book is fairly free of technical issues.
Overall, the fourth volume in the Spell Variants line lives up to the high bar set by its predecessors, giving us dozens and dozens of new spells, all without the huge presentation that would normally come from making full descriptive blocks for each; by referencing existing spells and making the necessary changes, class spell lists can be massively expanded without nearly as much effort, or text. See how a few small changes can go a long way in The Genius Guide to Spell Variants Volume 4.
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There are certain magic items in Pathfinder that are classics. These aren’t your typical +1 longswords, but rather the magic items with iconic names and powers that everyone knows about, even if they’ve never gotten one themselves. Things like the staff of the magi, the apparatus of the crab, or the cubic gate. And of course, the horn of Valhalla. This last one, though, carries with it a bit of bookkeeping, as it requires you to have stat blocks for the combatants summoned – there’s also a bit of an oddity in having a horn named after a plane of existence that might not exist in your game.
It’s issues like these that Raging Swan Press aims to take care of with their eponymous Horns of Valhalla supplement. Let’s see how well they do.
On the technical side of things, there are two versions of the supplement, one for screen viewing and the other for printing. That’s what the file names indicate, at least, because I didn’t see any difference between them. Both have the same illustrations, layout, page count, etc. The sole exception was that some of the illustrations are slightly sharper in the print file, but I had to do a side-by-side comparison to notice this.
The product did otherwise hit all of the technical checkmarks that it’s supposed to as a PDF; copy-and-paste is enabled and there are full, nested bookmarks for each section and subsection. In terms of artwork, the book is fairly sparse. There are no backgrounds or page borders, for example. There are enough illustrations that the book never feels visually boring, though, with a black and white illustration, usually of the creatures summoned by various horns, found every few pages.
The book opens by going over the basics of how horns of Valhalla work. Right away, the book presents useful material by giving us additional information (e.g. its armor class, hit points, etc.) and small variants (horns that summon different types of warriors with each use) for the horn. I quite liked this, as these are the sorts of things that nobody cares about until you need them (e.g. somebody tries to sunder a horn), at which point they’re impossible to find. Likewise, I quite enjoy randomized variations on classic things, finding them to be very old school in feeling.
The book suggests a few thematic variants for horns (e.g. a horn of the dwarvish lords), each receiving just a sentence of two of description, before moving on to additional powers and variants. For the most part, these are a large table of additional powers that a horn could have, and how that modifies its caster level and price, along with some additional information regarding horns that are aligned, cursed, and/or intelligent.
This section was quite good, but it was a situation where I felt like it didn’t take a good idea far enough. For example, the table of additional powers didn’t have a percentage, so you can’t (easily) roll randomly on it. Likewise, I would have loved if there had been a table for variant prerequisites for activating a horn (because remember, you need the proper prerequisite to make a horn work correctly, or its summoned warriors attack you).
It’s after this that we’re given full material on six horns: the classic horn of Valhalla and five variants. I say “full material” here because we’re given not only the standard magic item information, but also a visual description, overview of who (or rather, what) typically uses such a horn, and its legend. Oh, and of course, full stat blocks for the creatures it summons.
These five variants are based around themes, with Arachne’s horn, for example, summoning spiders, whereas the horn of the dead summons skeletal warriors. While each horn is detailed nicely, it’s the stat blocks that are the real meat of each item, as having the types of warriors summoned is very convenient. For the most part, the stats themselves seemed fairly consistent, but I did notice the occasional error (for example, the fighters summoned using the horn of the bow have the archer archetype, from the APG. However, they’ve only had the first alternate class ability of that archetype swapped in; the others, such as having trick shot replace armor training, aren’t there.
It’s also worth noting that Raging Swan Press uses a slightly modified version of the typical Pathfinder stat block. Each section, for example, doesn’t have its own header, and one or two things are different, such as a listing for how much a creature’s armor check penalty (or ACP) is. For the most part it’s not a big deal, but it might cause some confusion initially; luckily the book breaks down how it organizes its stat blocks in an appendix, but I still think it might have been better to stick to the standard Pathfinder presentation.
Finally, I question the decision to make all of the creatures listed here be of the construct creature type. I know this follows with what’s listed for the horn of Valhalla in the Core Rulebook, but I suspect that the designers made this change to avoid the thematic problem of summoning actual spirits, not realizing that this creates a more practical problem instead. You see, in addition to having a wide swath of immunities, these creatures also get a fairly hefty bump in hit points – constructs don’t get Constitution bonuses to their Hit Dice, but they get bonus hit points based on size. Since most of these constructs have few Hit Dice, but are man-sized, that means that their hit points have heavily inflated. For example, a typical giant spider is a CR 1 creature with 16 hit points. One summoned with Arachne’s horn, on the other hand, is a CR 1 creature with 33 hit points, and construct immunities. Admittedly, this won’t be a problem since most groups of PCs will likely be higher level than this, but it still seems off to me.
Had it been up to me, I’d have kicked that whole “they’re really constructs” idea to the curb, and just treated all of the combatants summoned by any horn as creatures of the appropriate type; is that really much different from how summoning spells work now? I’m aware that it’s ironic of me to take Raging Swan to task for not hewing closely enough to “traditional” Pathfinder in terms of stat block presentation, while then turning around and saying they shouldn’t have conformed quite so much in the kinds of creature summoned, but there it is.
Overall, Horns of Valhalla is definitely useful to a player, or a GM, who has such a horn. Having the relevant stat blocks at hand is not just useful, but almost necessary for including such an item. The extras and variants are just the icing on the cake. That said, it’s the little things that made me knock a star off of my final rating; the errors with the horn of the bow’s archers, the issues with all of the summons being constructs, etc. were sour notes in the otherwise-clear call of these horns. Still, I recommend this book to those who have or want a horn of Valhalla in their game; without this book, using that horn really blows.
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A lot of gamers forget (or quite often never knew in the first place) that the dividing line between fantasy and science fiction used to be far more permeable than it’s generally considered to be today. Indeed, high-tech-versus-magic remains a sub-genre of its own today, though usually moreso in fiction than in role-playing games. However, we do still see technology creeping into our fantasy in tabletop RPGs, with all of the results that come from getting peanut butter in our chocolate.
1 With a Bullet Point: 6 Anachronistic Armors, by Super Genius Games, is a product that dives directly, albeit briefly, into this genre mashup. As the title suggests, it provides Pathfinder statistics for six kinds of armor (actually four kinds of armor and two shields) from contemporary Earth.
I had some reservations about this product before I looked at it. I was dubious that the author would simply assign statistics to these armors and shields that would put them on an even keel with standard Pathfinder defensive equipment. That would, in my mind, have defeated the entire point of making these anachronistic armors different – after all, contemporary armor and shields are supposed to be better than older ones, usually in terms of their level of protection versus their weight and bulk, and so just making them have parity with their “medieval” counterparts would have defeated the purpose of statting them at all.
Of course, these guys are called the Super Geniuses for a reason. Author Owen K. C. Stephens saw right through my initial concerns, and did indeed make these armors different, in a way that made them unique and desirable without being overpowering.
The key here is that, for the armors, the bonuses they grant against firearms are much greater than against other kinds of weapons. Indeed, not only does its AC bonus increase, but it makes the attack roll be normal, rather than a touch attach. That’s a HUGE benefit! One of the shields (the tactical shield) offers similar benefits; only the riot shield is not as effective against firearms, but does gain modest benefits against improvised weapons (as well as attacking with it).
That said, there were a few minor quibbles I had with the product. The ceramic armor, for example, apparently has an error in it in that, despite being medium armor, it doesn’t seem to reduce the wearer’s speed rating; there’s no text about that, so I presume it’s in error. Moreover, the armor has a drawback in that its ceramic plates can lose their protective value when damaged; I don’t disapprove of this level of simulationism, but rather wish that there was even a single sentence about what sort of Craft check it would be to make new plates – presumably it’s Craft (armorsmithing), but the DC would presumably be different (since you’re not remaking the entire armor).
That said, some small issues with one armor out of the six here is still a very high bar! Given that the product surprised me by dealing with the issues I was concerned about, and how small its few problems are, I can’t give this less than five out of five stars. If there’s any sort of way your PCs can get access to equipment from other times and places, they’d do far worse than to pick up some anachronistic armors.
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It is said that all evil needs to triumph is for good men to do nothing. That may be true, but what about when good men (and women…and dragons, celestials, and so many more) do, in fact, do something? Can evil still be triumphant then? That’s the question that has been posed throughout the Way of the Wicked adventure path, from Fire Mountain Games, and the final answer is presented in the sixth and final book in the series, The Wages of Sin.
The Wages of Sin is presented in three files: the main book, a printer-friendly version thereof, and a set of player handouts. The player handouts are, for the most part, maps with the GM-only information removed, though one illustration is there too. The counterparts, with the GM information added, are found in the main book.
The printer-friendly file is the main file down to a “T,” save for turning the page borders into grayscale and removing the page backgrounds. This may sound like a lot, but it still preserves all of the interior illustrations, all in full color. I maintain that this detracts from the “printer-friendly” part of the equation, especially since several of these illustrations take up an entire page (though, to be fair, that does mean you can skip over those pages altogether).
It’s on that note that I do need to talk about the illustrations again. Michael Clarke’s talent is on full display once again, with a large number of full-color illustrations, many of which, as noted, take up an entire page. The artwork here is gorgeous, enough so that I wish that there was a separate file of just the art so that it could be shown to the players without needing to let them see the accompanying text (on the non-full-page illustrations, I mean). Heck, I just wish that there was an artbook of this material for its own sake.
The main file is just over a hundred pages long. While it does allow for copy-and-pasting the text, and there are bookmarks present, said bookmarks are to each of the book’s major sections only; there are no nested bookmarks to go to sub-sections, which is a shame.
The Wages of Sin opens with the usual introduction from the author, which is noteworthy this time because he talks about the issue of how to end the campaign; specifically, he calls into question whether you want to end on a note of evil victorious or evil undone, and discusses, albeit briefly, the pros and cons of each, insofar as what your players would like. I was actually somewhat impressed with this, since it brings up what I think is an interesting distinction in how the campaign ending can be approached – whether from a more personal point of view (e.g. “I don’t want my character to be defeated while on the cusp of total victory!”) or from a more poetic, narrative standpoint (e.g. “and so our PCs’ evil finally catches up to them, and they earn their just deserts.”). It’s an interesting dichotomy to consider.
The adventure background presents, well…the background for the adventure. More specifically, it goes over some of the things that have been happening outside the PCs knowledge to set things into motion, which isn’t unbelievable despite having five books’ worth of material behind them at this point. More specifically, we get the background on what Princess Bellinda (the last, best hope for Talinguarde) has been up to, and the information about the here-to-fore unknown Sixth Knot.
We then move on to the first major section of the book, which takes place shortly after the PCs successfully overthrew their master at end of the previous adventure. Now, the PCs are in charge…or are they? In fact, being in command is more than just having thrown off the shackles of servitude; it means actually taking control of the existing operation, enforcing their will on their comrades in evil, and keeping the late Cardinal Thorn’s plans on track.
Several events in this section focus on just that, as the PCs need to deal with the various factions remaining in the service of Hell, ending the “threat” of the humanoid army marching towards the capital, and then formally assuming control of the nation. Several of the events here revolve around existing NPCs that the PCs have dealt with before, and the author does a fairly good job of noting not only how these scenarios could play out based on what the PCs have done before now, but how they still could depending on what the PCs do.
My major complaint about this section was the sidebar near the end on why Princess Bellinda can’t be discovered and hunted down prematurely by the PCs. It’s not necessarily that she has a mcguffin item that makes her impossible to find, it’s that this is plainly acknowledged by the text, rather than giving her mcguffin stats. While all adventure paths are railroads to some degree, the major draw of this last adventure is that after so long being under the command of another, the PCs are now free to do what they want. This freedom is, for the most part, celebrated in this adventure…except where Bellinda is concerned. The text about her artifact makes it clear that there’s nothing the PCs can do to find her, and so the endgame can’t be tampered with (very much). It strikes me as a bit of a cop-out; at least give the thing game mechanics so that it’s conceivable, if unlikely, that the player-characters could have a chance of overcoming it.
Act two is the real meat of the book, being fully half of its page-count. It’s here that the PCs are at their pinnacle of glory. They are now in command of the nation that once condemned them; this section is given to all of the things that they can do – and that they must do – now that Talinguard is theirs. While various points in the campaign have been fairly open-ended in what the PCs could do, this is the largest the sandbox has ever been in the Way of the Wicked.
For one thing, the PCs are given several years of game time to indulge themselves. Over this, thirty different events are presented. Some of these are things that the PCs can do for themselves (do you want to legalize prostitution? How about the slave trade?), while others are things that happen during the course of their reign (e.g. assassins!). Insightfully, these events are set to take up set blocks of time, making them easy to adjudicate during the PCs’ rule over Talinguarde.
What really makes these events stand out is their scope. While some of these are issues of domestic policy, such as whether or not to erect temples to Asmodeus, others are much more grand. Do the PCs want to send their army to the north and wipe out the remaining humanoids (and other creatures) there, conquering the whole island? What about opening trade with foreign nations? There are many things the PCs can do to reshape the political and social lay of the land as they desire. As a bonus, there are almost two dozen additional actions that are specifically meant for the PCs minions (using the rules first introduced in the second adventure).
Event three is where it all starts to fall apart. Bellinda is back, and depending on how the PCs ran things, the degree to which the domestic populace flocks to her banner can vary wildly. Only a half-dozen events are here, and some of these are fairly low-key events like tallying up the respective sizes of the PCs army versus the Princess’s. Several individuals play out their last scenes, and the stage is pretty well set by the time things are ended here.
The fourth event is the finale to everything, as the two major armies clash. The PCs’ main opponents here are Bellinda and her immediate retinue, set against the backdrop of the battle. The bulk of this section discusses the battlefield itself, and the hefty stat blocks for the good guys, each one taking up about a page.
Somewhat disappointingly, what’s here doesn’t quite seem to tie together as strongly as I would have liked. For example, there’s several paragraphs of discussion given to the nature of the terrain on the battlefield, but the practical context of this (e.g. what happens if the PCs try to march their army through disadvantageous terrain) isn’t discussed. Likewise, the book uses a numerical score as a shorthand for determining the strength of the PCs’ army versus Bellinda’s…but while the results of this score are indicated clearly, it’s only in terms of how the setup looks, and not the actual outcome (e.g. you can read that score X means that your army outnumbers Bellinda’s four to one…but that doesn’t mean that you win).
The outcome appears to be entirely predicated on whether or not the PCs can kill Bellinda and her retinue, the lynchpin of the final battle. Hence, this seems to make the preceding sections somewhat superfluous. Whether the PCs have their army avoid the rough terrain, or whether or not their forces are a match for Bellinda’s army…all seems to come to naught, regardless of the final outcomes. What matters is this one last fight, and as that goes, so does the final battle. It’s a very poor integration of the wider implications for the PCs large-scale tactical knowledge, and the practical ramifications of how they conducted themselves as rulers of the nation.
A single-page epilogue is given next. It’s surprisingly poignant, allowing each player a turn to write their character’s final impact on the campaign, before the GM brings the curtain down. I was slightly surprised at the tone of finality here; I’m much more used to how Paizo gives us an entire section at the end of each of their adventure paths devoted to what you can do to continue the campaign, if you and your players are so inclined. Perhaps I’ve been spoiled by that, but I find the absence of such a section here to be somewhat disappointing. Three or four meaty adventure hooks, and a CR 20+ stat block for some future foe, could have made for some very interesting material for enterprising GMs.
Several new evil spells and magic items appear next, courtesy of Jason Bulmahn. A sidebar addresses the irony of virtually none of these (save for one item) appearing in the adventure itself; of course, that’s somewhat expected, since the PCs are likely to be the one using these. What’s far more interesting, however, is the campaign timeline that’s presented as the last item in the book. This walks us through a chronological reading of the entire campaign, denoting which book the various events occur in, and what the PCs’ levels are, alongside dates and years. This really helps to lay down the feeling that this is a campaign that takes some time, as by the end of it over five years have passed. This chronology was far more interesting than I’d have suspected.
One thing I haven’t noted thus far is that the book does have some errors that crop up periodically, which is irking. For example, I noticed several spelling and grammatical errors throughout the book; not many, but enough. Likewise, some stat blocks had errors in them. While this can’t be helped much when you’re facing such high-level creatures, things like incorrect CRs were a recurring problem.
Of course, these don’t detract from the adventure very much at all. It’s here that wickedness reaches its fullest flower, and your PCs get to enjoy it greatly. They’ve become not only mover and shakers, but at last have reached their full potential as conquerors and tyrants, and they get to enjoy all that comes with it. This is the payoff that they’ve been working towards from the beginning of the campaign, and it’s in spades. If you and your group manage to get this far, you’ll have a great deal of fun reveling in The Wages of Sin.
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