The Wrath of the Righteous Player's Guide gives players all the spoiler-free information, inspiration, and advice they'll need to create characters prepared for delving into an adventure of mythic proportions in the Wrath of the Righteous Adventure Path.
Within, players of this campaign will find everything they need to create character backgrounds tied to personalities and events vital to Pathfinder Adventure Path’s fight to turn back the tide of demonic influence in the Worldwound. Inside players find campaign-specific traits to give adventurers the edge they need to take on cruel demons, evil cultists, and horrific threats encountered where the Abyss touches Golarion. This player's guide also features a brief overview of the previous crusades and a look at the city of Kenbres where the excitement begins, as well as various options for heroes ready to take up the call to fight the demonic horde!
Adventurers don't need to head out unprepared! Polish your sword, rally the troops and let the Wrath of the Righteous Player's Guide start your trip into the thrill and danger of the Wrath of the Righteous Adventure Path.
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The player’s guide for an adventure path is an important book for setting up the campaign and getting the players started. The successful guides help players to create characters that will fit into the adventure path, have a decent chance of surviving it, and be enjoyable to play. A less successful guide might give players a wrong impression of what the adventure path is about, resulting in characters that don’t fit. The Wrath of the Righteous Player’s Guide is certainly one of the more successful ones. It makes clear what the adventure path entails and gives useful background information, although it is lacking a bit in the advice department.
I am new to adventure paths, so I have little to compare this player's guide with. That said, I have played D&D for over 30 years and used a lot of product.
The Wrath of the Righteous makes no bones about being a campaign for Good Aligned Characters. It is very up front about this, and warns that evil characters will have a hard time fitting in, and that campaign information will not provide support for this. Fair enough, nuff said.
The traits are perhaps limited in number, although as an ideally diverse party, this was not a problem for us. It should not be a problem for several people to choose the same trait - in fact it would provide a useful connection between characters if they do. In a perfect world, there could have been a couple of traits designed to fit each character type, to allow some to feel a little more creative freedom.
The information about demons sidebar is a wonderful snippet - it gives characters just the right amount of "in game vs. meta-game" knowledge about demons that a character living in Kenabres would likely have. It is also good that several famous villains are enumerated - it makes you feel that much more motivated when you hear the rumour that the demon-witch Areelu Vorlesh is coming!
The only "missing" for me is some organization information - organizations that might exist in Kenabres and surroundings to further tie characters to the campaign, or give plot hooks. Admittedly this might be beyond the scope of a Player's Guide - but I would have appreciated it all the same.
Lots of reuse for a decidedly underwhelming result
I can't believe the boards monster ate my lengthy and detailed and well-argumented first review :-(
To sum it up, too little text spent on character tips (and some of them actually not needed), too much ads for other books, too much reuse of other books sometimes also not needed in a Player's Guide (redemption, metagame demon hunting).
Not enough for building characters deeply ingrained/motivated in the setting.
Problematic campaign traits that are a big unknown even to the GM at this stage and that are VERY strongly advised to take (with many constraints to boot).
Having paid for all the other books that see reuse in this free product, I only give it a single star.
If I had not bought these other books, I would likely give it at least 2 stars.
As a free product that sets up the players for an AP it does a very competent job. It tells you what the AP is going to be about (hint: demons! Didn't see that one coming, didn't ya?), where it's going to take place and what themes are going to be important there. Some information on starting town and campaign traits for those who use them (I usually don't, I have my own mysterious ways of tying PCs to an AP. Muhahahaha.).
I'd wish there was a bit more on what class choices are going to fly well with the AP and how to handle corner cases (eg. players want to play a band of jaded "pay up front or we're not saving the world today" mercenaries or one player really really really REALLY wants to play that Cleric of Urgathoa with weird sexual fetih). But hey, it's a free lunch, so you can't really complain much.
Unless, of course, you're an anonymous person on the Internet, that is!
The Campaign Traits are not nearly as limiting or railroad-y as other reviewers have claimed. They do assume some level of connection with the region, but there's not one of them that wouldn't fit an out-of-towner just as well with only minor tweaks. I thought the Campaign Traits from Jade Regent were way more restrictive. I honestly think these are some of the best Campaign Traits we've seen from Paizo in a good long while, and I'm escpecially excited to see how they tie in to the campaign down the road in book three.
The connection with the six mythic tiers also seems to have people concerned, but I think that's jumping the gun a bit. The campaign traits don't lock you in to a specific mythic path, they just give you a bonus if your mythic path and your trait's path match up. It's too early to tell if that bonus will be significant enough that player's will regret giving it up, and I trust Paizo will handle that issue in the AP.
Actually, I see the more cynical and less righteous crusaders using kobolds the way many PCs of old used sheep and herd animals in the Tomb of Horrors: "Send them in first to see if the way is clear!" ;)
At least that way the kobolds can correctly claim, "We helped!"
That's possible as well, of course.
And then maybe a paladin or good priest discovered that low templars were using kobolds this way and put a stop to the practice, or maybe the kobolds converted to the worship of a good deity while building crusader defenses, and this inspired the young Kobold PC to become a Paladin. Boom. Backstory writes itself. :)
The tiefling paladin I'm bringing into this AP was working to redeem a tribe of kobolds in another AP that got cancelled... ;)
Also! (just realized this) Don't froget the Redeemed kobold trait's metallic influence and the notion that metallic dragons could take kobolds under their wing and there's a silver dragon in Kenabres!
... well, I'm just excited that that traits can be tailored with ease. Means I can play my Kobold Paladin without having to explain how generations of my family were in the crusade.
>.>
<.<
That DOES mean that your GM is going to have to figure out why a kobold paladin is in the crusade, though. Which means your GM is going to have to adjust things in the adventure anyway to account for the fact that your 1st level kobold paladin is going to AT THE MINIMUM be turning heads and getting the city guard nervous even before the adventure begins.
AKA: At the point your'e making a character that's so unusual, your GM is likely already resigned to the fact that he'll be needing to rework and rewrite parts of the AP anyway.
Good thing my GM loves me :P
Also, we're always the group to play the crazy combinations in our APs so I'm going to hope it's NBD. The current RotRL campaign I'm GMing is full of Vanaras and Kitsunes X)
Edit: On top of that, I sort of assumed she would be just laughed at. (More of a 'Oh man, this Kobold thinks she can be a Paladin and fight Demons? *Hysterical Laughter*') but I guess that will depend on what the GM decides to do.
The tiefling paladin I'm bringing into this AP was working to redeem a tribe of kobolds in another AP that got cancelled... ;)
Also! (just realized this) Don't froget the Redeemed kobold trait's metallic influence and the notion that metallic dragons could take kobolds under their wing and there's a silver dragon in Kenabres!
The reviews mostly went down the critics vs apologists debate detailed in the first pages of this thread. Kudos to Beckett for not going there.
No worries. I honestly thought the Guide was pretty good. I was, and have kind of been turned off by the "Good Guy" AP (seriously, finally) 1.) not be set in Mendev, and 2.) "requiring" Mythic to work, and had not rally planned on buying it. Carrion Crown was the last AP I have really been interested in, but after reading through the Player's Guide, I actually changed my mind and wanted to play it. Outside of Legacy of Fire, no other Player's Guide to an AP has done that, and most are pretty much useless aside from a quick "in" for the earliest parts of the first part of an AP set, while this one seems (could still be wrong) to actually be valuable throughout.
Very enthused for the AP after reading the Player's Guide. I'm of the mind set that APs are by their very nature "railroady" and tend to play better that way. I'm certain not everyone agrees with this, but nevertheless I'm quite happy with the traits and how they will resolve themselves later on. Fortunately, I share tables with others that trust in the story, and do not mind a fair bit of assumption and GM guidance. I feel every style deserves equal play and support.
I will say that there are more and more posters lately in this community that are not representing themselves well at all. Overall I'm very proud of this set of forums, but I'm of a mind to give some folks who cannot post with respect some time off to think about how Paizo boards should read.
We must be very Canadian, because at our table, people co-operated in creating characters that filled niches, and worked their chosen traits in with a degree of anticipation that is only enhanced by the fact that what they will mean "mechanically" is a mystery.
And again, players are co-operative with regards to alignment as well. Most of the beefs I hear here have to do with players not really entering into the spirit of this specific adventure path. There do seem to be a number of others people can play that should cater to a wider range of tastes.
We must be very Canadian, because at our table, people co-operated in creating characters that filled niches, and worked their chosen traits in with a degree of anticipation that is only enhanced by the fact that what they will mean "mechanically" is a mystery.
And again, players are co-operative with regards to alignment as well. Most of the beefs I hear here have to do with players not really entering into the spirit of this specific adventure path. There do seem to be a number of others people can play that should cater to a wider range of tastes.