Pathfinder Player Companion: Champions of Corruption

Pathfinder Player Companion: Champions of Corruption Evil Triumphs Claim What S Rightfully Yours With Pathfinder Player Companion Champions Of Corruption Summon Monsters From The Blood Of Your Enemies With Twisted Sarkorian Magic, Lord Over Your Minions To Further The Causes Of Your Dark Masters, And Use Any Means Necessary To Achieve Your Despicable Goals With Champions Of Corruption, Everything Is Fair Game As Long As You Prosper And Your Enemies SufferInside This Book, You Ll Find Detailed Explorations Of The Lawful Evil, Neutral Evil, And Chaotic Evil Alignments, Including Example Personas For Your Vile Character New Archetypes The Sanguinary Blood Summoner, The Godless Dread Vanguard, And The Bloodthirsty Raging Cannibal Savage New Traits For Characters Who Hail From Dark Lands, And Rules For Wicked Ones Who Seek To Lord Over Golarion S Most Debased Nations And Organizations Cruel New Options Like Vile Leadership And Damnation Feats, Which Let You Use Coercion And Violence To Compel Your Cohorts And Allies To Commit Even Greater Atrocities Brutal New Spells, Magic Items, And Other Sinister Options To Sate Your Bloodlust And Strike Fear In The Hearts Of Heroes Who Would Oppose YouCover Art By Claudia Schmidt

Is a well-known author, some of his books are a fascination for readers like in the Pathfinder Player Companion: Champions of Corruption book, this is one of the most wanted Paris Crenshaw author readers around the world.

★ Pathfinder Player Companion: Champions of Corruption PDF / Epub ✪ Author Paris Crenshaw – Ultimatetrout.info
  • Paperback
  • 32 pages
  • Pathfinder Player Companion: Champions of Corruption
  • Paris Crenshaw
  • English
  • 25 September 2018
  • 9781601256799

10 thoughts on “Pathfinder Player Companion: Champions of Corruption

  1. says:

    It was enjoyable overall but my biggest issue was that a lot of the archetype crunch didn t take it far enough The barbarian archetype was pretty forgettable overall as well as the antipaladin which in a book about evil characters should have been a place they shined The Blood summoner was cool and its power interesting but I m sitting here now and am drawing a blank on a lot of its mechanics That being said a lot of the options for preexisting classes were both very cool and oozing flavor The subdomains were all cool and interesting from the demodands being able to sever divine power to corruptions awesome little power that offers the victims a choice between risking a will save to drop the debilitating sickening condition or risk your soul by way of indulging in evil deeds The alchemist also got some cool options with the tainted infusion option, allowing them to insert a bomb into an infusion and do big damage to the one who decides to ingest it along with a reduced version of the effects Also this book introduces the damnation feats, feat options that grant you great power at the cost of eternal suffering in your afterlife Along with that the feats build and expand the you give into them, growing in power the of the damnation feats you take but also making it harder and harder for you to escape your fate with eventual outcomes including not being able to be revived with anything short of a wish spell or divine intervention Now I will say these are really interesting and cool on a conceptual level but a lot of them are not as creative and interesting as that original concept seems to beg for with most options being things that either give you energy resistances to match your outsider patron or ways to mask your alignment This is a shame since these really felt like something that could have just blown this book out of the water and gave some cool options to players willing to dance with the devil for power The last thing I really want to bring up is the item selection that is presented here It s small, like maybe 6 items but amongst them are some really cool gems The 2 biggest standouts are the amulet of euphoric healing and the dirgesinger s harp The former is basically an amulet that turns healing magic into an addictive drug for whomever you use it on while the harp is this bloody sinewed harp composed of the remains of a single victim who s soul is trapped within the harp and has their pain used to boost your bardic powers Holy shit, I wish that we had this level of creativity in the rest of the book An amulet that turns healing into a dangerous narcotic and that harp are just amazingly cool and rife for exploitation in a dozen games I could totally picture using that amulet with a healing peddler looking to retain a flock of followers and what happens if players get a hold of it or using that harp as a horrifying trophy of any villain And these are just 2 of the items we get and there are at least a couple that are just as cool and evocative as the others and this just makes me wish this level of creativity had permeated of this book All in all though I have to say this is a 3 It s got some really solid options like the class options or the magic items but the rest really feels like it either fails to reach the interesting mechanics it was hoping for or just plays too safe with material and subject matter that begs to be taken much farther and into interesting and dark places than it aspires to.

  2. says:

    It was enjoyable overall but my biggest issue was that a lot of the archetype crunch didn t take it far enough The barbarian archetype was pretty forgettable overall as well as the antipaladin which in a book about evil characters should have been a place they shined The Blood summoner was cool and its power interesting but I m sitting here now and am drawing a blank on a lot of its mechanics That being said a lot of the options for preexisting classes were both very cool and oozing flavor The subdomains were all cool and interesting from the demodands being able to sever divine power to corruptions awesome little power that offers the victims a choice between risking a will save to drop the debilitating sickening condition or risk your soul by way of indulging in evil deeds The alchemist also got some cool options with the tainted infusion option, allowing them to insert a bomb into an infusion and do big damage to the one who decides to ingest it along with a reduced version of the effects Also this book introduces the damnation feats, feat options that grant you great power at the cost of eternal suffering in your afterlife Along with that the feats build and expand the you give into them, growing in power the of the damnation feats you take but also making it harder and harder for you to escape your fate with eventual outcomes including not being able to be revived with anything short of a wish spell or divine intervention Now I will say these are really interesting and cool on a conceptual level but a lot of them are not as creative and interesting as that original concept seems to beg for with most options being things that either give you energy resistances to match your outsider patron or ways to mask your alignment This is a shame since these really felt like something that could have just blown this book out of the water and gave some cool options to players willing to dance with the devil for power The last thing I really want to bring up is the item selection that is presented here It s small, like maybe 6 items but amongst them are some really cool gems The 2 biggest standouts are the amulet of euphoric healing and the dirgesinger s harp The former is basically an amulet that turns healing magic into an addictive drug for whomever you use it on while the harp is this bloody sinewed harp composed of the remains of a single victim who s soul is trapped within the harp and has their pain used to boost your bardic powers Holy shit, I wish that we had this level of creativity in the rest of the book An amulet that turns healing into a dangerous narcotic and that harp are just amazingly cool and rife for exploitation in a dozen games I could totally picture using that amulet with a healing peddler looking to retain a flock of followers and what happens if players get a hold of it or using that harp as a horrifying trophy of any villain And these are just 2 of the items we get and there are at least a couple that are just as cool and evocative as the others and this just makes me wish this level of creativity had permeated of this book All in all though I have to say this is a 3 It s got some really solid options like the class options or the magic items but the rest really feels like it either fails to reach the interesting mechanics it was hoping for or just plays too safe with material and subject matter that begs to be taken much farther and into interesting and dark places than it aspires to.

  3. says:

    It was enjoyable overall but my biggest issue was that a lot of the archetype crunch didn t take it far enough The barbarian archetype was pretty forgettable overall as well as the antipaladin which in a book about evil characters should have been a place they shined The Blood summoner was cool and its power interesting but I m sitting here now and am drawing a blank on a lot of its mechanics That being said a lot of the options for preexisting classes were both very cool and oozing flavor The subdomains were all cool and interesting from the demodands being able to sever divine power to corruptions awesome little power that offers the victims a choice between risking a will save to drop the debilitating sickening condition or risk your soul by way of indulging in evil deeds The alchemist also got some cool options with the tainted infusion option, allowing them to insert a bomb into an infusion and do big damage to the one who decides to ingest it along with a reduced version of the effects Also this book introduces the damnation feats, feat options that grant you great power at the cost of eternal suffering in your afterlife Along with that the feats build and expand the you give into them, growing in power the of the damnation feats you take but also making it harder and harder for you to escape your fate with eventual outcomes including not being able to be revived with anything short of a wish spell or divine intervention Now I will say these are really interesting and cool on a conceptual level but a lot of them are not as creative and interesting as that original concept seems to beg for with most options being things that either give you energy resistances to match your outsider patron or ways to mask your alignment This is a shame since these really felt like something that could have just blown this book out of the water and gave some cool options to players willing to dance with the devil for power The last thing I really want to bring up is the item selection that is presented here It s small, like maybe 6 items but amongst them are some really cool gems The 2 biggest standouts are the amulet of euphoric healing and the dirgesinger s harp The former is basically an amulet that turns healing magic into an addictive drug for whomever you use it on while the harp is this bloody sinewed harp composed of the remains of a single victim who s soul is trapped within the harp and has their pain used to boost your bardic powers Holy shit, I wish that we had this level of creativity in the rest of the book An amulet that turns healing into a dangerous narcotic and that harp are just amazingly cool and rife for exploitation in a dozen games I could totally picture using that amulet with a healing peddler looking to retain a flock of followers and what happens if players get a hold of it or using that harp as a horrifying trophy of any villain And these are just 2 of the items we get and there are at least a couple that are just as cool and evocative as the others and this just makes me wish this level of creativity had permeated of this book All in all though I have to say this is a 3 It s got some really solid options like the class options or the magic items but the rest really feels like it either fails to reach the interesting mechanics it was hoping for or just plays too safe with material and subject matter that begs to be taken much farther and into interesting and dark places than it aspires to.

  4. says:

    It was enjoyable overall but my biggest issue was that a lot of the archetype crunch didn t take it far enough The barbarian archetype was pretty forgettable overall as well as the antipaladin which in a book about evil characters should have been a place they shined The Blood summoner was cool and its power interesting but I m sitting here now and am drawing a blank on a lot of its mechanics That being said a lot of the options for preexisting classes were both very cool and oozing flavor The subdomains were all cool and interesting from the demodands being able to sever divine power to corruptions awesome little power that offers the victims a choice between risking a will save to drop the debilitating sickening condition or risk your soul by way of indulging in evil deeds The alchemist also got some cool options with the tainted infusion option, allowing them to insert a bomb into an infusion and do big damage to the one who decides to ingest it along with a reduced version of the effects Also this book introduces the damnation feats, feat options that grant you great power at the cost of eternal suffering in your afterlife Along with that the feats build and expand the you give into them, growing in power the of the damnation feats you take but also making it harder and harder for you to escape your fate with eventual outcomes including not being able to be revived with anything short of a wish spell or divine intervention Now I will say these are really interesting and cool on a conceptual level but a lot of them are not as creative and interesting as that original concept seems to beg for with most options being things that either give you energy resistances to match your outsider patron or ways to mask your alignment This is a shame since these really felt like something that could have just blown this book out of the water and gave some cool options to players willing to dance with the devil for power The last thing I really want to bring up is the item selection that is presented here It s small, like maybe 6 items but amongst them are some really cool gems The 2 biggest standouts are the amulet of euphoric healing and the dirgesinger s harp The former is basically an amulet that turns healing magic into an addictive drug for whomever you use it on while the harp is this bloody sinewed harp composed of the remains of a single victim who s soul is trapped within the harp and has their pain used to boost your bardic powers Holy shit, I wish that we had this level of creativity in the rest of the book An amulet that turns healing into a dangerous narcotic and that harp are just amazingly cool and rife for exploitation in a dozen games I could totally picture using that amulet with a healing peddler looking to retain a flock of followers and what happens if players get a hold of it or using that harp as a horrifying trophy of any villain And these are just 2 of the items we get and there are at least a couple that are just as cool and evocative as the others and this just makes me wish this level of creativity had permeated of this book All in all though I have to say this is a 3 It s got some really solid options like the class options or the magic items but the rest really feels like it either fails to reach the interesting mechanics it was hoping for or just plays too safe with material and subject matter that begs to be taken much farther and into interesting and dark places than it aspires to.

  5. says:

    It was enjoyable overall but my biggest issue was that a lot of the archetype crunch didn t take it far enough The barbarian archetype was pretty forgettable overall as well as the antipaladin which in a book about evil characters should have been a place they shined The Blood summoner was cool and its power interesting but I m sitting here now and am drawing a blank on a lot of its mechanics That being said a lot of the options for preexisting classes were both very cool and oozing flavor The subdomains were all cool and interesting from the demodands being able to sever divine power to corruptions awesome little power that offers the victims a choice between risking a will save to drop the debilitating sickening condition or risk your soul by way of indulging in evil deeds The alchemist also got some cool options with the tainted infusion option, allowing them to insert a bomb into an infusion and do big damage to the one who decides to ingest it along with a reduced version of the effects Also this book introduces the damnation feats, feat options that grant you great power at the cost of eternal suffering in your afterlife Along with that the feats build and expand the you give into them, growing in power the of the damnation feats you take but also making it harder and harder for you to escape your fate with eventual outcomes including not being able to be revived with anything short of a wish spell or divine intervention Now I will say these are really interesting and cool on a conceptual level but a lot of them are not as creative and interesting as that original concept seems to beg for with most options being things that either give you energy resistances to match your outsider patron or ways to mask your alignment This is a shame since these really felt like something that could have just blown this book out of the water and gave some cool options to players willing to dance with the devil for power The last thing I really want to bring up is the item selection that is presented here It s small, like maybe 6 items but amongst them are some really cool gems The 2 biggest standouts are the amulet of euphoric healing and the dirgesinger s harp The former is basically an amulet that turns healing magic into an addictive drug for whomever you use it on while the harp is this bloody sinewed harp composed of the remains of a single victim who s soul is trapped within the harp and has their pain used to boost your bardic powers Holy shit, I wish that we had this level of creativity in the rest of the book An amulet that turns healing into a dangerous narcotic and that harp are just amazingly cool and rife for exploitation in a dozen games I could totally picture using that amulet with a healing peddler looking to retain a flock of followers and what happens if players get a hold of it or using that harp as a horrifying trophy of any villain And these are just 2 of the items we get and there are at least a couple that are just as cool and evocative as the others and this just makes me wish this level of creativity had permeated of this book All in all though I have to say this is a 3 It s got some really solid options like the class options or the magic items but the rest really feels like it either fails to reach the interesting mechanics it was hoping for or just plays too safe with material and subject matter that begs to be taken much farther and into interesting and dark places than it aspires to.

  6. says:

    It was enjoyable overall but my biggest issue was that a lot of the archetype crunch didn t take it far enough The barbarian archetype was pretty forgettable overall as well as the antipaladin which in a book about evil characters should have been a place they shined The Blood summoner was cool and its power interesting but I m sitting here now and am drawing a blank on a lot of its mechanics That being said a lot of the options for preexisting classes were both very cool and oozing flavor The subdomains were all cool and interesting from the demodands being able to sever divine power to corruptions awesome little power that offers the victims a choice between risking a will save to drop the debilitating sickening condition or risk your soul by way of indulging in evil deeds The alchemist also got some cool options with the tainted infusion option, allowing them to insert a bomb into an infusion and do big damage to the one who decides to ingest it along with a reduced version of the effects Also this book introduces the damnation feats, feat options that grant you great power at the cost of eternal suffering in your afterlife Along with that the feats build and expand the you give into them, growing in power the of the damnation feats you take but also making it harder and harder for you to escape your fate with eventual outcomes including not being able to be revived with anything short of a wish spell or divine intervention Now I will say these are really interesting and cool on a conceptual level but a lot of them are not as creative and interesting as that original concept seems to beg for with most options being things that either give you energy resistances to match your outsider patron or ways to mask your alignment This is a shame since these really felt like something that could have just blown this book out of the water and gave some cool options to players willing to dance with the devil for power The last thing I really want to bring up is the item selection that is presented here It s small, like maybe 6 items but amongst them are some really cool gems The 2 biggest standouts are the amulet of euphoric healing and the dirgesinger s harp The former is basically an amulet that turns healing magic into an addictive drug for whomever you use it on while the harp is this bloody sinewed harp composed of the remains of a single victim who s soul is trapped within the harp and has their pain used to boost your bardic powers Holy shit, I wish that we had this level of creativity in the rest of the book An amulet that turns healing into a dangerous narcotic and that harp are just amazingly cool and rife for exploitation in a dozen games I could totally picture using that amulet with a healing peddler looking to retain a flock of followers and what happens if players get a hold of it or using that harp as a horrifying trophy of any villain And these are just 2 of the items we get and there are at least a couple that are just as cool and evocative as the others and this just makes me wish this level of creativity had permeated of this book All in all though I have to say this is a 3 It s got some really solid options like the class options or the magic items but the rest really feels like it either fails to reach the interesting mechanics it was hoping for or just plays too safe with material and subject matter that begs to be taken much farther and into interesting and dark places than it aspires to.

  7. says:

    It was enjoyable overall but my biggest issue was that a lot of the archetype crunch didn t take it far enough The barbarian archetype was pretty forgettable overall as well as the antipaladin which in a book about evil characters should have been a place they shined The Blood summoner was cool and its power interesting but I m sitting here now and am drawing a blank on a lot of its mechanics That being said a lot of the options for preexisting classes were both very cool and oozing flavor The subdomains were all cool and interesting from the demodands being able to sever divine power to corruptions awesome little power that offers the victims a choice between risking a will save to drop the debilitating sickening condition or risk your soul by way of indulging in evil deeds The alchemist also got some cool options with the tainted infusion option, allowing them to insert a bomb into an infusion and do big damage to the one who decides to ingest it along with a reduced version of the effects Also this book introduces the damnation feats, feat options that grant you great power at the cost of eternal suffering in your afterlife Along with that the feats build and expand the you give into them, growing in power the of the damnation feats you take but also making it harder and harder for you to escape your fate with eventual outcomes including not being able to be revived with anything short of a wish spell or divine intervention Now I will say these are really interesting and cool on a conceptual level but a lot of them are not as creative and interesting as that original concept seems to beg for with most options being things that either give you energy resistances to match your outsider patron or ways to mask your alignment This is a shame since these really felt like something that could have just blown this book out of the water and gave some cool options to players willing to dance with the devil for power The last thing I really want to bring up is the item selection that is presented here It s small, like maybe 6 items but amongst them are some really cool gems The 2 biggest standouts are the amulet of euphoric healing and the dirgesinger s harp The former is basically an amulet that turns healing magic into an addictive drug for whomever you use it on while the harp is this bloody sinewed harp composed of the remains of a single victim who s soul is trapped within the harp and has their pain used to boost your bardic powers Holy shit, I wish that we had this level of creativity in the rest of the book An amulet that turns healing into a dangerous narcotic and that harp are just amazingly cool and rife for exploitation in a dozen games I could totally picture using that amulet with a healing peddler looking to retain a flock of followers and what happens if players get a hold of it or using that harp as a horrifying trophy of any villain And these are just 2 of the items we get and there are at least a couple that are just as cool and evocative as the others and this just makes me wish this level of creativity had permeated of this book All in all though I have to say this is a 3 It s got some really solid options like the class options or the magic items but the rest really feels like it either fails to reach the interesting mechanics it was hoping for or just plays too safe with material and subject matter that begs to be taken much farther and into interesting and dark places than it aspires to.

  8. says:

    It was enjoyable overall but my biggest issue was that a lot of the archetype crunch didn t take it far enough The barbarian archetype was pretty forgettable overall as well as the antipaladin which in a book about evil characters should have been a place they shined The Blood summoner was cool and its power interesting but I m sitting here now and am drawing a blank on a lot of its mechanics That being said a lot of the options for preexisting classes were both very cool and oozing flavor The subdomains were all cool and interesting from the demodands being able to sever divine power to corruptions awesome little power that offers the victims a choice between risking a will save to drop the debilitating sickening condition or risk your soul by way of indulging in evil deeds The alchemist also got some cool options with the tainted infusion option, allowing them to insert a bomb into an infusion and do big damage to the one who decides to ingest it along with a reduced version of the effects Also this book introduces the damnation feats, feat options that grant you great power at the cost of eternal suffering in your afterlife Along with that the feats build and expand the you give into them, growing in power the of the damnation feats you take but also making it harder and harder for you to escape your fate with eventual outcomes including not being able to be revived with anything short of a wish spell or divine intervention Now I will say these are really interesting and cool on a conceptual level but a lot of them are not as creative and interesting as that original concept seems to beg for with most options being things that either give you energy resistances to match your outsider patron or ways to mask your alignment This is a shame since these really felt like something that could have just blown this book out of the water and gave some cool options to players willing to dance with the devil for power The last thing I really want to bring up is the item selection that is presented here It s small, like maybe 6 items but amongst them are some really cool gems The 2 biggest standouts are the amulet of euphoric healing and the dirgesinger s harp The former is basically an amulet that turns healing magic into an addictive drug for whomever you use it on while the harp is this bloody sinewed harp composed of the remains of a single victim who s soul is trapped within the harp and has their pain used to boost your bardic powers Holy shit, I wish that we had this level of creativity in the rest of the book An amulet that turns healing into a dangerous narcotic and that harp are just amazingly cool and rife for exploitation in a dozen games I could totally picture using that amulet with a healing peddler looking to retain a flock of followers and what happens if players get a hold of it or using that harp as a horrifying trophy of any villain And these are just 2 of the items we get and there are at least a couple that are just as cool and evocative as the others and this just makes me wish this level of creativity had permeated of this book All in all though I have to say this is a 3 It s got some really solid options like the class options or the magic items but the rest really feels like it either fails to reach the interesting mechanics it was hoping for or just plays too safe with material and subject matter that begs to be taken much farther and into interesting and dark places than it aspires to.

  9. says:

    It was enjoyable overall but my biggest issue was that a lot of the archetype crunch didn t take it far enough The barbarian archetype was pretty forgettable overall as well as the antipaladin which in a book about evil characters should have been a place they shined The Blood summoner was cool and its power interesting but I m sitting here now and am drawing a blank on a lot of its mechanics That being said a lot of the options for preexisting classes were both very cool and oozing flavor The subdomains were all cool and interesting from the demodands being able to sever divine power to corruptions awesome little power that offers the victims a choice between risking a will save to drop the debilitating sickening condition or risk your soul by way of indulging in evil deeds The alchemist also got some cool options with the tainted infusion option, allowing them to insert a bomb into an infusion and do big damage to the one who decides to ingest it along with a reduced version of the effects Also this book introduces the damnation feats, feat options that grant you great power at the cost of eternal suffering in your afterlife Along with that the feats build and expand the you give into them, growing in power the of the damnation feats you take but also making it harder and harder for you to escape your fate with eventual outcomes including not being able to be revived with anything short of a wish spell or divine intervention Now I will say these are really interesting and cool on a conceptual level but a lot of them are not as creative and interesting as that original concept seems to beg for with most options being things that either give you energy resistances to match your outsider patron or ways to mask your alignment This is a shame since these really felt like something that could have just blown this book out of the water and gave some cool options to players willing to dance with the devil for power The last thing I really want to bring up is the item selection that is presented here It s small, like maybe 6 items but amongst them are some really cool gems The 2 biggest standouts are the amulet of euphoric healing and the dirgesinger s harp The former is basically an amulet that turns healing magic into an addictive drug for whomever you use it on while the harp is this bloody sinewed harp composed of the remains of a single victim who s soul is trapped within the harp and has their pain used to boost your bardic powers Holy shit, I wish that we had this level of creativity in the rest of the book An amulet that turns healing into a dangerous narcotic and that harp are just amazingly cool and rife for exploitation in a dozen games I could totally picture using that amulet with a healing peddler looking to retain a flock of followers and what happens if players get a hold of it or using that harp as a horrifying trophy of any villain And these are just 2 of the items we get and there are at least a couple that are just as cool and evocative as the others and this just makes me wish this level of creativity had permeated of this book All in all though I have to say this is a 3 It s got some really solid options like the class options or the magic items but the rest really feels like it either fails to reach the interesting mechanics it was hoping for or just plays too safe with material and subject matter that begs to be taken much farther and into interesting and dark places than it aspires to.

  10. says:

    It was enjoyable overall but my biggest issue was that a lot of the archetype crunch didn t take it far enough The barbarian archetype was pretty forgettable overall as well as the antipaladin which in a book about evil characters should have been a place they shined The Blood summoner was cool and its power interesting but I m sitting here now and am drawing a blank on a lot of its mechanics That being said a lot of the options for preexisting classes were both very cool and oozing flavor The subdomains were all cool and interesting from the demodands being able to sever divine power to corruptions awesome little power that offers the victims a choice between risking a will save to drop the debilitating sickening condition or risk your soul by way of indulging in evil deeds The alchemist also got some cool options with the tainted infusion option, allowing them to insert a bomb into an infusion and do big damage to the one who decides to ingest it along with a reduced version of the effects Also this book introduces the damnation feats, feat options that grant you great power at the cost of eternal suffering in your afterlife Along with that the feats build and expand the you give into them, growing in power the of the damnation feats you take but also making it harder and harder for you to escape your fate with eventual outcomes including not being able to be revived with anything short of a wish spell or divine intervention Now I will say these are really interesting and cool on a conceptual level but a lot of them are not as creative and interesting as that original concept seems to beg for with most options being things that either give you energy resistances to match your outsider patron or ways to mask your alignment This is a shame since these really felt like something that could have just blown this book out of the water and gave some cool options to players willing to dance with the devil for power The last thing I really want to bring up is the item selection that is presented here It s small, like maybe 6 items but amongst them are some really cool gems The 2 biggest standouts are the amulet of euphoric healing and the dirgesinger s harp The former is basically an amulet that turns healing magic into an addictive drug for whomever you use it on while the harp is this bloody sinewed harp composed of the remains of a single victim who s soul is trapped within the harp and has their pain used to boost your bardic powers Holy shit, I wish that we had this level of creativity in the rest of the book An amulet that turns healing into a dangerous narcotic and that harp are just amazingly cool and rife for exploitation in a dozen games I could totally picture using that amulet with a healing peddler looking to retain a flock of followers and what happens if players get a hold of it or using that harp as a horrifying trophy of any villain And these are just 2 of the items we get and there are at least a couple that are just as cool and evocative as the others and this just makes me wish this level of creativity had permeated of this book All in all though I have to say this is a 3 It s got some really solid options like the class options or the magic items but the rest really feels like it either fails to reach the interesting mechanics it was hoping for or just plays too safe with material and subject matter that begs to be taken much farther and into interesting and dark places than it aspires to.

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