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Pathfinder Adventure Path: Wrath of the Righteous Player's Guide (PFRPG) PDF

***( )( ) (based on 12 ratings)

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The Wrath of the Righteous Player's Guide gives players all the spoiler-free information, inspiration, and advice they'll need to create characters prepared for delving into an adventure of mythic proportions in the Wrath of the Righteous Adventure Path.

Within, players of this campaign will find everything they need to create character backgrounds tied to personalities and events vital to Pathfinder Adventure Path’s fight to turn back the tide of demonic influence in the Worldwound. Inside players find campaign-specific traits to give adventurers the edge they need to take on cruel demons, evil cultists, and horrific threats encountered where the Abyss touches Golarion. This player's guide also features a brief overview of the previous crusades and a look at the city of Kenbres where the excitement begins, as well as various options for heroes ready to take up the call to fight the demonic horde!

Adventurers don't need to head out unprepared! Polish your sword, rally the troops and let the Wrath of the Righteous Player's Guide start your trip into the thrill and danger of the Wrath of the Righteous Adventure Path.

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Product Reviews (12)
1 to 5 of 12 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

***( )( ) (based on 12 ratings)

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Good background information

****( )

Read my full review on Of Dice and Pen.

The player’s guide for an adventure path is an important book for setting up the campaign and getting the players started. The successful guides help players to create characters that will fit into the adventure path, have a decent chance of surviving it, and be enjoyable to play. A less successful guide might give players a wrong impression of what the adventure path is about, resulting in characters that don’t fit. The Wrath of the Righteous Player’s Guide is certainly one of the more successful ones. It makes clear what the adventure path entails and gives useful background information, although it is lacking a bit in the advice department.


Useful, Inspiring, Moreish...

****( )

I am new to adventure paths, so I have little to compare this player's guide with. That said, I have played D&D for over 30 years and used a lot of product.

The Wrath of the Righteous makes no bones about being a campaign for Good Aligned Characters. It is very up front about this, and warns that evil characters will have a hard time fitting in, and that campaign information will not provide support for this. Fair enough, nuff said.

The traits are perhaps limited in number, although as an ideally diverse party, this was not a problem for us. It should not be a problem for several people to choose the same trait - in fact it would provide a useful connection between characters if they do. In a perfect world, there could have been a couple of traits designed to fit each character type, to allow some to feel a little more creative freedom.

The information about demons sidebar is a wonderful snippet - it gives characters just the right amount of "in game vs. meta-game" knowledge about demons that a character living in Kenabres would likely have. It is also good that several famous villains are enumerated - it makes you feel that much more motivated when you hear the rumour that the demon-witch Areelu Vorlesh is coming!

The only "missing" for me is some organization information - organizations that might exist in Kenabres and surroundings to further tie characters to the campaign, or give plot hooks. Admittedly this might be beyond the scope of a Player's Guide - but I would have appreciated it all the same.


Lots of reuse for a decidedly underwhelming result

*( )( )( )( )

I can't believe the boards monster ate my lengthy and detailed and well-argumented first review :-(

To sum it up, too little text spent on character tips (and some of them actually not needed), too much ads for other books, too much reuse of other books sometimes also not needed in a Player's Guide (redemption, metagame demon hunting).

Not enough for building characters deeply ingrained/motivated in the setting.

Problematic campaign traits that are a big unknown even to the GM at this stage and that are VERY strongly advised to take (with many constraints to boot).

Having paid for all the other books that see reuse in this free product, I only give it a single star.

If I had not bought these other books, I would likely give it at least 2 stars.


Does the job, wish it was more

****( )

As a free product that sets up the players for an AP it does a very competent job. It tells you what the AP is going to be about (hint: demons! Didn't see that one coming, didn't ya?), where it's going to take place and what themes are going to be important there. Some information on starting town and campaign traits for those who use them (I usually don't, I have my own mysterious ways of tying PCs to an AP. Muhahahaha.).

I'd wish there was a bit more on what class choices are going to fly well with the AP and how to handle corner cases (eg. players want to play a band of jaded "pay up front or we're not saving the world today" mercenaries or one player really really really REALLY wants to play that Cleric of Urgathoa with weird sexual fetih). But hey, it's a free lunch, so you can't really complain much.

Unless, of course, you're an anonymous person on the Internet, that is!


Awesome

*****

The Campaign Traits are not nearly as limiting or railroad-y as other reviewers have claimed. They do assume some level of connection with the region, but there's not one of them that wouldn't fit an out-of-towner just as well with only minor tweaks. I thought the Campaign Traits from Jade Regent were way more restrictive. I honestly think these are some of the best Campaign Traits we've seen from Paizo in a good long while, and I'm escpecially excited to see how they tie in to the campaign down the road in book three.

The connection with the six mythic tiers also seems to have people concerned, but I think that's jumping the gun a bit. The campaign traits don't lock you in to a specific mythic path, they just give you a bonus if your mythic path and your trait's path match up. It's too early to tell if that bonus will be significant enough that player's will regret giving it up, and I trust Paizo will handle that issue in the AP.

Overall, it's a very cool AP Player's Guide.


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