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[Let's Read] The Adventurer's Guide to the Bible
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<blockquote data-quote="Libertad" data-source="post: 8774836" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/iBQNk6F.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><strong>Creating a Character</strong></p><p></p><p>This section includes 4 Lineages (renamed races), 9 new subclasses, 4 new backgrounds, 9 new feats, and a new ability score known as Grace. As a supplement to alignment, Grace is a reflection of a character’s moral standing and relationship with God and other people. For PCs it starts at a value from 8 to 12 depending on their moral alignment (evil/neutral/good) and can only be changed based on actions during the course of play. Certain situations may call for a Grace check and it’s rolled much like any other ability check.</p><p></p><p>While the first century is incredibly humanocentric, humans aren’t the only children of God blessed with intelligence. Humans are the same as the standard humans from the PHB in terms of stats, but we also have a bunch of sample names from the various cultures present. The other three races are Giant (huge people feared for their size who can move, run, and break things more easily), Nephilim (fit and beautiful people with celestial heritage who can live forever but can undergo a Dilivium to forget their memories and have a fresh start), and Rephaim (six-fingered extra-planar beings from Sheol tasked with hunting undead who violated the balance between life and death). Giants are practically built for melee roles, and the Nephilim are rather close to aasimar in being able to use two divine spells (Sacred Flame and Detect Good and Evil) but they gain 3 bonus skill proficiencies (Athletics plus 2 of their choice) and are Celestial rather than Humanoid makes them useful for all kinds of builds. Rephaim are the only race in this sourcebook with darkvision, and have it up to 120 feet. They can also cast some rather useful spells a limited number of times per rest, and can cast more powerful spells as they level up ranging from Chill Touch to Etherealness, and so are built to be roguelike.</p><p></p><p>The Giants and Rephaim are strongly built towards certain roles, although the Giant is weaker in that it has some downsides or abilities which are more situational. Increased carrying capacity and lifting/pushing is good for grapple and shove builds, but otherwise may not see much play once the party gets a wagon and donkey or Bag of Holding. Requiring Persuasion checks to be let inside towns can end up locking the party out of important places or splitting them up unless they want to run afoul of the law.* Strangely giants are still Medium size, even though the text mentions that they average between 8 to 12 feet tall. I know that this is something Wizards of the Coast does with their own oddly-proportioned races, but it still feels weird to see. As for the Rephaim, they’re an all-around powerful race on account of their great darkvision (creep around at night when most NPCs need torches and lanterns) plus bonus spells that they automatically learn all the way up to 10th, which with the default adventure will be near the end of the campaign.</p><p></p><p>*Being barred from towns can happen in the adventure if the party gains enough disfavor with certain political factions (detailed later in another post), are wanted for crimes, or have undisguised leprosy in the case of one option in the Forsaken background. Earning favor with the Zealots faction can circumvent this penalty. I’m showing this off to explain how big a penalty this can be when a race has a chance for this for practically all cities.</p><p></p><p>The four new Backgrounds are pretty simple. Forsaken is a broad term for various kinds of societal outcasts whose feature grants them access to connections with other outcasts and criminal elements in major cities; Gladiators are performers in Roman circuses and are treated like minor celebrities; Pilgrims are travelers searching for destinations of significant religious and cultural influences and can treat their destination (only one) as Holy Ground* once it’s found; Silk Road Merchant marks you as a high risk, high reward traveler specialized in buying and selling a particular commodity, and their Feature lets them haggle better offers for the price of such items.</p><p></p><p>*I’ll detail it in its own chapter, but Holy Grounds are artifact-level magic “items” which can grant people resting there a chance to gain one of several powerful permanent boons or a potent magic item.</p><p></p><p>The nine new Feats can be taken by anyone and reflect a broad range of abilities. Demon Slayer lets you speak, detect, and fight fiends easier as its major features; Evangelist makes you a better speaker in several ways such as being able to cast Message along with advantage on all Persuasion checks; Faith Healer lets you roll all healing dice twice and take the better result when casting HP-restoring spells; Peacemaker gives you the opportunity to get out of danger by casting Calm Emotions once per rest and avoid opportunity attacks when Dashing; Poor in Spirit lets you cast Enhance Ability once per rest; Sheol Touched grants you Darkvision or extends your existing vision, and you can teleport 60 feet when in dim light or darkness once per rest; Treasure Hunter grants you better rolls in finding hidden things, can find more gold, and can roll twice on treasure tables and choose once from either result; Visionary has you visited by an angelic messenger whenever you roll a 5-6 on a d6 once per long rest in the form of a free Vision; and Ward of the Raven gives you a bond with ravens who can bring you enough food or water to sustain one creature wherever you are, and once per day can distract an enemy by swarming around them as a reaction.</p><p></p><p>Of these 9 feats, 6 grant +1 to a particular ability score. The ones that don’t are Demon Slayer, Faith Healer, and Visionary. Given that monsters of the fiend type are quite common and also the major bosses of this campaign, Demon Slayer is a worthy feat for this trade-off. Faith Healer isn’t as strong, as healing is best done out of combat rather than in it and thus can be more easily alleviated by spending Hit Dice to heal. Visionary makes use of a new mechanic introduced which can help point the party in directions for existing and new quests, although its random nature means it can vary in usefulness.</p><p></p><p><img src="https://i.imgur.com/7bASXE0.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>There are 9 new subclasses for the Adventurer’s Guide to the Bible. The 12 existing core classes can be played without modification, although the subclasses are meant to help give a more grounded feel in a Biblical setting.</p><p></p><p>The Path of the Nazirite Barbarian represents those who made an oath to God, granting them legendary strength. In exchange, they must defend the innocent and refrain from cutting their hair or drinking alcohol (those who break it lose their abilities for 24 hours). Their abilities focus around doing Samson levels of carnage, from increased carrying capacity, more damage when doing a Reckless Attack, the ability to end and be immune to the charmed and frightened conditions when raging, and attacking every creature once in melee reach.</p><p></p><p>The College of Parables Bard focuses on the power of storytelling as a means of revealing important truths to their listeners. Their abilities include things such as being able to pass on hidden messages in their performances, doing a more potent version of the Stunned condition on a creature by issuing forth a proclamation at them, and creating an illusory world only one target creature can sense.</p><p></p><p>The College of Psalms Bard exalts in songs praising God and carry around a book of Psalms which act as a spellcasting focus. Their abilities include being able to sing a randomly-chosen Psalm that can buff allies which last until the next long rest, as well as giving temporary hit points to listeners at the end of a short rest and regaining a spell slot while doing so.</p><p></p><p>The Prophecy Domain Cleric is a wandering devotee of God performing sacred missions; upon gaining this subclass they must determine what this sacred mission is, and if they complete it then God assigns them a new one after the obligatory congratulations. Their domain spells include a fair bit of new spells from this book including some classics like Remove Curse, and their abilities include being able to speak in tongues so anyone can understand them, their Channel Divinity can grant them a free Vision or pronounce judgment on a target to give them various debuffs, and gaining increased resistances and immunities vs mind-affecting effects such as Psychic damage and the charmed/frightened conditions.</p><p></p><p>The Circle of the Baptist Druid forges a special connection with God via water, using this sacred element to heal others and purify sin. Their circle spells emphasize water-based effects along with ones such as Zone of Truth and Calm Emotions, and their features include a glowing magically-empowered wild shape, the ability to exclude a limited number of allies from the negative effects of AoE water spells, and can perform baptism rituals on people whose permanent duration effects* differ based on the water source. For example, a baptism in the Dead Sea can increase a target’s walking speed by 5 feet, while the Jordan River lets one spend a reaction to reroll a failed Constitution save for concentrating on a spell. </p><p></p><p>*but only one can be maintained per creature.</p><p></p><p>The Spartan Fighter is one I didn’t expect to see in a Bible-based sourcebook, but I’m not complaining. Their features include being able to grant additional abilities to themselves and their allies such as giving their shield bonus to AC to adjacent allies, a battle cry that can give allies advantage on all attack rolls and immunity to the charmed and frightened conditions, and can once per rest maximize the values of a damage die result from a melee weapon attack.</p><p></p><p>The Vanguard Conclave of Rangers was formed from a network of armed guards safeguarding travelers on the Silk Road, sharing their findings of odd supernatural phenomena which in turn gives them insight into mysterious things beyond this world. A d6 table for a Mark determines what kind of supernatural encounter left them changed along with a vague plot hook. Their abilities include immunity to being Surprised in combat, subclass spells centering around supernatural countermeasures such as See Invisibility and Dispel Magic, the ability to make a weapon attack as a reaction against an enemy attacking someone else, and the ability to cast Freedom of Movement on themselves once per long rest.</p><p></p><p>Zealot Rogues are members of the organization of the same name, a guerilla paramilitary group dedicated to driving out the Roman occupation of Judea as well as any others who may threaten the Jewish people. Their features revolve around spying and skullduggery, such as gaining proficiency with disguise and forgery kits, can travel twice as fast in cities when not in combat, can use their Cunning Action to hide in crowds which grant additional benefits on top of Hiding normally, advantage on initiative rolls, and the ability to summon an Angry Mob which is new monster swarm detailed in this book’s bestiary.</p><p></p><p><img src="https://i.imgur.com/QeqCu0U.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>The Order of Magi are a group of Zoroastrian Wizards whose faith in God manifests itself through the study of star charts, alchemy, and old magic. They gain something known as Omen Dice, which increase both in number and die value as they gain levels, and can spend and add the results of Omen Die in unique ways. Magi learn Namburbu, or signs, as they gain levels, and include such features like subtracting their Omen Die from an enemy’s saving throw or a sign that is added to a creature’s attack and damage roll.</p><p></p><p><strong>Thoughts So Far:</strong> The various options are broadly useful, and quite a few of them such as the Baptist Druid or Gladiator background reward PCs for visiting places in the sandbox campaign which I like very much. The lineages are a big mixed, with the Giant and Rephaim boxed into rather specific roles. The feats vary quite a bit in quality: Evangelist is a great option for anyone wanting to play the role of party face, and Demon Slayer put on a Rogue is a great way to ensure Sneak Attacks on pretty much every boss monster in this campaign. Peacemaker is a bit more situational, as is Treasure Hunter, while Ward of the Raven is a bit weak in that it gives only one particularly useful ability rather than 2 or 3 as most feats do.</p><p></p><p>When it comes to subclasses, there’s quite a bit that help shake off mental influence. Nazirite Barbarian, Prophecy Cleric, and Spartan Fighter to be specific, which is rather useful as the archdemons have quite the number of features which can inflict such conditions on the party. For overall usability, I’d rate the subclasses this way: the Nazirite Barbarian is pretty broad in terms of features, and already supplement the class’ core strengths. The Parables Bard isn’t as hot as their most useful features (super-stun and singled-out illusion) come into play at higher levels and the majority of features can be replicated by existing spells. The Psalms Bard has some really nice buffs, but their random nature means that party members may not necessarily get what they want. The Prophecy Domain is more reactive than active, its unique features being more about resisting effects or gaining a random Vision. The Circle of Baptist is great for AoE and buff spells, the latter in that their alternate wild shape grants them advantage on spell concentration checks among other things, although their major Baptism feature is going to be rather situational depending on where the party goes. The Spartan Fighter’s abilities are broadly useful, with the shield AC bonus and battle cry for allies being appreciated in most battles. The Vanguard Ranger’s abilities are overall strong in being a defensively-minded subclass, but the Zealot Rogue is more suited towards urban intrigue and may not always shine in wilderness treks and dungeon-delving (of which there are plenty in this module). Finally, the Magi Wizard’s Omen Die are broad enough that most options aren’t a waste in how broadly applicable they can be.</p><p></p><p>One other thing I feel like bringing up. The Adventurer’s Guide seems to make the assumption that Zoroastrians worship the same Abrahamic deity as the Jews and their monotheist offshoots. I know that Zoroastrianism is a monotheistic faith itself, but from my limited understanding their faith developed separately from that of Judaism.</p><p></p><p><strong>Join us next time as we set foot on our Biblical quest in The Story Begins!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 8774836, member: 6750502"] [center][img]https://i.imgur.com/iBQNk6F.png[/img] [b]Creating a Character[/b][/center] This section includes 4 Lineages (renamed races), 9 new subclasses, 4 new backgrounds, 9 new feats, and a new ability score known as Grace. As a supplement to alignment, Grace is a reflection of a character’s moral standing and relationship with God and other people. For PCs it starts at a value from 8 to 12 depending on their moral alignment (evil/neutral/good) and can only be changed based on actions during the course of play. Certain situations may call for a Grace check and it’s rolled much like any other ability check. While the first century is incredibly humanocentric, humans aren’t the only children of God blessed with intelligence. Humans are the same as the standard humans from the PHB in terms of stats, but we also have a bunch of sample names from the various cultures present. The other three races are Giant (huge people feared for their size who can move, run, and break things more easily), Nephilim (fit and beautiful people with celestial heritage who can live forever but can undergo a Dilivium to forget their memories and have a fresh start), and Rephaim (six-fingered extra-planar beings from Sheol tasked with hunting undead who violated the balance between life and death). Giants are practically built for melee roles, and the Nephilim are rather close to aasimar in being able to use two divine spells (Sacred Flame and Detect Good and Evil) but they gain 3 bonus skill proficiencies (Athletics plus 2 of their choice) and are Celestial rather than Humanoid makes them useful for all kinds of builds. Rephaim are the only race in this sourcebook with darkvision, and have it up to 120 feet. They can also cast some rather useful spells a limited number of times per rest, and can cast more powerful spells as they level up ranging from Chill Touch to Etherealness, and so are built to be roguelike. The Giants and Rephaim are strongly built towards certain roles, although the Giant is weaker in that it has some downsides or abilities which are more situational. Increased carrying capacity and lifting/pushing is good for grapple and shove builds, but otherwise may not see much play once the party gets a wagon and donkey or Bag of Holding. Requiring Persuasion checks to be let inside towns can end up locking the party out of important places or splitting them up unless they want to run afoul of the law.* Strangely giants are still Medium size, even though the text mentions that they average between 8 to 12 feet tall. I know that this is something Wizards of the Coast does with their own oddly-proportioned races, but it still feels weird to see. As for the Rephaim, they’re an all-around powerful race on account of their great darkvision (creep around at night when most NPCs need torches and lanterns) plus bonus spells that they automatically learn all the way up to 10th, which with the default adventure will be near the end of the campaign. *Being barred from towns can happen in the adventure if the party gains enough disfavor with certain political factions (detailed later in another post), are wanted for crimes, or have undisguised leprosy in the case of one option in the Forsaken background. Earning favor with the Zealots faction can circumvent this penalty. I’m showing this off to explain how big a penalty this can be when a race has a chance for this for practically all cities. The four new Backgrounds are pretty simple. Forsaken is a broad term for various kinds of societal outcasts whose feature grants them access to connections with other outcasts and criminal elements in major cities; Gladiators are performers in Roman circuses and are treated like minor celebrities; Pilgrims are travelers searching for destinations of significant religious and cultural influences and can treat their destination (only one) as Holy Ground* once it’s found; Silk Road Merchant marks you as a high risk, high reward traveler specialized in buying and selling a particular commodity, and their Feature lets them haggle better offers for the price of such items. *I’ll detail it in its own chapter, but Holy Grounds are artifact-level magic “items” which can grant people resting there a chance to gain one of several powerful permanent boons or a potent magic item. The nine new Feats can be taken by anyone and reflect a broad range of abilities. Demon Slayer lets you speak, detect, and fight fiends easier as its major features; Evangelist makes you a better speaker in several ways such as being able to cast Message along with advantage on all Persuasion checks; Faith Healer lets you roll all healing dice twice and take the better result when casting HP-restoring spells; Peacemaker gives you the opportunity to get out of danger by casting Calm Emotions once per rest and avoid opportunity attacks when Dashing; Poor in Spirit lets you cast Enhance Ability once per rest; Sheol Touched grants you Darkvision or extends your existing vision, and you can teleport 60 feet when in dim light or darkness once per rest; Treasure Hunter grants you better rolls in finding hidden things, can find more gold, and can roll twice on treasure tables and choose once from either result; Visionary has you visited by an angelic messenger whenever you roll a 5-6 on a d6 once per long rest in the form of a free Vision; and Ward of the Raven gives you a bond with ravens who can bring you enough food or water to sustain one creature wherever you are, and once per day can distract an enemy by swarming around them as a reaction. Of these 9 feats, 6 grant +1 to a particular ability score. The ones that don’t are Demon Slayer, Faith Healer, and Visionary. Given that monsters of the fiend type are quite common and also the major bosses of this campaign, Demon Slayer is a worthy feat for this trade-off. Faith Healer isn’t as strong, as healing is best done out of combat rather than in it and thus can be more easily alleviated by spending Hit Dice to heal. Visionary makes use of a new mechanic introduced which can help point the party in directions for existing and new quests, although its random nature means it can vary in usefulness. [img]https://i.imgur.com/7bASXE0.png[/img] There are 9 new subclasses for the Adventurer’s Guide to the Bible. The 12 existing core classes can be played without modification, although the subclasses are meant to help give a more grounded feel in a Biblical setting. The Path of the Nazirite Barbarian represents those who made an oath to God, granting them legendary strength. In exchange, they must defend the innocent and refrain from cutting their hair or drinking alcohol (those who break it lose their abilities for 24 hours). Their abilities focus around doing Samson levels of carnage, from increased carrying capacity, more damage when doing a Reckless Attack, the ability to end and be immune to the charmed and frightened conditions when raging, and attacking every creature once in melee reach. The College of Parables Bard focuses on the power of storytelling as a means of revealing important truths to their listeners. Their abilities include things such as being able to pass on hidden messages in their performances, doing a more potent version of the Stunned condition on a creature by issuing forth a proclamation at them, and creating an illusory world only one target creature can sense. The College of Psalms Bard exalts in songs praising God and carry around a book of Psalms which act as a spellcasting focus. Their abilities include being able to sing a randomly-chosen Psalm that can buff allies which last until the next long rest, as well as giving temporary hit points to listeners at the end of a short rest and regaining a spell slot while doing so. The Prophecy Domain Cleric is a wandering devotee of God performing sacred missions; upon gaining this subclass they must determine what this sacred mission is, and if they complete it then God assigns them a new one after the obligatory congratulations. Their domain spells include a fair bit of new spells from this book including some classics like Remove Curse, and their abilities include being able to speak in tongues so anyone can understand them, their Channel Divinity can grant them a free Vision or pronounce judgment on a target to give them various debuffs, and gaining increased resistances and immunities vs mind-affecting effects such as Psychic damage and the charmed/frightened conditions. The Circle of the Baptist Druid forges a special connection with God via water, using this sacred element to heal others and purify sin. Their circle spells emphasize water-based effects along with ones such as Zone of Truth and Calm Emotions, and their features include a glowing magically-empowered wild shape, the ability to exclude a limited number of allies from the negative effects of AoE water spells, and can perform baptism rituals on people whose permanent duration effects* differ based on the water source. For example, a baptism in the Dead Sea can increase a target’s walking speed by 5 feet, while the Jordan River lets one spend a reaction to reroll a failed Constitution save for concentrating on a spell. *but only one can be maintained per creature. The Spartan Fighter is one I didn’t expect to see in a Bible-based sourcebook, but I’m not complaining. Their features include being able to grant additional abilities to themselves and their allies such as giving their shield bonus to AC to adjacent allies, a battle cry that can give allies advantage on all attack rolls and immunity to the charmed and frightened conditions, and can once per rest maximize the values of a damage die result from a melee weapon attack. The Vanguard Conclave of Rangers was formed from a network of armed guards safeguarding travelers on the Silk Road, sharing their findings of odd supernatural phenomena which in turn gives them insight into mysterious things beyond this world. A d6 table for a Mark determines what kind of supernatural encounter left them changed along with a vague plot hook. Their abilities include immunity to being Surprised in combat, subclass spells centering around supernatural countermeasures such as See Invisibility and Dispel Magic, the ability to make a weapon attack as a reaction against an enemy attacking someone else, and the ability to cast Freedom of Movement on themselves once per long rest. Zealot Rogues are members of the organization of the same name, a guerilla paramilitary group dedicated to driving out the Roman occupation of Judea as well as any others who may threaten the Jewish people. Their features revolve around spying and skullduggery, such as gaining proficiency with disguise and forgery kits, can travel twice as fast in cities when not in combat, can use their Cunning Action to hide in crowds which grant additional benefits on top of Hiding normally, advantage on initiative rolls, and the ability to summon an Angry Mob which is new monster swarm detailed in this book’s bestiary. [img]https://i.imgur.com/QeqCu0U.png[/img] The Order of Magi are a group of Zoroastrian Wizards whose faith in God manifests itself through the study of star charts, alchemy, and old magic. They gain something known as Omen Dice, which increase both in number and die value as they gain levels, and can spend and add the results of Omen Die in unique ways. Magi learn Namburbu, or signs, as they gain levels, and include such features like subtracting their Omen Die from an enemy’s saving throw or a sign that is added to a creature’s attack and damage roll. [b]Thoughts So Far:[/b] The various options are broadly useful, and quite a few of them such as the Baptist Druid or Gladiator background reward PCs for visiting places in the sandbox campaign which I like very much. The lineages are a big mixed, with the Giant and Rephaim boxed into rather specific roles. The feats vary quite a bit in quality: Evangelist is a great option for anyone wanting to play the role of party face, and Demon Slayer put on a Rogue is a great way to ensure Sneak Attacks on pretty much every boss monster in this campaign. Peacemaker is a bit more situational, as is Treasure Hunter, while Ward of the Raven is a bit weak in that it gives only one particularly useful ability rather than 2 or 3 as most feats do. When it comes to subclasses, there’s quite a bit that help shake off mental influence. Nazirite Barbarian, Prophecy Cleric, and Spartan Fighter to be specific, which is rather useful as the archdemons have quite the number of features which can inflict such conditions on the party. For overall usability, I’d rate the subclasses this way: the Nazirite Barbarian is pretty broad in terms of features, and already supplement the class’ core strengths. The Parables Bard isn’t as hot as their most useful features (super-stun and singled-out illusion) come into play at higher levels and the majority of features can be replicated by existing spells. The Psalms Bard has some really nice buffs, but their random nature means that party members may not necessarily get what they want. The Prophecy Domain is more reactive than active, its unique features being more about resisting effects or gaining a random Vision. The Circle of Baptist is great for AoE and buff spells, the latter in that their alternate wild shape grants them advantage on spell concentration checks among other things, although their major Baptism feature is going to be rather situational depending on where the party goes. The Spartan Fighter’s abilities are broadly useful, with the shield AC bonus and battle cry for allies being appreciated in most battles. The Vanguard Ranger’s abilities are overall strong in being a defensively-minded subclass, but the Zealot Rogue is more suited towards urban intrigue and may not always shine in wilderness treks and dungeon-delving (of which there are plenty in this module). Finally, the Magi Wizard’s Omen Die are broad enough that most options aren’t a waste in how broadly applicable they can be. One other thing I feel like bringing up. The Adventurer’s Guide seems to make the assumption that Zoroastrians worship the same Abrahamic deity as the Jews and their monotheist offshoots. I know that Zoroastrianism is a monotheistic faith itself, but from my limited understanding their faith developed separately from that of Judaism. [b]Join us next time as we set foot on our Biblical quest in The Story Begins![/b] [/QUOTE]
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[Let's Read] The Adventurer's Guide to the Bible
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