The Strange Aeons Player's Guide provides players with all the spoiler-free information, inspiration, and new rules they'll need to create characters prepared for dealing with the horrors and mysteries of the Strange Aeons Adventure Path.
Within, players of this campaign will find everything they need to create backgrounds tied to personalities and events vital to Pathfinder Adventure Path's exploration of the unspeakable depths of cosmic horror, along with new campaign-specific traits to give brave heroes the edge they'll need to take on the dangerous threats faced in the Strange Aeons Adventure Path. This player's guide also includes a glimpse of the town of Thrushmoor, as well as various class options and advice for characters ready to delve into madness.
Wake up from your nightmares and let the Strange Aeons Player's Guide start your path into the unspeakable!
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GOOD:
This Players Guide has only 12 pages, of which 9 need to be read (cover, index & OGL excluded).
It does a very good job of explaining what to expect and where the AP begins and goes.
It suggests 67 archetypes (i havn´t checked them in detail but most sound appropriate) and 6 Prestige Classes.
9 Sorcerer bloodlines, 3 Bloodrager bloodlines, 4 oracle mysteries, 12 witch patrons & 4 psychic disciplines round out the options.
10 campaign traits (of which 3 are more powerful than the others) are also offered.
BAD:
It is strongly suggested to play a human. Changeling is ok too, but no mention of dwarves, elfes or such.
It is hinted at, that a high Will save is needed, so you have to invest in high wisdom.
No starting town makes the motivations of the PCs (beyond survival and finding out about their past) very vague.
UGLY: -
This PG is the shortest of them all, which is because the PCs don´t need a backstory - they can´t remember their past.
I can´t yet say if this is handled good or bad in the AP, but such things usually rile up one player in every group.
Overall a good first impression!
"To communicate with some of the stranger enemies in this campaign, learning Aklo might help, but the language of aberrations and dark fey is an unusual skill for beginning characters and requires a solid justification."
...Why does it require player to justify it when PCs start with amnesia where they barely remember anything? Including possibly them having a companion animal/eidolon?
"To communicate with some of the stranger enemies in this campaign, learning Aklo might help, but the language of aberrations and dark fey is an unusual skill for beginning characters and requires a solid justification."
...Why does it require player to justify it when PCs start with amnesia where they barely remember anything? Including possibly them having a companion animal/eidolon?
In fact, the mystery of your amnesiac character saying: "I know what they're saying! Why do I know what they're saying?" Seems pretty ace.
"To communicate with some of the stranger enemies in this campaign, learning Aklo might help, but the language of aberrations and dark fey is an unusual skill for beginning characters and requires a solid justification."
...Why does it require player to justify it when PCs start with amnesia where they barely remember anything? Including possibly them having a companion animal/eidolon?
Maybe so that PCs do not overly break verisimilitude by all being mysteriously optimized to crush the AP ;-)
Looks alright but I wonder how many of the suggested classes are trash that will just screw you over, like the Blight Druid in Iron Gods.
Thankfully there isn't a kingdom build/rebellion management/wagon train management thingy in this one that is essentially a one player facebook game that can be removed with no impact on the game. They're learning.
"To communicate with some of the stranger enemies in this campaign, learning Aklo might help, but the language of aberrations and dark fey is an unusual skill for beginning characters and requires a solid justification."
...Why does it require player to justify it when PCs start with amnesia where they barely remember anything? Including possibly them having a companion animal/eidolon?
In fact, the mystery of your amnesiac character saying: "I know what they're saying! Why do I know what they're saying?" Seems pretty ace.
You won't have to explain it until book 3
Plus the answer to the question could be also terrifying in its own way. Like "you know how to speak Aklo, because a Mi-go science team implanted something into your head that had the side effect of translating their language and writing(as per dark seed)."
Holy..! Is it just me or some of these traits really powerful? "True devotion" almost seems like a full on feat to me.
Campaign traits are generally about as powerful as a feat. That's why you can't use them outside of the campaign. (For instance, Twitchy gives half the benefit of Improved Initiative and half the benefit of Lightning Reflexes.)