Not all adventurers are exemplars of heroism, righteousness, and justice, but that doesn't mean they can't get the job done. With Pathfinder Player Companion: Antihero's Handbook, you'll find new rules options for characters on the shady side of morality. Whether you need a less-than-heroic background to justify your character's flaws, are looking to join an antiheroic organization, or seek ways to play corrupt or cowardly adventurers, this book has just what you're after. Featuring new archetypes, alchemical items and discoveries, and magic items, Antihero's Handbook is the perfect guide for anyone not willing to stick to the straight and narrow.
Inside this book, you'll find:
New archetypes, including a vigilante who changes identities even more radically than most, a rogue who handles jobs discreetly, and a gunslinger who talks big to keep his enemies off their game.
A new bloodrager bloodline, corruption, and phantom emotional focus to help bring an adventurer's dark past to bear in the present with still darker power.
New drawbacks, feats, poisons, and even cursed items that antiheroic adventurers can use to further their questionable causes, often at the expense of their reputation—or their allies!
This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but it can easily be incorporated into any fantasy world.
ISBN-13: 978-1-60125-973-8
Other Resources: This product is also available on the following platforms:
I bought this book for the Ex-Paladin Archtype. Upon reading it, I rolled an Ex-Cleric! Solid player book, review below more eloquently and fulsomely addresses its contents. For me: I am confident it was a good purchase.
The amazing:
* Ex-classes: Finally more depth to failing a class' tenets than 'get atonement as soon as possible'!
* More vigilante talents in the tradition of Ultimate Intrigue: Combat Expertise without Int 13 and a Cleave focused talent
* Cursed items: Become overly talkative, turn into a compulsive kleptomaniac or hit your allies with electricity - great ideas, at least for GMs
The good:
* The introduction and backgrounds show a multitude of interesting approaches to creating an antihero
* Drawbacks are mostly vicious, but always creative
* Traits tend to be weak, but there are some interesting ones - and some of both groups are creative
* Seven 'flawed teamwork' feats: Think betrayal feats from Champions of Corruption, but both sides can abuse their partner for better results, for example treat them as conduit for touch spells
* Ex-paladin archetype (vindicative bastard): Focuses more on supporting her allies and has an pretty cool capstone (desintegrates a foe who took out one of her allies!)
* Creative social talents for the vigilante, such as pretending to be clumsy to become a better pickpocketer
* Vigilante archetype (splintersoul): Works more effectively with two very different alignments, can multiclass with paladin etc. for a softer code of conduct, and use startling / frightening / stunning appearance after a quick identity change
* Suffering phantom is very thematic
* Catalyst corruption is a nice tool for a GM, as the temptation of evil comes up a lot
* Investigator archetype (ruthless agent) is basically a crossbreed with the interrogation side of an inquisitor - very thematic
* Alchemist discoveries (grow spines, build bombs quickly and throw sand bombs) are creative and seem useful
The solid:
* Five regular feats, three about combat, standout is maybe a stacking bonus on AOO as long as you miss (!) with them
* Hunter archetype (colluding scoundrel) focuses on making someone else the tank
* Ex-cleric archetype (channeler of the unknown) is maybe weaker as a plain cleric, but flavorful: Kill your enemies in the name of the Outer Gods! (or similar entities)
* Ex-druid archetype (planar extremist): Gets an eidolon (without evolutions) and bloodrage and an aura - well, not more patchwork than the normal druid, I guess
* Ex-monk archetype (sin monk): Nice idea, get a bunch of different bonuses for sin points (which replace ki points), and literally burden others with your sins; the capstone is weird though (after coming back from death you turn into a NPC?!)
* Bloodrager bloodline (martyred) is ok, but not exciting
* Antiheroic organizations are described shortly, somewhat inspiring for PCs
* Rogue archetype (discretion specialist) is odd: Quite good at social skills (including talking people out of their memory) and prohibiting a foe's retreat, but sacrifices two talents (at important levels) to be able to dress / remove a corpse
The bad:
* Gunslinger archetype (blatherskite) seems unfocused (I might miss a reference though)
* Description of heroic organizations for antiheroes - with too much emphasis on the organizations themselves (at least if you did read a lot about them already) and with not much more than 'well, they need antiheroes for the rough tasks'
So overall it's a pretty good book with a lot of options, it just lacks a WOW effect and might be handicapped by its topic - I got the impression players often prefer the pure hero of holy light or the bad*** fiend. Quite some similarities to Agents of Evil - which is also a pretty good book.
I thought it was more like playing "Dirty Harry with a Crossbow" but that works too.
"I know what you're thinking. Did he fire five bolts or only four? Truth to tell, in all this excitement I kinda lost count. This is a Chelish repeating crossbow. The most powerful crossbow on the planet. It can put a bolt right through your skull. So now you have to ask yourself a question. Do I feel lucky? Well, do you, punk?"
This is the book for those players who do randomly cruel things and then when challenged on it, say "hey, my character's Chaotic Neutral--I'm an antihero!"
or at least the book on how to play the kind of middle ground hero nobody asked for, nor necessarily wanted to come along, but still make for interesting characters. Being an anti-hero doesn't always mean playing a dick, or an aloof brooding loner. Sometimes it could be the Fighter that talks big and tough, but is almost always the first to run for cover or flee when things seem out of his favor, or is rattled by even the most humble of monstrous creatures. Or the cleric of the gods of law, that will be ardent to the faith up until either money or personal stakes are involved, upon which no measure is unjustified, no matter how heinous of selfish.
Having the option to be able to play good anti-heroes helps to give more texture and even offer ways for an adventurers biggest challenges to be not sure the traps and foes ahead of them, but the personal flaws and character traits that make them distinctly flawed human beings. even when they aren't always human.
I would kill for some well designed archetypes for fallen Paladins that are not Antipaladin nor ex-Paladin. Ditto for Clerics, Druids and other classes with an "ex-" clause
Being an anti-hero doesn't always mean playing a dick, or an aloof brooding loner. Sometimes it could be the Fighter that talks big and tough, but is almost always the first to run for cover or flee when things seem out of his favor, or is rattled by even the most humble of monstrous creatures.
I love this idea. Kind of reminds me of Fraser's Flashman novels.
However this could be very useful, since part of my group has a lot of designated protagonists show up. Might be nice to help them see where they can be good and heroes but not the shiney knight. Also might help me expand my play style a bit too.
Interesting take on that, though I am surprised they have not gone with the "Mechanics to play some of our Pathfinder Tales characters." Since those tend to lean towards the damaged and less than morally pure.
"Play damaged adventurers". I hope that will be more than just a person with lingering injuries and more like ptsd or has triggers that make him less invincably heroic and more heroic though continuing forward in spite of the flaws.
Example: the normally competent, confident barbarian is engaged in battle. It's a pretty standard brawl where a bunch of nare-do-wells, when out of the blue, the wizard unleashes a gout of fire from his hands, the flames consume the rogues, catching them ablaze. The barbarian need only strike them down. Except as he hears the sound of the burning men, screaming and crying out in pain, he fails a will save against his ptsd. And he is brought back to when the red dragon attacked and burned down his village while he was but a boy. He freezes up, his body refusing to move til he is brought back to reality by a knife to the chest. How long has it been, he doesn't know. All he can do is cut down the rogue in front of him.
New archetypes, including a vigilante who changes identities even more radically than most
Oh nice, glad to see that finally exists now! Would have been better if it was part of the class from the beginning, but at least it's a thing. Hopefully it's less like neutral Paladins and more like neutral Antipaladins.
Barbarian in panic filled Rage: "LEAVE ME ALONE!!!." As he smashed an dragons skull in with an axe.
Party: great job, now let's go get its hide and treasure.
Barbarian: under breath "meanies. making me fight scary things even though I tell them it's scary."
Oh god what happens if he gets a phobia of the dark. You now have an ogryn-esk barbarian.
Imagine having to wrangle a rage/panic fueld barbarian as it tries to back peddle or run away.