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Genuinely creepy support for genuinely heroic necromancers

5/5

Long story short: This product is great and you should probably buy it.

Long story long: The matter of non-evil undead and necromancy has been a source for plenty of debate, but no matter which side of that argument one may fall on it's undeniable that supporting material for such themes has been sorely lacking since Third Edition began.

The White Necromancer remedied that problem in a big way when it debuted in Kobold Quarterly, and this expansion of the class essentially seals its status as the place to go for unambiguously heroic necromancers. There's no automatic assumption of evil in undead or necromancy here; the matter of "how" and "why" are put forth as the deciding factor.

These necromancers aren't your stereotypical villains nor are they forced to be questionable anti-heroes, though there is room for the latter. Rather than focusing on enslaving and defiling the dead, the white necromancer is focused on working with or even for the dead. The class is more about those who help lost souls find peace or treat with the dead for aid than seeking power over them and the living.

This alternate approach is built right into their mechanics, where raising undead aid is as much a matter of diplomacy as magic. And this doesn't grant a white necromancer complete control over such undead, as they are fully free-willed beings that must be treated with respect. Coupled with their ability to make non-evil undead through this manner, the white necromancer's approach can add a lot to a setting and a campaign as demonstrated in the short introduction featuring a necromancer seeking the aid a long dead hero against his evil living descendant.

Not only does this readily enable all sorts of non-evil undead NPCs to fulfill different roles throughout a setting, from truly noble necropolis guardians to spectral family guardians, but it also gives GMs a cool way to communicate the history and lore of their setting.

And for those that may be worried that this makes white necromancers out to be all rainbows and sunshine, don't worry. While you certainly could play one that way, there's plenty of dark and macabre flavor built into the class abilities and spell list, from the various new bone-centric spells to the Grasp of the Dead ability. This product certainly delivers on the Dark Is Not Evil trope.

The two new archetypes really expand the character possibilities for the class as well. The Necrotic Healer offers perhaps one of the most heroic and self-sacrificing examples of the "healer" role ever, taking the standard White Necromancer's self-sacrificing healing abilities and running full tilt with them to make characters that take on the wounds and ailments of others. It's a potent and potentially high-risk approach to healing.

The Grave-Bound archetype gains an undead companion at 5th level, choosing between six general types(ghost, mummy, shadow, skeleton, vampire, or zombie). Each type is rebalanced according to the white necromancer's level with their own distinct progressions as they advance. The exact nature of the necromancer and companion's relationship is left undefined, lending itself to a wide variety of possibilities, from the wayward scholar trying to solve her spouse's murder alongside that spouse to the noble who inherited his ancestor's mummy bodyguard to the ghost whisperer who accumulates the regrets of the restless dead into a shadowy mass that she's working to put to rest or even just someone who's childhood pet's loyalty keeps him at his master's side beyond death.

There is a lot to play with here. And fans of Jakandor or Eberron's Undying Court that have been left hungering for that sort of macabre and alien flavor without having to wrestle with current default assumptions will likely feel right at home with this product's approach to necromancy.

The Expanded White Necromancer tackles some themes that many have been longing for for quite some time and that have gone untouched for far too long. And it pulls it off perfectly.


Now Is Glorious Time For To Rolling Play

5/5

Small Soviet d6 Dice are credit to dice pool. Each die is dividing equally amongst all numbers unlike imperialist cheating dice. Is useful for games of elf and ghost.

People's Glorious D6 set is featuring:

  • Excellent workmanship of noble proletariat.

  • Is perfect dice for the rolling of medium sickle and small warhammer.

  • Bearing red field representing the struggle of working class.

  • Is in quantity that can be divided evenly between traditional group of four playing members and playing member temporarily serving as Game Moderator.

  • Is highly readable.

  • Rigorous testing is showing that results are unbiased and equally distributed.

  • Does not attract bear.

    It is good day to be having rolling playing with fruit of People's labors! Purchase now!


  • Our Price: $5.99

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    A solid and diverse set.

    5/5

    Long story short, this is an excellent set that most likely WILL have an appropriate miniature for whatever orc or half-orc character concept a player or GM may have.

    Rather than simply going with just the expected themes and stereotypes(which are still well represented), there is at least one(and most often two) miniature for each Base and NPC class in the game, as well as some for many of the prestige classes. There are also separate ranges of orcs by region. This wide range coupled with how many of them are appropriate for roles outside their given name mean it's highly unlikely one can't find at least one miniature appropriate for their character.

    It should be noted that this product really shines in supporting concepts outside the stereotypical "norm". People who want to play orc paladins or wizards will absolutely not be left hanging with this one. The all-inclusive approach taken here really pays off.

    Art is subjective and the "cartoony" style may not be for everyone. However it does work to make such miniatures distinctive and easy to "read" at such a small size. The cover image is indicative of the style throughout the product. Of particular note are the Holy Vindicator and the Wingripper Eidolon, both of which would make for great metal mini designs on their own.

    This product sets a high standard for any future entries in this line and any other paper miniature lines to follow. In terms of variety and support for the wide spectrum of possibilities players typically fall into, this is an excellent example of "doing it right".


    Full Name

    Poterol Leafblown

    Race

    Muse-Touched Aasimar

    Classes/Levels

    Shaman 2 [HP: 18/18 AC: 16/12/14 F:1 R:2 W:6]

    Gender

    Male

    Size

    5'9"

    Age

    89

    About Poterol

    Poterol, an aasimar born of elves, grew up knowing great things were ahead of him. However, his parents could not understand that their own child - a mere thirty-two years of age! - would run away from home to find such greatness. The world is not always kind, and shortly after beginning his new journey to greatness, Poterol ran afoul of brigands.

    Fortunately for him, the thieves only took his possessions, leaving only a few bruises in their wake. The elf-born aasimar was able to make it to a road, and finally a human town. There, an old man took him in and patched him up. After only a few days, he was back to full health, and gifted with clothes and gear by the elderly one. When Poterol asked what he could do to compensate the man who had given so him so much, the man told him, "What I have done here is but a little to me. If this means so much to you, go forth and give a little of yourself to those who are in need."

    That set the tone for the next fifty years of Poterol's life. Everywhere he went he gave a little of himself and his abilities to those in need. Some were able to repay him with gold or lessons. Some could only offer their thanks. Poterol never turned away anyone who he could aid, and still feels as the small things he is able to do gift large blessings upon others.

    However, he feels that there is still great things in his future.

    Party Use Items:
    Trail rations = 26 (13 People, 2 days)

    Stats:

    Poterol
    Male Azata-Blooded Aasimar (Musetouched) Shaman 2 (Pathfinder RPG Advanced Race Guide 0)
    CG Medium outsider (native)
    Init +2; Senses darkvision 60 ft.; Perception +5
    --------------------
    Defense
    --------------------
    AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
    hp 18 (2d8+2)
    Fort +1, Ref +2, Will +6
    Resist acid 5, cold 5, electricity 5
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee dagger +2 (1d4+1/19-20) and
    . . masterwork morningstar +3 (1d8+1) and
    . . touch attack +2 (As Spell)
    Ranged ranged touch attack +3 (As Spell)
    Shaman Spells Prepared (CL 2nd; concentration +5):
    . . 1st—charm person (DC 14), chill touch (DC 14), produce flame
    (1/day) identify
    . . 0 (at will)—create water, detect magic, guidance, purify food and drink (DC 13)
    --------------------
    Statistics
    --------------------
    Str 12, Dex 14, Con 12, Int 14, Wis 17, Cha 13
    Base Atk +1; CMB +2; CMD 14
    Feats Combat Casting
    Skills Craft (calligraphy) +7, Diplomacy +7, Handle Animal +5, Heal +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +5, Perform (oratory) +5, Spellcraft +7, Survival +7; Racial Modifiers +2 Diplomacy, +2 Perform (oratory)
    Languages Celestial, Common, Dwarven, Elven
    SQ hexes (healing), monstrous insight, spirits (lore)
    Combat Gear wand of goodberry (20 charges); Other Gear masterwork chain shirt, dagger, masterwork morningstar, backpack, bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, scrivener's kit, string or twine, thread (50 ft.), trail rations (7), waterskin, whetstone, 122.5 gp
    --------------------
    Special Abilities
    --------------------
    Combat Casting +4 to Concentration checks to cast while on the defensive.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
    Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
    Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
    Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
    Familiar Bonus: +3 to Fly checks You gain the Alertness feat while your familiar is within arm's reach.
    Healing (1d8+2) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
    Monstrous Insight (Su) As a standard action, attempt know check to ID monster and gain +2 to att & AC vs. that foe.
    Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
    Understand Writing Understand anything written as if using comprehend languages.

    --------------------

    Merry
    Flying Squirrel (Pathfinder RPG Bestiary 3 0)
    N Tiny magical beast (animal)
    Init +4; Senses low-light vision; Perception +6
    --------------------
    Defense
    --------------------
    AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
    hp 9 (1d8-1)
    Fort +1, Ref +4, Will +4
    --------------------
    Offense
    --------------------
    Speed 20 ft., fly 40 ft. (clumsy)
    Melee bite +5 (1d3-4)
    Space 2.5 ft.; Reach 0 ft.
    --------------------
    Statistics
    --------------------
    Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 6
    Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
    Feats Acrobatic, Weapon Finesse
    Skills Acrobatics +15 (+19 when jumping), Climb +10, Diplomacy -1, Fly +4, Handle Animal -1, Heal +2, Perception +6, Spellcraft +0, Stealth +14, Survival +2; Racial Modifiers +11 Acrobatics, +4 Acrobatics when jumping, +8 Climb
    SQ glide, improved evasion
    --------------------
    Special Abilities
    --------------------
    Flight (40 feet, Clumsy) You can fly!
    Glide (Ex) When flying cannot hover, must end movement at least 5 ft lower than started.
    Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

    Vision:

    There was a difference, Poterol knew, between meditation, dreams, and visions. The elegant, beautiful being before him pointed at this firmly being the last. In all his days, he had never met divinity, yet here, assuredly as the ground upon which he had been walking, it was.

    “I require champions.”

    Poterol could not begin to describe the Divinity's voice. A thousand prayers? A symphony of trumpets? All the little sounds of the world, a child's laugh, a leaf falling, a zephyr blowing through a canyon trail? It put him in mind of all the small ways he had helped in little ways about the world. Caring for the sick while a village's medicine woman hunted for herbs to cure fevers. Aiding in raising a home for a newly married couple. Being the fleet-footed messenger that prevented conflict. A thousand ordinary tasks that went unnoticed against such acts as destroying tyrants and saving kingdoms.

    “So, why should I choose you?”

    Poterol could only gaze in the direction of the Divinity, knowing he could not truly comprehend what he saw. “Every act of kindness begets another. Every small thing that brings hope builds up to a greater future. Everywhere I have gone I have striven to leave it better, if only by a little bit. If Evil triumphs when Good do nothing, then Good withers without Hope to foster it.”

    “And what have you done with your life so far?”

    He opened his mind, and remembered all his works. A speech on the courthouse steps, urging patients to a mob, angry for what was, in the end, misplaced justice. A letter written for an old man, leaving his wealth and company to a wiser nephew than his own greedy sons. A day on the riverbank, teaching young ones to fish, unknowing that when the crops next season failed, their families would have something to live off of. “All these works and more, Divinity, are mine.”

    “What talents can you bring to the cause of good? How do I know I can trust you with this mission?

    “I have learned much in my life, Divinity. I have been a scribe for mayors. I have been a teacher for street children. I have seen the heights others have reached, but have barely begun my climb.” Poterol smiled. “Look upon my works, Divinity, and be comforted.”