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<blockquote data-quote="JoeGKushner" data-source="post: 2010314" data-attributes="member: 1129"><p>The work of Owen K.C. Stephens isn't unknown on the net. Why, just over here, http://www.d20weekly.com/login/article.cgi?505 [sub req to D20 Weekly], we've got a sneak peak at some of the ideas and information that Bastards & Bloodlines brings to the table.</p><p></p><p>How does the actual book hold out in play though?</p><p></p><p>It gets off to a good start with some ideas on how and why to incorporate these new races into the campaign, as well as some ideas on how to model a new campaign based off the strangeness of the races presented here.</p><p></p><p>The majority of the book is dedicated to providing us with new half breed races. Each race starts off with name, parent races, size, common information, appearance, demeanor, background, adventurers, and ends with racial traits. Most of these headings are self explanatory. Adventurers provides a paragraph or two about how these characters might start their adventuring career and how they fit into a regular party.</p><p></p><p>The racial traits include the stat modifications, size, base speed, special abilities, favored class, and level adjustment. Special abilities are fairly standard in most casses like racial bonuses to skill checks or minor spell like abilities as a free action. </p><p></p><p>For the lower level creatures, those that only have an ECL of +1 to +3, the balance seems pretty on target. A Watcher, a creature crafted from the soul of a dwarf and a bonding to a gargoyle without a spirit, for example, is an ECL of +2 so it starts off as 1 level of whatever class it has and two levels of its race.</p><p></p><p>The breakdown happens at higher levels. Because all of the races here are 1 HD races, unlike Ogres, Trolls, and Bugbears who get bonus hit points, feats, and skill points, the creatures are perhaps a little too easy to kill. Take the Jovians. These half breeds are part giant and part human with massive strength bonuses (ranging from +10 to +14 depending on parent), but because they have no bonus hit dice, and their Con bonuses are no where near their strength bonuses, they'll usually die in one hit if facing something of equal level, which ranges from +5 to +7, meaning that they'll start first level as 6th to 8th level characters. </p><p></p><p>Game Masters might want to add some base hit points and abilities to these creatures. I tend to agree with the Monster's Handbook by Fantasy Flight Games when it states, “To keep a creature balance, you should almost always grant it additional HD as its CR increases.”</p><p></p><p>Another strange factor is that the races have no CR adjustments. Not necessarily a bad thing, but when the author does templates like half-titans, they get a CR rating and a Level Adjustment. Rarely is this number the same. In this example, the half-titan is +5 CR and +8 Level Adjustment. Big difference in the experience awarded for killing the creature and for one trying to gain levels.</p><p></p><p>The book doesn't just focus on templates and races though. We also get ideas on how to make our own half breeds with advice on advancing challenge ratings and level adjustment factors, as well how how to determine if a race is suitable for players.</p><p></p><p>Those looking for more mechanical crunch will enjoy the bloodline feats. Most often these act to augment part of a being's natural arsenal like bite or claws or to grant the character the abilities of one of his parent races like Elven Senses. </p><p></p><p>Those looking for prestige classes to truly make their characters different have more options here. The Autarkic is a survivor with abilities geared towards avoiding being hit and the hit points to survive being hit. The Brood Sorcerer blend their heritage towards new abilities in the field of magic and get brood powers every other level. These abilities function as metamagic feats. The Brood Champion, a leader whose abilities with her natural heritage makes them dangerous combatants are the opposite of the Changeling who seeks strength in having numerous forms.</p><p></p><p>While the section on spells and magic items isn't vast, it does provide new options. The Blood Spells require the caster to have a specific ability or heritage and add a nice touch to the game without being overbalanced. The weapon properties include Angered, an orc property, that provides a bonus to strength and constitution when in a barbarian rage to Strafing, a halfling property that allows the thrown weapon to utilize the full attack action.</p><p></p><p>Editing is good as is the use of white space. Layout is standard two-column. What makes the book are the visuals. James Ryman, Toren Atkinson and Julian Allen don't provide a single bad or even 'okay' piece of work. All illustrations are top notch and worthy of breaking out to players and saying, “You see this.”</p><p></p><p>Some of the material may require playtesting before final approval is given as each group's dynamics may vary and GMs may want to reference Mongoose Publishing's Crossbreeds and Fantasy Flight Games Monsters Handbook for further options. Those looking for new options that weren't satisfied by the Book of Templates should definitely consider this book in their quest.</p></blockquote><p></p>
[QUOTE="JoeGKushner, post: 2010314, member: 1129"] The work of Owen K.C. Stephens isn't unknown on the net. Why, just over here, http://www.d20weekly.com/login/article.cgi?505 [sub req to D20 Weekly], we've got a sneak peak at some of the ideas and information that Bastards & Bloodlines brings to the table. How does the actual book hold out in play though? It gets off to a good start with some ideas on how and why to incorporate these new races into the campaign, as well as some ideas on how to model a new campaign based off the strangeness of the races presented here. The majority of the book is dedicated to providing us with new half breed races. Each race starts off with name, parent races, size, common information, appearance, demeanor, background, adventurers, and ends with racial traits. Most of these headings are self explanatory. Adventurers provides a paragraph or two about how these characters might start their adventuring career and how they fit into a regular party. The racial traits include the stat modifications, size, base speed, special abilities, favored class, and level adjustment. Special abilities are fairly standard in most casses like racial bonuses to skill checks or minor spell like abilities as a free action. For the lower level creatures, those that only have an ECL of +1 to +3, the balance seems pretty on target. A Watcher, a creature crafted from the soul of a dwarf and a bonding to a gargoyle without a spirit, for example, is an ECL of +2 so it starts off as 1 level of whatever class it has and two levels of its race. The breakdown happens at higher levels. Because all of the races here are 1 HD races, unlike Ogres, Trolls, and Bugbears who get bonus hit points, feats, and skill points, the creatures are perhaps a little too easy to kill. Take the Jovians. These half breeds are part giant and part human with massive strength bonuses (ranging from +10 to +14 depending on parent), but because they have no bonus hit dice, and their Con bonuses are no where near their strength bonuses, they'll usually die in one hit if facing something of equal level, which ranges from +5 to +7, meaning that they'll start first level as 6th to 8th level characters. Game Masters might want to add some base hit points and abilities to these creatures. I tend to agree with the Monster's Handbook by Fantasy Flight Games when it states, “To keep a creature balance, you should almost always grant it additional HD as its CR increases.” Another strange factor is that the races have no CR adjustments. Not necessarily a bad thing, but when the author does templates like half-titans, they get a CR rating and a Level Adjustment. Rarely is this number the same. In this example, the half-titan is +5 CR and +8 Level Adjustment. Big difference in the experience awarded for killing the creature and for one trying to gain levels. The book doesn't just focus on templates and races though. We also get ideas on how to make our own half breeds with advice on advancing challenge ratings and level adjustment factors, as well how how to determine if a race is suitable for players. Those looking for more mechanical crunch will enjoy the bloodline feats. Most often these act to augment part of a being's natural arsenal like bite or claws or to grant the character the abilities of one of his parent races like Elven Senses. Those looking for prestige classes to truly make their characters different have more options here. The Autarkic is a survivor with abilities geared towards avoiding being hit and the hit points to survive being hit. The Brood Sorcerer blend their heritage towards new abilities in the field of magic and get brood powers every other level. These abilities function as metamagic feats. The Brood Champion, a leader whose abilities with her natural heritage makes them dangerous combatants are the opposite of the Changeling who seeks strength in having numerous forms. While the section on spells and magic items isn't vast, it does provide new options. The Blood Spells require the caster to have a specific ability or heritage and add a nice touch to the game without being overbalanced. The weapon properties include Angered, an orc property, that provides a bonus to strength and constitution when in a barbarian rage to Strafing, a halfling property that allows the thrown weapon to utilize the full attack action. Editing is good as is the use of white space. Layout is standard two-column. What makes the book are the visuals. James Ryman, Toren Atkinson and Julian Allen don't provide a single bad or even 'okay' piece of work. All illustrations are top notch and worthy of breaking out to players and saying, “You see this.” Some of the material may require playtesting before final approval is given as each group's dynamics may vary and GMs may want to reference Mongoose Publishing's Crossbreeds and Fantasy Flight Games Monsters Handbook for further options. Those looking for new options that weren't satisfied by the Book of Templates should definitely consider this book in their quest. [/QUOTE]
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