Forest Kingdom Campaign Compendium (PFRPG)

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Into the Woods!

Step under the shadowed boughs of the forest realm to find a wild world of magic, mystery, monsters, and more! From the misty boreal taiga of the cold northern reaches to wondrous glades of enchanting fey beauty, the Forest Kingdom Campaign Compendium from Legendary Games offers a wealth of amazing expansions for your wilderness campaign using the Pathfinder Roleplaying Game. Within this fantastic 424-page product you will find:

  • Dozens of new character options for your campaign on the borderlands, including archetypes like the explorer ranger and darkwolf druid alongside the jester bard and cavalier order of the woodlands! Plus new faerie bloodlines, talents, infusions, and more!
  • Over 40 spectacular spells perfect for wilderness adventuring, from bloodspear and faerie form to fey crossroads and threefold thunder!
  • New rules for faerie feats, including nearly 30 new feats from Fairy Blessing and Feral Companion to Cloak of Coiling Thorns and Tidalwave of Rot!
  • Over 60 incredible creatures, from friendly fey like pixies and satyrs to frightful foes like barrow wights to wendigos, plus forest dragons from taiga linnorms to jungle kongomato, and fanciful creatures like the jabberwock, jubjub bird, and frumious bandersnatch!
  • Dozens of new magic items ideal for trailblazing in the wild, like the scout's spyglass, plow of the abundant harvest, and staff of the fey queen!
  • Eight richly developed wilderness-themed characters are contained here as well, each with a detailed history and connections to the official kingdom-building Adventure Path but easily usable in any wilderness campaign as rivals or allies.
  • Two complete adventures, with your heroes braving bloody vengeance among the barbarian tribes on Cold Mountain for 4th-level characters and saving unicorns from an unseelie fate in Horns of the Hunted for 6th-level PCs.
  • Plus chapters on running forest- or fey-themed campaigns and building your own border kingdom in the wilderness, including love and bargains between mortals and the fey, the incursion of faerie magic into the natural world, tournaments and festivals, jousting and archery, villains in nature, and even sample kingdoms!
  • If your heroes are heading into the woods, this richly detailed and lavishly illustrated book is a resource you don't want to be without! The Forest Kingdom Campaign Compendium is packed with great material for players and GMs alike, the perfect companion for any wilderness campaign to help Make Your Game Legendary!

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    Kingdoms, Fey, Forests, Fantastic!


    The Forest Kingdom Compendium is a compilation and expansion of the various supplements Legendary Games have released which support (in typical Third Party fashion) the Kingmaker Adventure Path. At this point I will immediately say - if you don't have, don't want, and aren't going to play that AP, that should NOT prevent you getting this book. It's generic enough (within the areas it focuses) to be useful. Please note, I backed the Kickstarter for this book, so have had the PDF for a little while.

    The Good
    There's Everything. Okay, that might be a tiny exageration, but not much of one. It's called The Forest Kingdom Campaign Compendium. And the only one of those words that's even a little bit extraneous is "The". Archetypes, feats, prestige classes, spells, magic items, fey, royal tournaments, countries, characters, heroes, monsters and two adventures to supplement the AP. All of them with a foresty or kingdomy slant.

    Subsystems FTW. I'm a fan of subsytems. I've been writing my own since the 2nd Edition D&D days (most of them not very good!), and I love reading new ones, and this book has a few (mostly involving fey and since I've got a possible nymph/paladin relationship of some kind in my kingdom campaign, those are awesome). The single biggest is Royal Tournaments (available as its own book), which is just crammed with amazing rules for running a festival, taking part in events at a festival, or just plain hanging out at a festival.

    Beautiful art. I have a distinct fondness for fantasy art. Generally speaking, the more realistic the better. The art in this book is stunning. Yes, lots of it is repeated from other books (no real surprise), but just going to another page and seeing yet another pretty picture that perfectly fits with nearby text.

    The Bad
    When is a feat not a feat? Okay, this is really nitpicky, but there are two feats in the section that describes faerie bargains with mortals, and they fit there thematically, but 90-something pages earlier are a whole slew of new feats for characters, and it's a bit weird for the feats to be separated.

    Prestige classes. I love the idea behind prestige classes. I think the implementation of them in the 3.x/Pathfinder rules sucks. They were overused in 3.x D&D, and Pathfinder has done a lot to make them less of a feature of the system, and I think that overall the game is better for not having many. So the addition of three prestige classes rubs me the wrong way. That's not to say that there's anything actually wrong with the classes themselves (though I do have to question a 6-level class), just that I think I'd have preferred archetypes to fit the niches.

    The Conclusion
    I love this book. Putting aside my personal dislike of prestige classes and questions of where feats should be in the book, it's an excellent resource for players and GMs, whether you're playing Kingmaker or not, if you're going to spend any amount of time in forests, meeting fey, or at kingdom fairs, then this book has something to offer you.

    The things that I think are wrong with this book do not even put a dent in the amazingness that is everything else. I'd be particularly mean to deduct a star for those things, and this book is being integrated into my home campaign (which has nothing to do with Kingmaker except Kingdom building). Got to give it 5/5.

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