Player's Guide to the Wasted West (PFRPG) PDF

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Weird horror and forbidden sorcery!

Once the height and center of human civilization, the Wasted West was brought low by hubris and alien wizardry. Now all that remains are the wind-scoured bones of mighty cities and their doomed citizens. Only the bravest, most reckless or most desperate adventurers dare to face its dangers…which is, of course, where you come in.

This 30-page collection of materials provides players with a regional overview of the Wasted West, plus a wide range of new powers and options for any Pathfinder Roleplaying Game campaign, including:

  • 7 new archetypes for Summoners, Magi, Clerics, Druids, Rangers, Witches and Wizards
  • New spells and magic items, including Call Goblin Warriors, Wastewalker's Alacrity, and Deadly Rope
  • 3 new sorcerous bloodlines including Ghoulish, Goblin, and Realms Beyond, plus cavalier orders of the wastes
  • 35 new traits and 18 wild new feats including Vril Scavenger, Tentacled Freak, and Alien Monster Hunter
  • An overview of the region, its goblin tribes and powerful mages—and of course the time-trapped Old Ones who roam its desolate places
Pick up the Player's Guide to the Wasted West today, and shudder at its alien horrors!

Midgard is a trademark of Open Design LLC.

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An Endzeitgeist.com review

3/5

This player's guide for the Midgard-setting is 33 pages long, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 30 pages of content, so let's dive in!

As has become the tradition with Midgard Player's Guides, we kick this book off with a fluffy, player-friendly introduction to perhaps the most feared region of the world of Midgard, the desolate wastes spawned from an arcane cataclysm, where Great Old Ones trudge eldritch symbols in slow-motion into the blighted plains, slowed and perhaps sleeping, but unvanquished as their warp and taint spreads even through the complex bonds that hold them. The Dust goblin-inhabitants and their major tribes as well as three Great Old Ones also get a short player-friendly write up, as do 3 of the strange plants that can be found in these wasted fields. the Seat of Mavros, god of war (including a table for battle blessings) are introduced alongside the Magocracy of Allain and we even get a neat full-page full color map of the city of Maillon before we leave for the haunted lands of the giants, where not only the eponymous creatures dwell, but where lizardfolk adorn their sacred black cypress with shrunken heads...

After this disturbing journey, we're off to the crunchy bits and 35 traits await for the choosing and mostly, they are known fare - bonuses to saves, skill-checks, class skills etc. - though some vril-themed ones are neat and riding boars and swine is cool - if you didn't guess: Humanoids, more savage PCs and goblins especially get a rather extensive selection here. I'm also happy to report that I didn't consider any of the traits overpowered - not even the sinister one that allows you to 1/day sacrifice a sentient creature of equal of greater HD than you to gain +1d3 to an ability score for 3 hours.

Feat-wise, we get 12 new feats, which range from lame filler à la +1 to CMD and CMB to an okay item creation-feat that allows you to create charms to a feat that enables you to recall a spell of two levels lower than you can cast once per day. Feats to enhance slightly fire damage, better tracking versus creatures with the realms beyond or alien subtype, but not aberrations! The Alien-subtype...Wait. There is no alien subtype. Neither is there a realms beyond subtype. So which creatures do net the bonus? That's another issue I have with multiple pieces of crunch - most instead refer to "keywords" - a not truly defined term. Would mothmen, for example, count for the purpose of these abilities/feats? Why not simply make it aberrations and be done with it? This needlessly complicates what should be simple, not too exciting abilities. Or take the "Rebel of Allain"-feat: +2 to saves versus spells or effects with the "illusion, charm or dominate keywords". Ähm, ok, does Phantasmal Killer count? I know I'm nitpicking here, but these feats NEED clearer definitions - their focus is wobbly at best and when providing feats for uninspired +x bonuses, I'd at least expect to get concise definitions of what the bonus applies to. Sorry, but at least to me, the feat-section is uninspired, boring and fails to properly codify what the bonuses apply to.

I gushed about heritage feats in my review of the "PG to the 7 cities" and this time, we get 6 of them - most of them themed around the void beyond and netting spell-like abilities usable once per day - whether it is blink, invisible, entropic shield once per day or augury once per day. Unfortunately, the feats e.g. mention a "feat bonus", which at least via standard-rules does not exist. Speaking of which: getting less damage from energy is usually not called DR (as in the feat), but resistance. Faulty nomenclature is simply not helping here. Unfortunately, these heritage feats also feel a bit unbalanced and honestly, I'm not sold on them either, though at least they're not as bland as the regular feats.

After that, we're off to the new archetypes - first of which would be the Wasteland Summoner: These summoners can leech off the life energy of his eidolon, have his/her eidolon 1/day cast a spell as a spell-like ability and even temporarily borrow evolutions and later even split eidolons and incur ability damage to enhance his/her eidolon. We also get a new base form as well as 4 new exclusive evolutions. Magi may now opt to become Feywardens of Tintager that gain intelligent midnight blades as well as several abilities centered on fey and combating their tricks. Clerics may now become militant members of the order of Mavros, who sacrifice their channel energy for a variety of diverse effects like smiting wielders of the power arcane. Watseland Seekers (rangers) get a mostly boring archetype with a problematic ability: Automatic total concealment versus ranged attacks in wastelands and deserts? Depending on your campaign, that one's a game-breaker. Wasteland Druids don't get any proper nature bonds, but may choose some sinister domains and may use empathy with swarms and vermin - and that's just one of the neat abilities of this particular archetype. Wizards may opt to become Warmages of Tintager, with access to the Iron and Fire School and 2 arcane discoveries. Witches may now opt to become Servants of the Realms Beyond with 2 hexes, 2 major hexes and 2 grand hexes as well as 5 new familiars and 5 improved familiars.

Sorcerors can choose from one of 4 bloodliens: Ghoulish, Realms Beyond, Goblin-Blooded and Giant bloodlines. The Ghoul bloodline is nothing to write home about, but solidly designed, but the Realms Beyond bloodline once again is rather neat. The goblin-blooded bloodline is not as interesting and the giant bloodline would once again constitute an interesting take on the concept. We also get 3 new cavalier orders: White Knights are the defenders of Bourgund and may use retributive arcane attacks, intimidate foes and dimension door at high levels with a cool-down. Knights of the Black Rose don't serve Lord Soth, but rather are the defenders of Tintager - they are particularly fearsome and deadly in the saddle and against fey. And finally, there are the boar-riding goblin cavaliers of the wastes - and these guys win for both the cool imagery and the neat execution.

Next up, of course, are the obligatory spells, this time netting us 4 new ones: Summoning a whole goblin tribe, conjure a darkness that can't even be penetrated by darkvision, blast foes with laser-like annihilation rays as well as a spell to traverse the wastes more easily - these spells are universally winners.

The final page of the product features an animated hangman's knot (AWESOME!) and e.g. animated shrunken heads that can be consulted - 4 items, all cool, nothing to complain here.

Conclusion:

Editing and formatting are good, though not perfect - I noticed some flawed usages of rules language in the pdf. Layout is beautiful and adheres to the 2-column full color standard and both the b/w-artworks and the map are superb. The guide comes fully bookmarked for your convenience.

The fluff is superb, as are the spells and magic items - but the crunch is of a varying quality - faulty rules-language, mostly bland traits, filler feats - whereas the majority of the archetypes, especially the glorious summoner archetype are awesome. In the end, it is this varying quality that hurts this guide the most - all in all, a solid product that fell short of what it could have been with slightly more inspired content and a tighter rules editing. Hence, my final verdict will clock in at 3.5 stars, rounded down to 3 for the purpose of this platform.

Endzeitgeist out.


Weird Wasteland Wonders!!! More Midgard Magic...

5/5

Seeing as I reviewed PGttC and PGttDE I thought I'd do the same for this baby - this is a slighty edited version of the post I made in the product description thread.  I am a Midgard fan and occasional freelancer for Kobold Press, so while obviously there is some favouritism, but my credo is credit where credit is due!!!

Overall, I really like this player's guide.

 For a start, the art - the cover is awesome and the interior art may just be the best I've seen yet in any Kobold Press product, and perhaps the best I've seen in any 3PP - there were no pieces that weren't beautiful. And the map of Maillon is rendered magnificently - I had adventure ideas popping in my head just looking at it. 

As for the text, while I did find some repetition from the MCS (though I would have actually liked to see all the Great Old Ones detailed) the regional/city writeups are awesome. 

Getting right into the really juicy stuff I loved the various regional traits (loved the Roatgard forest sacrifice one - great for NPC horned god sacrificeurs) and love the heritage traits. 

"Barsonaut" is a great name, just not so sure about why that makes you able to turn invisible! ;p 

The seven new archetypes are cool, particularly the Summoner and Druid - love me some altered friend action... I was a little non-plussed by the Witch being merely a bit of flavor and some new hexes, but the hexes themselves are fabulous! More my bias being a witch-freak I guess. :) 

Loved the two new Orders, they will likely mesh well with a particular adventure by B. Suskind in the upcoming Midgard Tales... I also liked the three new bloodlines, particularly Ghoulish and Realms beyond.

This is a great addition to the canon of Midgard! Adam Roy and other contributors have managed a fantastic suite of options and information for players, and a valuable resource for GMs.

5 stars from your flavor-munching pal OSW!!!


Webstore Gninja Minion

Now available!


I love it.


Wooooah! Looks great. Seven new archetypes, Old Ones, feats, spells and magic items......

Hrrrmmm. Wolfgang - why is this Players Guide $9.99 for 30 pages, but Players Guide to the Crossroads is $4.99 for 36 pages?

Webstore Gninja Minion

Oceanshieldwolf wrote:
Hrrrmmm. Wolfgang - why is this Players Guide $9.99 for 30 pages, but Players Guide to the Crossroads is $4.99 for 36 pages?

Typo! It's been fixed.


1 person marked this as a favorite.

Wow! One post from yours truly and I knocked $5.00 off the price! Don't thank me all at once folks!!!!

Thanks Liz!

(off to buy...)


Such power he possesses!

Liberty's Edge

This is a good one :)

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

Thanks for the quick fix, Liz, and thanks for spotting it OSW!


We don't mess with the 'Wolf! :-) Hope you all enjoy this as much as the previous releases...we are working on finishing up the last bits on the Seven Cities Guide to release that ASAP...and if these continue to sell well, I might get Wolfgang to let me write one or two more; so to paraphrase the Chicago saying, "Please buy early and often...!".

Also, keep an eye on Gygax Magazine for Midgard and Wasted West goodies...we have some treats in the works (not final) for that resource as well...!


Oceanshieldwolf wrote:

Wow! One post from yours truly and I knocked $5.00 off the price! Don't thank me all at once folks!!!! Thanks Liz!

(off to buy...)

Thanks, OSW! Hope you like reading it as much as Brandon, Wolfgang and I enjoyed writing it...please post your feedback ASAP, as I always appreciate your insights on our products...thanks for your business!


1 person marked this as a favorite.

Seeing as I reviewed PGttC and PGttDE I thought I'd do the same for this baby. Until that happens, let's just say that overall, I really liked it. For a start, the art - the cover is awesome and the interior art may just be the best I've seen yet in any Kobold Press product, and perhaps the best I've seen in any 3PP - there were no pieces that weren't beautiful. And the map of Maillon is rendered magnificently - I had adventure ideas popping in my head just looking at it.
As for the text, while I did find some repetition from the MCS (though I would have actually liked to see all the Great Old Ones detailed) the regional/city writeups are awesome.
Getting right into the really juicy stuff I loved the various regional traits (loved the Roatgard forest sacrifice one - great for NPC horned god sacrificeurs) and love the heritage traits. "Barsonaut" is a great name, just not so sure about why that makes you able to turn invisible! ;p
The seven new archetypes are cool, particularly the Summoner and Druid - love me some altered friend action... I was a little non-plussed by the Witch being merely a bit of flavor and some new hexes, but the hexes themselves are fabulous! More my bias being a witch-freak I guess. :)
Loved the two new Orders, they will likely mesh well with a particular adventure by B. Suskind in the upcoming Midgard Tales... I liked the three new bloodlines, particularly Ghoulish and Realms beyond.

Nice work again Adam (and Wolfgang/Brandon/contributors) I call for more definitely after the Seven Cities. To the Southlands!!! ;p

Great to hear the possibility of (more?) Midgard popping up in Gygax Magazine. Still haven't got the first issue, have to remedy that....


*Blushing* Thanks for the feedback, OSW, I am glad to see you liked all the same things I really loved writing.

"Barsonaut" is a play on Barsella/Argonaut, i.e. a Barsellan sailor that was changed by the voyage. Nothing to do directly with invisibility, I guess, but I liked the name so much I just had to use it somewhere.

Thanks again for supporting Kobold Press, with both your purchase, and your feedback.

More Midgard Goodness coming! Watch this space....

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

And this Guide has hit #2 on the Paizo PDF bestseller list this week. Congrats, Adam!


Wolfgang Baur wrote:
And this Guide has hit #2 on the Paizo PDF bestseller list this week. Congrats, Adam!

Thanks, boss! I'd like to thank the members of the academy, Wolfgang, Miranda, Marc, Chris and a whole bunch of others that make me look smarter and more talented than I actually am. More to come...!


On sale and moved to #1! Yay!


Quick question: I might be just missing something, but it says members of the scarlet boar order can choose a boar as their mount at first level, but boars are listed as small under the druid's animal companion rules. Did I fail my perception check?


Most of the scarlet riders are dust goblins (small) , so not a big deal for them. Most medium and large scarlet riders ride dire boars...


But don't mounts have to be one size category larger than the rider? So a small goblin could not ride a boar at first level, because the boar is listed as small under the animal companion rules. So they can only ride wolves at first level then?


Fun fact: that rule isn't actually stated anywhere. They forgot tocarry it over in the transition to PF. But your can infer it from a number of other rules :-)


Pathfinder Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Is this sort of like a fantasy version of the Deadlands setting?


The Wasted West is a region devastated by feuding mages (who are now gone or dead).

It has mutated animals, goblins and monsters warped by otherworldy Chtulhu-like entities (the Great Old ones) who roam it (they are also called the Dread Walkers), and are kind of trapped therein.

The Wasted West is part of the greater Midgard Campaign setting, a renaissance-like fantasy setting, much inspired by the feel and the myths of medieval eastern european countries.

It's more desolate than the Deadlands setting: apart from goblin tribes and weird monsters (and a handful of cultists and sentient groundhogs) nobody really inhabits the Wasted West.

That's my take on it anyway.


I will add that, to my opinion, the Wasted West is suitable to be inserted in an homebrew or commercial fantasy setting which would profit from a magically devastated region.

It's really evocative and flavorful, and could equally accommodate monster-bashing, exploration and/or angst-ridden ruins wandering scenarios.


DystopianDream wrote:
But don't mounts have to be one size category larger than the rider? So a small goblin could not ride a boar at first level, because the boar is listed as small under the animal companion rules. So they can only ride wolves at first level then?

Or you could decide that the Wasted West is inhabited by a nasty breed of medium-sized boars. No puny small-sized boars in the Goblin Wastes :-) !


Sounds good, call me when it's available in dead tree


Kodyax wrote:
Sounds good, call me when it's available in dead tree

They're all available in print ;)

http://www.lulu.com/publish/books/?cid=nav_bks


Yes, the assumption is that they are oversized boars, you can do it however you want: advanced, dire, just size them up one category....might make a good KP blog post or Gygax article: The Goblin Boars of the Wasted West...keep the feedback coming!

On a side note, the Player's Guide to the Seven Cities (Warring Italianesque city states) is now out, let me know what you think of that one as well...and Kobold Press is having a spell design contest - get your spell in the lexicons and win cool prizes at the same time:

http://www.koboldpress.com


What does the Summoner archetype in the book get/give up? Mildly curious and will likely make me buy it...


Bonded Link is reversed (so the summoner can get more HP). can speak, see, and hear through the eidolon. Eidolon gets some defensive SLAs in place of shield ally. The summoner can make the eidolon invisible in place of dimension door, as well as embiggenize the eidolon for a few rounds by giving up life. They can also steal evolutions from their eidolon, some improved defenses against arcane spells and a minor Spell Turning effect against arcane spells. And then a few more high level things. Lots of sacrifice themed abilities, and it replaces life link (typo there), bond senses, shield ally, maker's call, transposition, aspect, greater shield ally, life bond, merge forms, and greater aspect.

There is also another new base form and 4 new evolutions.


That is a complete, if cursory, summary of the Wastelands Summoner,Cheapy - thank you. I will mention the new base form is the "tentacled" form, perfect for creepy Wasted West summoners.

We also need to mention a new "Cleric Miltant" archetype, a "Feywarden" Magus archetype, a "Wasteland Seeker" Ranger archetype (for fighting mutant nasties in the desert), new Cavalier Orders, a new Witch Archetype (with new Hexes!), as well as a "Wastelands Druid" archetype (for fighting or mastering mutant nasties in the desert), and a Wizard archetype "Warmage", for arcane types that like big explosions....Also new spells, new magic, new unique feats and traits - check it out!


OSW, Cheapy and Quiche Lisp, if I could ask you to go to the other tab and write a quick formal review, even if it is just a few sentences or a cut and paste from comments here? This and the 7C supplement are sorely lacking in formal reviews, esp. compared to earlier installments. If you liked it, or esp. if you didn't, we would appreciate the feedback for prospective buyers and to improve future products...thanks!


I'll definitely try to find some time to review it, but I can't give any promises yet. I'm already working on a review I started awhile ago on one of Wolfgang's books for Paizo, and I want to knock that one out first. And reviews take me forever.


Unfortunately, I don't have the Wasted West Guide yet, but the 7C-Guide review has been drafted and will see release some time next week. :).

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

Wonderful, looking forward to your review!


And reviewed Adam - a bit of a copy pasta but true nonetheless!


Cheapy wrote:
Fun fact: that rule isn't actually stated anywhere. They forgot tocarry it over in the transition to PF. But your can infer it from a number of other rules :-)

@DystopianDream, if you look at the Boar in the Paizo Bestiary (One - page 36 in my copy), it lists the boar as Medium, and the Dire Boar is Large, so even if you have a house rule that a mount needs to be one size larger (which doesn't seem to be an official rule since halflings can ride dogs according to the Core Rulebook), it shouldn't be an issue.

Dark Archive

How is Cleric Militant different than Crusader archetype?


nightflier wrote:
How is Cleric Militant different than Crusader archetype?

It is a bit more Midgard-centric, with powers and abilities geared toward their role as protectors and warriors of the Wastelands. They gain special divine abilities that make them fearsome in combat, and they also gain some ranger-like abilities that serve them well as Guardians of the Wastelands. Hope that answers your question.


Reviewed first on Endzeitgeist.com and then submitted to Nerdtrek and GMS magazine and posted here and on OBS.


Thanks again for all the great and insightful reviews, EZG! :-)

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