Life Stealer

BiblioTech's page

6 posts. 2 reviews. No lists. No wishlists.



Sign in to create or edit a product review.

Add Print/PDF Bundle $14.99

Add PDF $4.99

Taking Alignment in New Directions

5/5

The Very Last Book about Alignment is a 38-page treatise on the nebulous effect that alignment can play in any Pathfinder campaign. It can be dry reading at times, but each section is short enough to digest in a few minutes, and nothing is presented in an illogical order, so there isn’t any flipping back and forth trying to find out "just what does -that- mean?" until the document sees in-depth reference use. The artwork, while of the creative commons open source variety, suits the subject matter and does not detract in any way from the material.

The book has several sections (each detailed below) so I would have liked to see at least a basic table of contents to make reference use a little easier, but that is a minor quibble in an otherwise well-presented document.

1. Defining Alignment: A good précis of the alignment system, its shortcomings and necessity as a mechanic.

2. The Nine Alignments: A decent recap of the alignments themselves. What I like about this section is the first-person reactions of each alignment to the same given situation. This more than anything highlights the subtleties of each point of view.

3. Interpersonal Alignments: The first section to provide alternate rules, this section gives a good broad-based description of how each axis on the Lawful/Chaotic/Neutral/Good/Evil scale is perceived by others and details small bonuses each outlook can give a character.

4. Setting the Tone: GMs will appreciate the details given here of the concept of an overarching campaign alignment.

5. Monsters Vs. People: This is a well-thought-out, reasoned essay on the pitfalls of extending alignments to monstrous races. It gives GMs a good benchmark on how in-depth of a role alignment can play in their campaign.

6. Alignment and Class: In detailing what the implications of alignment are for the various classes, this section will help players more fully develop their characters’ background and reason for being.

7. The Alignment Grid: This expansion of the typical Law/Chaos/Neutrality/Good/Evil three-by-three alignment grid acts as the basis for rules presented in the rest of the book. While at first daunting, its simplicity becomes evident with further reading.

8: Table of Consequences: In one of the largest sections of the book, various types of actions that might affect a character’s alignment are described. This makes a good brief resource for the GM by covering the basics of the effects of potential actions without delving into the minutiae and philosophical debate that could easily expand the book to the size of an encyclopedia.

9. Redemption and Corruption: Expanding on the simple Diplomacy, Bluff or Intimidate skill rolls, this section gives a mechanic for non-combat actions that might influence NPC reactions and alignment. This expansion of the social skills is simple and easy to implement.

10: Aligned Paragons: Characters whose alignments shift to the extreme ends of each alignment axis as a result of the effects of the alternate rules presented in the book are given here. The resulting bonuses are neat Trait-like effects that characters can build toward.

11. Aligned Auras: The way in which alignment or caster level can affect reactions to certain detection/protection spells, channeled energy and spell resistance is detailed here along with the bonuses given by these auras. The minor bonuses provided are not gamebreakers in any way, and can add to the strengths of either side in both combat and non-combat scenarios.

12: Alignment-focused Magic: Two variations on existing spells and one new spell appear in this section. The variations expand on the standard alignment detection and protection spells, and the new spell gives an interesting temporary alignment-changing effect.

13: Aligned Feats: This section features several alignment-dependent feats where class or alignment aura strength might affect the character’s actions. For players who have chosen to focus on their characters’ alignment, these feats are a nice addition.

14. Paladins and Alignment: The alignment concerns of the paladin class are discussed and clarified here. For those whose understanding of the paladin code of ethics is unclear, this section is essential reading.

15: Aligned Outsiders: This section gives GMs a reference for dealing with alignment issues concerning PC interaction with outsiders in an easy-to-follow grid format. As with the Table of Consequences, the quick reference should prove to be a valuable resource.

16: Alignment & the Afterlife: Each alignment’s ultimate fate is theorized here. Such details are, like the other material in the book, suggestions for the GM, but they are presented in a logical manner that makes them acceptable for any player who has made the character’s alignment a concern.

17. Aligned Spells: The final section of the book presents a simple list of spells which the GM can use to quickly determine if “aligned casting” has taken place. This is another handy reference source.

All in all, this book gives an explanation of alignment that turns what could be a cookie-cutter "set-and-forget" feature of the game into a dynamic element that can bring depth to any campaign. In my opinion, it is well worth the purchase price and should be a welcome asset at any game table.


Add Print/PDF Bundle $14.99

Add PDF $4.99

Saddle Up!

5/5

With 35 pages of content plus an index, The Very Last Book About Mounted Combat offers a lot of bang for the buck. There is enough content to keep players from ending up with cookie-cutter effects; no two players will end up with the same mount. The rules variations are easily understood, and the effects provided are quite imaginative and impressive.

A simple table of contents at the start would have been a nice feature, but since the book is laid out in a fairly straightforward manner it’s more nice-to-have than need-to-have. The inclusion of common-appearance medieval-style illustrations throughout is a nice touch that adds to the content without distracting from the subjects at hand.

A brief introductory chapter, Call out the Cavalry!, lets the reader know the author’s reasons for presenting this work; logical and concise, it lays out the basic concepts to be covered in the accessory.

Chapter 2, Obtaining a Mount, explains a lot of the basics of mounts: clarification of details for those classes for whom mounts are an integral feature, some nice background on the day-to-day uses of mounts for any character, and well-thought-out variant rules on domesticating wild animals as mounts. I might have liked to see a small treatise on the basics of care and feeding of horses in particular, but as that can get quite involved I can see why it isn’t covered.

Chapter 3, The Cavalryman’s Bestiary, is where a lot of the meat can be found: descriptions and stat blocks for common and exotic mounts from riding dogs up to elephants and flying mounts are clearly presented. Too bad for the aquatic rangers and sea elves, though – no aquatic mounts. Still, those characters with a view to putting their racial or cultural distinctiveness at the forefront will appreciate the variety of mounts found here.

Chapter 4, Battle in the Saddle, offers a few rules for mass combat, including charges, ranged attacks and spellcasting, as well as shared rider/mount actions. An amplification of uses for the Ride skill rounds out this short but informative section.

Chapter 5, War Beasts, gives information on the mobile battle platforms of the fantasy campaign, huge- or larger-sized creatures. This information might have just as easily been included in the previous chapter, but wherever it resides the details presented are a must-have for anyone preparing a large-scale battle scenario.

Chapter 6, Gear and Tack, adds a bit of color for those with an eye to authenticity in their gear. Concise descriptions of common equipment give players a better idea of what they need to spend their hard-earned coin on, and provide a basis for understanding the why’s and wherefore’s of some of the items presented in the next chapter.

Chapter 7, Magic Items for Mounts, includes items for both mounts and their riders, and gives an idea of what "clothing slots" are appropriate for mounts.

Chapter 8, Spells, presents several new spells, each with an eye toward enhancing life in the saddle. These are mostly lower-level spells with imaginative effects for all spellcasting classes.

Chapter 9, Feats for Riders, provides several interesting effects for the mounted character. One in particular, Companion Mount, opens up a lot of options for those classes without a feature directly tied to obtaining a mount.

Chapter 10, Support NPCs, gives the duties, costs and benefits of grooms, squires, farriers, drovers and mahouts. Players with an eye for detail will appreciate the information necessary for supporting their mounts in style.

Chapter 11, Running a Mounted Combat Scenario, is almost worth the price of admission alone. Advice on the logistics of presenting mounted combat scenes on the tabletop, along with simple but effective rules for that most iconic of medieval spectator sports, the joust, put a nice finish on the accessory.

Conclusion:

For those who want to flesh out their paladins, druids, rangers and cavaliers, this is a must-have accessory. For everyone else, it offers an impressive array of options that can provide a distinctive and enjoyable roleplaying experience.

I heartily recommend The Very Last Book About Mounted Combat; it’s well worth the purchase price.