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Obsidian Twilight Campaign Setting (PFRPG)

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A dark star fell from the sky bringing with it the end of all things!

The sanctity of the world known as Abaddon was shattered by the global apocalyptic event of a meteor impacting the planet, causing a destructive ecological and eldritch change. Now there is no day or night, just never ending twilight—an undead world ruled by fear and horror. Undead nightmares prowl the darkest forest with malevolent ghouls; grim demonic fiends and horrific vampires prey on a fearful populace. The world is dominated by the monstrously powerful immortal vampiric lich lord known as Calix Sabinus, who reigns supreme over this world. And with all this, the mysterious force known as Nightwall. Evil dominates the world to be challenged by noble heroes fighting to take back a world that should belong to them. Are you willing to take up the fight?

Inside this book you will find everything you’ll need to embark on adventures in the exciting setting of Obsidian Twilight.

  • 8 new races usable as player characters or NPCs
  • Over 100 new feats, over 140 new spells and 6 new prestige classes
  • New equipment, weapons and magic items
  • New monsters and monster templates
  • Highly detailed regions and history, with new organizations to launch your campaign

Players assume the roles of brave adventurers facing ultimate evil in the hopes of saving the world, all in a postapocalyptic setting of survival horror and adventure

Devil’s Workshop is game publishing house Louis Porter Jr. Design's Open Game License (OGL) System imprint devoted to publishing unusual magic, monsters, and evocative game elements that go beyond traditional fantasy games and settings. Devil’s Workshop products exhibit a mastery of the OGL System rules that only one of the 3.5 Edition of the world most popular role playing game designers can offer you. Obsidian Twilight was created by Louis Porter Jr.

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Print Edition: Unavailable

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Product Reviews (2)

Average product rating:

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So much potential it is a pity...

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This pdf is a whopping 168 pages long, 1 page front cover, 1 page editorial, 1 page dedication, 3 pages ToC, 1 page SRD, 1 page back cover.
The pdf also comes with a 4-pages character sheet and 21 pages of printable tokens containing artwork from the book to be used as counters. Unfortunately they e.g. bear the face of Calix Sabinus, severely limiting their usability. The pdf is also fully bookmarked.

That leaves 135 pages for the Obsidian Twilight campaign setting, of which 16 pages make up the introductions to the respective chapters, all in the format of one page introductory quote and a two-page spread complete with a nice piece of artwork. I won't count these pages in my page-count for the respective chapters.

The first chapter gives us an introduction to the world of Abaddon, a world devastated by a cataclysmic meteoric strike that wiped out more than 85% of the world's populace and makes for a grim backdrop. Spanning the general events of the cataclysmic 100 last years, this makes for a nice lead-in. (5 pages)

Chapter 2 (25 pages) features the races of Abaddon. It kicks off with notes on the standard races, how they deviate from a standard campaign setting (Halflings are e.g. feral cannibals that file their teeth) as well as featuring some in-character names for the races. While I liked them, I think that the very comic-style artwork provided for them makes one thing clear: You DON'T WANT to play standard races in Abaddon. Why? Well, first of all, the OT-specific races all feature cooler, extremely nice artworks. Secondly, they are more powerful.
The new races are:

-Exalted, the direct offspring of celestials like Zebadiah (see later), that may actually have been born from rapes and the like, adding a shade of grey to the do-goodie angels trapped in Abaddon. I liked the fact that their nomenclature features a family name derived from their progenitor/Zebadiah. They are lawful native outsiders, have 90 ft. Darkvision (where 60 ft. is more common, but ok), +2 Charisma, can summon an immaterial blade and get to choose from a very limited spell-list a spell-like ability to cast 3/day. While some of the spells felt weak, e.g. Charm Person, Disguise Self, Purify Food and Drink and Detect Magic seemed like godsends in Abaddon to me.

-Genesai, offspring of demonic outsiders mating with angelic outsiders, felt a bit weird to me. They get +2 Con, + 2 Wis and -2 Cha, are native Outsiders, have 120 ft. Darkvision (!!!), immunity to charm and compulsion, a summonable blade and bonuses against outsiders (+1 to hit and damage, + 4 Dodge). These strengths are somewhat offset by an aura that unnerves animals, resulting in some penalties. All in all, though, I think that this race is slightly stronger than the standard ones.

-Harrowed are the offspring of mortals and undead and as such, feared and loathed. While I personally don't like the concept of undead being able to father children with mortals, I have to admit that the race is somewhat cool: The are not undead, but rather get a +50% damage from undead-targeting spells and heal only half as many hit points by being cured. They also get bonuses to disease, poison, death and paralysis, Darkvision 60 ft, can hold their breath longer and don't need as much food as mortals. They also get a bonus on attacks and damage against undead. Their attributes get a + 4 Str and +2 Con bonus contra -2 Cha. While this deviates from the standard formula of 2 plus-2 bonuses and one -2 penalty, I think it works due to the healing drawback. Neatly done, although the in PFRPG uncommon +50%/-50%-stuff adds a bit to book-keeping for the player, but hey, you get a prime candidate for melee classes.

-Infernals are the offspring of demonic bloodlines and as such, are chaotic outsiders. They also get a whopping 120 ft. Darkvision, +2 Con, the unnatural aura, can choose 2 qualities from a list of Infernal Taint abilities like resistances to elements and the like. They also get a plus 2 bonus against summoning and teleportation as well as the ability to cast specific spells 3/day like the exalted. They also get a natural claw attack. Due to their flexibility and the fact that you get to choose both 2 Infernal Taints and a spell-like, they felt slightly stronger to me than the standard races.

-Khymer. Of all the new races, this concept is the weirdest by far and I didn't know whether to love or hate it at first. Ok, bear with me: Khymer are actually psionic, sentient, toxic (1d6 Str) and necromantically active blood. Khymer are aberrations and are immune against spells that specifically target humanoids, +2 Wis, get 60 ft. Darkvision and a bonus PSP as well as the ability to metapsionically enhance their psionics by burning out their body vessel faster. Body Vessel? Yep, Khymer die when left outside a host body for longer than 2d12+Con rounds, which means they'll need a lot of corpses to inhabit, as the limit for one vessel is 100 hours. They also get double damage from dehydration and +50% damage from fire and cold, the latter of which is a rather uncommon mechanic in 3.5/PFRPG. Dreamscarred Press's Psionics Unleashed had not yet been released and due to the fact that I'm still waiting for my dead tree copy of said book, I can't comment on whether they are compatible. They felt a bit strong as psions and while their vulnerabilities somehow offset it, the body vessel (which makes Khymer cool) also makes them kinda clunky to play - they can only change bodies when within 2 hours of burning out their body or reduced to lower than 10% of their HP. Mechanically, that's not too user-friendly.

-Lykians are the lycanthropes of Abaddon. They get +2 Dex, - 2 Int and -2 Cha, but get low-light vision, a +8 bonus to acrobatics with regards to jumping, a +2 bonus to climb and survival, better concealment-miss-chances, a diseased bite as well as natural weapons (claws and bite). These are offset by a savingthrow-less vulnerability to silver and cold iron as well as a -2 penalty to will saves. All in all, while they make "Werewolves" playable, they felt a bit weak to me due to the significant penalties.

-Osirian: Black-skinned humanoids, they have a cool background as a favored race before the cataclysm. They get +2 Dex, + 2 to reflex saves and +2 against necromancy spells. They also get an ability called "Necromantic hellfire" that causes fatigue in living beings and disrupts undead. Compared to the other races, this one felt rather weak, but I'd also use them in another setting. In Golarion, they would have to have another name, though.

-Raijin: Raijin are a fusion of a mortal and a vengeful spirit and are applied as a template t other races that could be acquired during play. I like that as a nice alternative to treasure. They get -2 Cha, get the equivalent of the Die Hard feat, +2 on Will and Fort saves and all weapons they use are treated as plus 1 for purposes of bypassing DR. I really like that concept.

All in all, most of the races are cool. So cool in fact, that they are what I deem "Devil-may-cry-cool", which is not bad per se, but means that they are somewhat over the top and I think that less would have been more here. The fact remains that these races practically guarantee that people belonging to them are heroes or villains, somewhat diminishing the moral choice of becoming a hero and stand against the overwhelming darkness or succumbing to it. I can't for the life of me, imagine e.g. a Genesai in any other profession than a PC-class. Most of the races felt subsequently a bit stronger than the base races and more inclined towards specific classes than usual. I'd have my PCs earn Raijin-status and refuse to add the template to any of the new races apart from Osirians due to balance reasons.

Part 2 of the Review in the product discussion.

Overpriced, Poorly Edited, not fully Pathfinder Compatible

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PRESENTATION: The book is beautiful, with fantastic art, and a nice design. The information on the setting is nothing but a timeline and four pages of sketchy description making it nearly impossible to actually run this setting as written.
The book itself has a stylized font for may of the headers, and all of the feats that makes it hard to read. Additionally,there is no summary feat table, which confuses me since the table of contents has every feat and spell name itemized.

BALANCE: The races break from the pathfinder norm of offering one +2 to both a physical and mental stat, and instead offer stat bonuses and penalties that shoehorn certain races into certain roles (the harrowed in melee for example).
Most of the prestige classes offer less than half, or simply too few levels of caster progression in exchange for extremely weak class abilities. Many of the spellcaster feats, and most of the spells are overpowered. The book on the whole gives me the feeling that the author has a poor grasp on how spellcasters function.

COMPATIBILITY: Psionics rules are present, making this product NOT fully compatible with pathfinder, and requiring the 3.5 Expanded Psionics Handbook to use, which is not listed at any point of purchase. The feats Arcane rage,bane of evil,blessed touch, and channel divine healing all use outdated 3.5 mechanics, and the monster all use grapple bonuses rather than CMB/CMD.

CONCLUSION:A pathfinder compatible setting should offer at least a few new bloodlines, wizard schools, deities, rogue talents, rage powers, or any of the many other modular options that pathfinder classes offer. This setting offers none of these.

This product has consistent grammatical errors and compatibility issues, and the author appears to have little grasp on the design changes from 3.5 to pathfinder. While i love the idea behind the setting, and think that it could easily have been a 5/5, The book comes off as a half cocked, poorly edited waste of potential. Gift Certificates
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