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Amethyst: Renaissance (PFRPG) PDF

***** (based on 2 ratings)

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Which side will you choose? Which weapons will you wield? Earth is torn between the order of science and the chaos of fantasy. These two worlds cannot mix. Venture into lands once claimed by skyscrapers and factories, now overrun by elves, goblins, and dragons. Choose your path and commit to the quest. Monsters will hunt you; machines will track you. No gods will help you; no prophecies will choose you. The fate of the world rests with you.

The critically acclaimed Amethyst setting, now for the Pathfinder Roleplaying Game!

This rulebook includes:

  • Ten New races
  • Eight technology-based classes
  • Dozens of new traits
  • Paragon paths for both science and magic based characters
  • All new equipment from revolvers to railcannons
  • Listings for powered armor and futuristic vehicles
  • Monsters for every challenge rating
  • Compliant rules to add technology to any Pathfinder Roleplaing Game
  • All the setting information from Amethyst Foundations
  • All the famous artwork from previous Amethyst publications
  • Includes a high resolution map of the world, four desktop wallpapers, and high resolution images of all of Amethyst's color images from artists Nick Greenwood and Jaime Jones!
  • Pimp your auto. Purchase vehicles and modify their features.

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Product Reviews (2)

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***** (based on 2 ratings)

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A fully-developed sci-fi and fantasy Pathfinder campaign that has no equal

*****

The goal of a campaign setting is to provide a location that’s not only conducive for running a game, but actively helps to stimulate the creative process involved in doing so. One of the primary ways of doing that is by providing a world with developed verisimilitude; the more “realistic” the world feels – “realistic” here meaning that is has internal logic and consistency – the more alive it seems, and the easier it is to role-play in.

Given that, if we judge campaign settings by how alive they seem, then there are none better than Amethyst: Renaissance. That’s a lofty claim to make, but this massive campaign book backs it up solidly and then some. I reviewed the original 3.5 version of this setting, and said that it was a world brimming with possibilities even as it felt like the surface was barely scratched in the main book, and that’s still true with its Pathfinder incarnation. Let’s take a closer look.

The download consists of several files, five being gorgeous full-color pictures, four being equally pretty wallpapers, and the last one being the PDF of the book itself. I did frown slightly to find that there were no options for a printer-friendly version, nor any special files for things like Macs or e-readers. Of course, the former may be a bit of a pipe dream for a 399-page folio, but still, it would have been nice.

In terms of the book’s technical presentation, it mostly does okay. Copy-and-paste is fully enabled, which is as it should be, and bookmarks are present...but aren’t nested. This means that the bookmarks are all in a single, unbroken column that makes it somewhat hard to distinguish one from the other; if the chapter titles weren’t in lowercase letters where everything else was in capitals, they’d be easily lost amidst the clutter.

Of course, the book itself has many virtues to offset these minor flaws. For one thing, it is resplendent with artwork. I cannot overstate the quality of the interior art in Amethyst: Renaissance – the book has a grand total of three artists and between them, they’ve produced what might possibly the single best-illustrated book ever made for Pathfinder. The fact that almost all of the pictures are in black and white does nothing to detract from the quality of what’s here. Even if you’re not interested in the setting (and you should be) you’ll be captivated by the pictures.

Of course, the setting is pretty captivating itself. In a nutshell, the world of Amethyst is planet Earth set five hundred years in the future, after the cataclysmic return of magic. If that doesn’t sound too original, rest assured that there’s more – the nature of magic, for example, is divided in this setting. Whereas most campaign worlds put arcane magic as being just sort of “there,” magic in Amethyst has definitive sources.

For most creatures, the source of magic is Attricana, the White Gate, faintly visible as a bright star in the sky. This is the original source of magic, that produced dragons and fae races long ago before it was originally sealed away by the titular Amethyst himself; the first dragon. He did so because of the coming of Ixindar, the Black Gate, which is present on the Earth itself. Amethyst’s sacrifice sealed not only Attricana but also Ixindar, along with the mysterious intelligence that resides beyond the Black Gate, Mengus, and ended the age of magic, all long before the rise of humans. Now, with a second meteor strike reopening Ixindar, and for unknown reasons Attricana, five hundred years ago, magic and the creatures born of it are back.

The tone of Attricana and Ixindar cannot be overstated in the setting. Interestingly, while the White Gate is the source of magic that most are familiar with, it’s presented as a source of chaos as well as magical life – life itself is a chaotic thing, and Attricana encourages its growth and mutation without restraint, breaking down technology as a side effect. By contrast, Ixindar is a force of law as well as evil. It corrupts even as it encourages order, sublimating everything to its own design…and it doesn’t corrupt technology, either.

Speaking of which, the technological aspects of the setting are too large to be ignored, and indeed add the most readily-apparent manner in which this setting is different from most fantasy-medieval worlds. While most civilizations now are “echan,” or magic-touched, and many humans live among them, there are plenty of humans who live in mega-city-like bastions. Here technology barricades itself against magic, and life progresses much like it did before the return of magic; indeed, in many the level of technology has improved beyond what was available at the end of the twentieth century.

Ahem…but I’ll stop rambling here, and try to get hold of my enthusiasm long enough to give a more coherent review of the book.

The book’s first chapter acts as a much-needed overview of the setting. It talks about things like the history, common terms, and the overall feel of the campaign. It’s worth noting that the book is very upfront about what it doesn’t have being just as important as what it does. High-level spellcasting is exceptionally difficult, there are no other planes of existence (ethereal notwithstanding), and many monsters simply aren’t to be found. While you can certainly cherry-pick a lot of what’s here, Amethyst is a setting that is upfront about setting its own style.

The second chapter covers the nature of the fae races, with humans mentioned almost as an afterthought. None of the standard fantasy races, such as elves, dwarves, etc. are present here…except they are. Sort of. Each race has its own unique name, such as the damaskans, the laudenians, the gimfen, and many more…but more than a few of them strongly resemble standard fantasy races. That’s not an accusation of unoriginality either – rather, the setting plays up that these creatures resemble the fairy tales that humans told each other for centuries, but at the same time are worlds apart in terms of society and culture.

It’s that culture that’s given a heavy prominence in this chapter, though the racial stats are not glossed over for it. Things like cultural practices, social habits, and traditions are emphasized rather than being ignored, and it’s a big part of the reason why this campaign world feels so holistic. Despite how beautiful damaskans may look, for instance, they have very little sex drive, since they’re being of magic for whom procreation is much less of an issue. Amethyst: Renaissance knows that the little things are what make a setting stand out.

The third chapter covers different organizations in the game world, each receiving roughly a few paragraphs’ worth of description, along with the game stats of their prerequisites and the benefits of belonging to them.

The fourth chapter covers traits, as defined in the Pathfinder APG, and there are quite a lot of them here. Moreover, these aren’t tossed out quickly and with little context – these all receive paragraphs of descriptive text regarding what these traits actually mean for someone who has them. Several are more powerful than normal traits and count for both trait choices (though I wonder if that makes them essentially feats).

The fourth chapter is also where I do have one gripe – the lack of a reference table. If you prefer to have a handy table to quickly reference what traits are available, along with their prerequisites and benefits, you’re going to be disappointed here – and make no mistake, there are enough here that the absence of such a table is keenly felt. The feats chapter got such a table, and the lack of one here is an oversight.

The fourth chapter discusses classes. Perhaps surprisingly, there’s very little attention paid to the basic classes from the Pathfinder Core Rules; the big ones are a few classes being disallowed (mostly so they can be reintroduced later as prestige classes) and some changes to spellcasting classes – clerics, for example, don’t use verbal components for their spells, whereas wizards use no somatic components.

The major thrust of this chapter are the techan classes; those that rely exclusively on technology. This is no minor restriction, these guys can’t even receive the benefits of magic without it having serious consequences, namely in that doing so causes “saturation” which if driven high enough causes technological disruption.

That’s all explained later though, for now we have eight new tech-focused classes. From the heavy grounder (using super-heavy weapons – think rocket launchers and particle beams) to the medic (who has various medical treatments that are written similar to spells, though they’re entirely non-magical) to the sniper, these are the guys who venture out beyond the bastions into a hostile world and utterly demolish it with superior firepower. Interestingly, the classes are all d20 Hit Dice with fill BAB, or d8 Hit Dice with full BAB-minus-one. What does the latter mean? It means they start with a BAB of +0 and end with a BAB of +19. An interesting choice, if an odd one, but it doesn’t detract from the overall appeal of the classes.

The fifth chapter is devoted to skills and feats. There are only three completely new skills here (“completely new” discounting things like Knowledge (science)), being Demolitions, Engineer, and Vehicle Operation. Perhaps surprisingly, this last one is by far the most complicated, and doesn’t even cover everything regarding operating a vehicle (there’s more in the equipment chapter when you come to the vehicles themselves). I strongly recommend that everyone who wants to use a vehicle read both sections thoroughly, as they’re fairly rules-intensive.

As for the feats…I know I said the traits were numerous, but the feats are beyond expansive. The reference table takes over seven pages just to list them all. Racial feats, trait feats (feats that have a particular trait as a prerequisite), general feats, techan feats (most of which enhance using high-tech weaponry), vehicle feats, and more are here. I didn’t even try counting the sheer number of feats found here, but it’s far more than you could ever see if you had a full party going from levels one to twenty.

The sixth chapter covers equipment, and as with the chapter on classes, it’s a playground for the techans. Super-heavy guns, powered armor, vehicles that make Batman’s look like they had training wheels in comparison…there’s a plethora of toys here for those who embrace the science-fiction aspect of the setting. It’s not all weapons, armor, and vehicles either. From the currency to particular vehicle modifications to explosives to injections (e.g. drugs, nano-machines, etc.), as well as how magic disrupts these are all covered here.

Chapter seven covers prestige classes, of which there are slightly more than a dozen for the echan and techan each. Surprisingly, there’s little in-character development for what it means to have these classes. While some (such as paladin or ranger) are self-evidence from what we’re bringing to the game, there’s less intuitive understanding regarding the nature of a Selkirk brawler or an Ur-mage.

Chapter eight deals with magic, and I have to say that this is an area where I was grateful for the depth regarding the nature of magic as it exists in-character. All too often books with a magic chapter devote them solely to pumping out new spells, magic items, and similar material, and while you’ll find that here it helps a lot that the chapter opens with a discussion of where magic comes from and why it functions the way it does. For example, the language of magic, Pleroma, is discussed, as is the manner in which magic saturation disrupts technology (for Attricana), the corruption of Ixindar, and how to use high-level magic (otherwise known as “foundation spells”). Chapter nine ostensibly discusses magic items, but spends most of its time talking about the artifacts that are specific to the setting – again, this is far more of a function of what they mean in the world rather than what they do.

It’s on that note that we come to chapter ten, which is all about the setting. This is distinct from chapter eleven, because whereas that chapter acts as a guide to Canam (the new name for North America – the book never expands beyond that continent, though mentions are made of regions beyond it), chapter ten is devoted to aspects of the setting, such as languages and religions. The book’s twelfth and final chapter covers new monsters, including lists of monsters that are in the “canon” setting, those that aren’t but can be used without breaking the feel of the world, and those that are “banned” in the setting.

I also haven’t mentioned that there’s a story that progresses throughout the book, mostly at the ends of various chapters; the last fifteen pages or so of the book are devoted to ending the story, though it ends on a cliffhanger that makes it seem more like the end of a large prologue. Hopefully we’ll get more of it in further supplements.

By this point, my thoughts on Amethyst: Renaissance should be abundantly clear, but it bears repeating – this campaign world is breathtaking in its scope. There’s so much here, so artfully presented and with a tone that’s so holistic that it seems to leap off the page. A full campaign could easily be run from levels one to twenty without using half of what’s here; that’s how much material is found within these pages. It’s almost intimidating how high the bar is set; a sort of implication that says “for real role-players only!” but if that’s the case it backs it up.

The bottom line is that Amethyst sets a standard for campaign settings, one that won’t soon be matched. If you want a true renaissance for your Pathfinder game, look no further: it’s Amethyst.


Unique, intriguing, intelligent fantasy vs. scifi setting

*****

This massive pdf is 399 pages long, 1 page front cover, 1 page inside front cover, 1 page editorial, 2 pages of ToC, 1 page Index, 1 page SRDs and 1 page back cover, leaving us with a whopping 391 pages of content, so let's check this out!

I'll just come out and say it: I'm not familiar with any old iterations of the Amethyst-setting, thus I can't draw any direct comparisons. What is Amethyst then? Essentially it is a what-if scenario of vast ambitions: What would happen if a logical fantasy setting, with all its consequences, with its magic etc., was thrust upon our technological world. Not a black/white dichotomy, nor a stylized version of fantasy. The ambition is to create a setting in which the problems, social and ecological are very much intact, including all the topics that move us - only that now the force of magic has entered the world and while it does change the options of the people, it is also a force that is at direct odds with technology - but even this dichotomy is too simple to properly explain the intricate web of themes and topics opened by this book. But let me try to explain via the setting's history: Essentially, it presumes that there once was a magical age here on earth, when the world was still called Terros and people worshiped a benevolent entity of unbridled creative energy and chaos- until the arrival of the black gate and a deity of order and syntropy started to lay waste to the world, culminating in the K-T-extinction event, resulting in the death of legendary dragon/god amethyst and the extinction of magic from the world. Technology and natural evolution reigned. Until a second impact, a meteorite saw the resurgence of magic. The forces of order and chaos have returned and in-between, mankind has to witness its technology ceasing to work in the presence of magic, thus creating enclaves of the size of nations, cities of hyper-technology in a world where magic looms beyond the walls and dragons and fae have reclaimed the planet. Add to that the legend that there's an artifact that may expel magic again and forever or make the one bearing it a god and we have ample potential for the earth-shattering things your PCs can do in AR. "Which side will you stand on in the end" is a question that will be hard to answer in the setting...

After a brief description on altered magic (though that is covered in more detail later) and the origin of power for clerics, druids and mages, we are introduced to a glossary before we get into chapter 2, where we are introduced to the variety of races available for character creation in the Amethyst Renaissance setting and from the start an interesting consideration is put into focus: Traditions. Tenebri curse and swear loudly while executing daily affairs, Laudeni never wear undergarments etc. - while these points may seem boring and mundane, they actually prove a point I often try to make: Races are more than the conglomerate of their stats and should be treated as such. This chapter thus includes a stunning wealth of gestures and peculiarities, from considering silent gestures rude to kowtowing to one's tools and even a complex appropriation of the "metal-gesture", i.e. the devil's horns as both a potential greeting (with a thumb in the fist) or an request for intercourse (with the thumb exposed). Sexuality and the Fae race's take on it is also thankfully covered, being rather open and non-discriminating regarding e.g. homosexuality and monogamous when married, but rather polyamorous before, thus creating further potential for cultural conflicts and misunderstandings. Add to that the existence of a particular form of ironlead that is particularly toxic to fae and an inherent magical nature that disrupts technology, as reflected by a saturation level that can never plunge below 20 and we're in for cool and complex creatures even before we delve into the respective racial entries, which are spearheaded by the Chaparrans, who can essentially be considered wood elves that believe their existence is eternal and changes between being a being of flesh and blood and being a tree. These wild fae are truly deadly experts with their bows, get climb speeds etc. and can even teleport in forests, making them feel truly unearthly.

The Damaskans, on the other hand, can be considered a race of intellectual, bibliophile,obsessive chroniclers of the things that happen in their chosen field. Equipped with a vastly supreme sense of balance, gravity etc. and being universally ambidextrous, they also make for stellar swashbuckling-style characters and warrior-scholars, as their intelligence-modifier influences their combat prowess. Gimfen are a peculiar race of Fae as well, lacking the disruptive field that characterizes many echans (slang for magic-users and magical beings) and being obsessed (and rather successful) with melding magic and technology. While not being as apt as humans, they make for interesting alchemists, tinkerers and could be seen a s a type of gnome/halfling-hybrid, also due to their height. Laudenians then, would make for the classic high elves - a pure first race in decline, their culture is determined by a fear of degradation (as their descendants turned into other fey) and hence they have turned to living in a fabled city in the sky - however, they are not only haughty, immortal and rare, they also have lost any connection to nature due to their hatred/fear of the corrupting influence of walking the earth.

The Narros can be considered the strong warrior/miners of the Fae races, determined by a 100% commitment and making for natural born soldiers. Speaking of good soldiers - the Pagus, Fae changed by the black gate do not disrupt technology, but are stigmatized from birth as heralds of the black gate and are prone to old-age insanity. And then there are the Tenebri, a race of deceptively fragile-looking blind Fae with a deadly scream, these beings have allegedly been cursed by a god and are interesting in that they are more or less at war with the Narros and, due to their blindness, have a completely different take on attractiveness etc., thus subverting preconceptions of beauty ideals. The final Fae race then would be the Tilen: Fragile and graceful, yet strong, these beings are essentially fae who have clawed themselves back from undeath and can be seen as a playable Fae vampire race: They have no reflections, are blinded by light etc. - but in a twist of the theme, while they can heal via draining blood, they are passionate and rather non-violent creatures and thus make for a great duality between dark pasts, themes of hereditary sin and kindness in the face of xenophobia and aversion. Among the evolutionary races, Humans are first and detailed just about as much as the other races, taking the fall of old ideologies and virtues and the varied nature as well as the cataclysm that decimated their race into account before going on with the Kodiaks - upright walking bears that are a recent phenomenon and which have only begun to rise from hunters and foragers to farming communities. With such a diverse roster of races, a whole entry is devoted to crossbreeds between Fae and human as well as crossbreeds between the different types of Fae.

And we're only just past the playable races - now, let us turn our heads towards the background of the setting! The section kicks off with an idea I whole heartedly endorse - a selection of backgrounds and organizations for the whole group to belong to - essentially providing a way for the player characters to know each other and get a benefit and starting point to properly develop their backgrounds. After that, we are introduced to new traits, though it should be noted that a new class of traits, so-called Amethyst Traits, are introduced: Every character may only have one of these slightly more powerful traits. Since the setting's peculiarities, religious and belief-based traits are subsumed and/or replaced by supernatural traits that enable a slight tapping into the forces that be via an unexplained natural talent. Traits, to be honest, have swiftly become my least favorite thing to review - they provide paltry bonuses, boring one-liners and half of them boil down to "You have been bullied by X/grown up in Y/etc." -BORING. Now this is what this book does perfectly right: Each trait comes with an extensive, long flavor text that immerses one in the respective background and best of all, also roots the character believably and deep in the world of Amethyst Renaissance. This is how traits should be handled. Kudos, respect and two thumbs up - 3pps, take heed, this is how it can be done!

In the next chapter, we deal with classes - rather important, taking the peculiarities of the setting into account- magic is usually channeled by a totem, for example, meaning that wizards may use other things as focus - for example orbs, shields and even more esoteric things. Of course, we also get a variety of new Techan classes, starting with the Grounder (d10, 4+Int skills, full BAB, good fort- and ref-saves) that gains access to brotherhood abilities, improved recoil absorption etc., while the heavy grounder is the heavy arms/explosive specialist variant of the class. We also get the new Marshal base-class (d8, 6+Int skills per level, weird 19/20 BAB-progression, good ref-saves), who can be considered a war-master-like support class with auras to enhance team-mate capabilities and enhanced benefits for teamwork. What I was missing from this class was the option to utilize teamwork-feats/solo-tactics - a good class that could have been better by being more streamlined with PFRPG-content. The mechanic operator (d8, 7+Int skills per level, weird 19/20 BAB-progression, good ref-saves) can be seen as the tech with the customized weapons, including a cool ability called "Shiny Red Button" that enables the operator to do rather deadly stunts with his deadly modified weapons like automatically hitting, dealing additional damage etc. - very cool! The Medic (d8, 7+Int skills per level, weird 19/20 BAB-progression, good ref-and will-saves as well as 4 levels of exploits) can be considered the techan combat medic, able to negate e.g. the last hit to strike an ally and use his injections to strengthen allies. VERY cool, though I would have loved more exploits. The next general category of classes is called stalker and can be considered soldier-specialists - from the blazing Gunslinger (d10, 4+Int skills per level, full BAB, good ref saves) that can put a deadly ballet of bullets (flurry-style) through his enemies and the diametric opposite, the Sniper, who learns to enhance his single shots to further maximize his deadly potential. The Vanguard (d8, 7+Int skills per level, weird 19/20 BAB-progression, good ref-saves) is the final of the classes herein, gaining knowledge to fight with primitive powers, unarmed attacks etc. - essentially a mundane, dirty and cool alternative to the esoteric monk. (Also nice: Fighting-game inspired ability-names as inside jokes.)

In a world of both technology and magic, we also need new skills and thus are introduced to new skills dealing with the proper use of explosives, engineering, knowledge (science) and vehicle operation. The setting also includes 7 1/2 pages of feat-LISTS before giving us the feats and they do something I really like: Apart from racial feats etc. you'd expect to find, there also are a vast variety of feats that have background traits as prerequisites, expanding upon the background concepts and making the traits matter that much more. Again, 3pps, take heed - this is a great idea. But are the feats up to the quality? To cut a long, uninteresting and potentially ruinous listing of feats and what they do short (and to stop myself from blowing this review completely out of all proportions) - yes. The feats are well-designed and the techan feats, for explosive, new armors and weapons etc. make for fine additions and since I'm a huge fan of vehicles, especially the nice coverage of them, via both the extensive skill-section and the feats makes this chapter a crunchy winner in my book.

The equipment section is also rather smart, beginning with a cool recap on ever-improving technology and stagnant, unchanging magic before going into the different currencies, ranging from the familiar gold pieces (echan money, including local names for the pieces) to the universal credits used by the techan. Next would be the obligatory entries on different technology levels, up to antigrav and complete reconstruction of beings from dust as well as information on e.g. battery types and EDF - echan disruption fields that represent the disruptive effects of magic on technology as well as means to at least temporarily cancel and/or diminish said detrimental effects. Of course, Echan weaponry is also detailed. If you ever wanted to play one bastard with a REALLY big weapon, fret not, for super heavy weaponry is also covered - if you put that tripod down and aim your foes will know to weep. It should also be noted that auto fire is introduced with cohesive rules and that we get stellar artworks for many new weapons. Have I mentioned the almost mecha-like classes of heavy armor (and their respective lighter counterparts) and the class on shields, both traditional and kinetic and the rather large array of modifications that can be added to armor, enhancing customizability even further? Other cool bits are the AEN, essentially an echan-detection system, camera balls, information on viral/gene therapy, rules for exotic materials and best of all: Vehicles galore - tanks, jeeps, whatever you desire. And then there are the cool vertibird-like airships and even high-tech blimps! HELL YEAH!

In Chapter 7, we get to check out PrCs, for both the echan and techan fractions - from knights of Abraham, the PrC-incarnations of rangers and paladins (not available as base-classes) to the determined Gimfen assassins of the Crimson Leaf to the elite techan angel snipers, infantry support specialists, sierra madre gunslingers and york gun dancers, we are introduced to flavorful, regional and organizational PrCs that truly feel like they belong to their niches and make sense in the context of the world. mechanics-wise, they offer nice rules. In order to keep this review from blowing further out of all proportions, I'll refrain from listing them all. The chapter on magic is also rather interesting, as it talks about the strange dichotomies of white and black magic, disruption and the concepts of infinite creation vs. absolute syntropy as well as about theories on summoning beings and the effects of magic - both white and black magic change the user - Ixindar's black magic adds corruption points and changes you and even white magic and association with fey has the tendency to slowly turn you into an echan-like being. Also rather cool: Powerful spells are usually limited to being only learnable from an anchor, which means that learning such a spell entails quests of its own and making access to such spells rare and coveted - want polar ray? Get that crystal skull! Antimagic fields can prove lethal to echan beings not associated with Ixindar and we also get 4 technology-disrupting EMP-style spells. The magic items and what's available in Amethyst Renaissance would also cover a whole chapter - it s especially noteworthy that we get an awesome array of artifacts that come with extensive background stories before we get into the sections that especially should be read carefully by prospective DMs.

Part 2 of my review starts at post 2 in the product discussion - see you there!



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