Golem-Breaker

Neithan's page

533 posts (1,307 including aliases). 2 reviews. No lists. No wishlists. 1 alias.



Sign in to create or edit a product review.

Add Hardcover $44.99

Add PDF $19.99

Non-Mint Unavailable

While not perfect, still a very great book

4/5

Ultimate Campaign may not be a perfect book, but it is still a very strong one and among the best there are.

Almost the first third of the book consists of "Character Backgrounds", which basically is lots of random generation tables for traits. I'm not a fan of Traits to begin with, so I personally consider this one of the books major weak points.
The other two thirds of the book are much stronger in quality. The Downtime rules may be intended to let PCs run small business at the side, but they are also very well suited to simply use them to build your own private stronghold complete with staff. Many people mentioned they are missing some information on having employees to just serve in the PCs home instead of making money for the business, but using the regular wages for hirelings from the Core Rulebook compensates for that very well.
The chapter on optional sub-systems like Honor, Contacts, and Sandbox exploration is another strong point. While probably no group will want to use all of the options presented, there should be something for pretty much everyone.
The Kingdom rules are an expanded version of those in the Kingmaker Adventure path and the same goes for the Army rules as well. Again, a number of questions are likely to come up that are not answered by the book itself, like how it changes the costs if you hire mercenaries instead of having a standing army, or how long it takes to train and equip new troops to be ready for battle. These are things that can be relatively easily worked around, but the frequency of these issues is the main reason that this book does not quite make it for a five star rating.

Overall, the rules for Kingdoms, Armies, and building your own Stronghold/Business are kept relatively simple, and some might say simplistic. But personally I consider that a benefit and not a drawback, as these things are meant to be a small addition at the side to the PCs main business of Adventuring. The simplicity of the rules allows it to convert any adventure sites or NPCs to the new system at a moments notice, and once familiar with the system, a GM does not really have to prepare for the eventuality of the PCs claiming a conquered lair as their stronghold or convincing a group of NPCs to make a large scale attack at a fortress or city as a diversion. These conversions can be made on the fly and don't require the game session to end early to give the GM a week to prepare. This makes these rules greatly more attractive for a broad range of groups, instead of just those who want to run a campaign that specifically focuses on these things.


Highly recommended for oracle fans.

5/5

I usually prefer not to add any additional material to the basic rules of a game and very rarely use 3rd party material, but I really like The Secrets of the Oracles.
It's 6 mysteries, 6 curses, and 6 archetypes. That's what you pay for and that's what you get. There are no additional pages dealing with making oracle characters or how to implement them into a campaign.

Regarding the power level, nothing appears to be exceptionally good, but at the same time pretty much everything seems to be an actually viable option that can work out well for the character. Something that I usually don't see often in d20 splatbooks, except for the Pathfinder Advanced Players Guide, which brought us the oracle in the first place. Usually it's two or three gems in a book of forgettable stuff, but here everything is actually useful.
The mysteries and curses have me completely convinced, but the archetypes are actually getting a bit too far, almost completely replacing mystery spell lists and relevations at lower levels and even at higher level your archetype will be your primary mystery, withyour actual mystery affecting only the list of relevations you can chose from after you got those from your archetype. However, the Ascetic and Mad Prophet are still very interesting choices, and the Tribal Shaman and Wanderer could also find some fans.
Among the curses, only Technical Ineptitude seems a bit too situational in its benefits, but the others are all interesting blends of drawbacks and thematically fitting benefits.

I think there's a focus on more "savage" campaigns instead of urban ones, with the Rot and Primeval mysteries and the ascetic, crone, tribal shaman, and wanderer archetypes. The Arcana, Darkness, Luck, and Sound (which could also have been called Voice) mysteries should be useful in an urban setting as well, however, and the curses can work everywhere.

If you play a campaign in which oracles represent a major spellcasting class, and is maybe even set in a wilderness setting, I actually recommend getting it, even if you are not looking for additional character options. The Secrets of the Oracles not only provides those, but also adds new elements to the game world as well.