Aasimar & Tiefling: A Guidebook to the Planetouched

JoeGKushner

Adventurer
Aasimar & Tiefling, A guidebook to the Palnetouched, is the latest in the Races of Renown series from Green Ronin Publishing. Weighing in at 96 pages for $19.95, the book is priced at industry standards with some of the best art in the business. Fan favorites like Toren “Macbin” Atkinson, James Ryman, and other add their considerable talents to make this book visually appealing. If you like the cover, also by James Ryman, you'll enjoy the interior art.

The book introduces numerous types of planetouched. The first part covers those who are only partially touched by the planes by having an ancestor of outer origins in their bloodline, the aasimar and tieflings. One of the nice things about this section is that in terms of playing these characters, they cover not only attitude and options for role playing, but how each race approaches the core classes, and those classes found in Green Ronin's Master Class series.

Those looking for options will enjoy the section on making your own planetouched. It's a system that assigns bonuses and penalties for abilities. If you're like me and too lazy to go through that math right away, there are seven new races introduced that show how the math is done with total level adjustment figured out for you. These range from the silvans, a race of elves changed by their time on the astral plane, to the jinx, a gnome crossed with a fiend somewhere in it's history. The illustration is like an evil lawn gnome and slightly disturbing. The only thing I didn't like was for that each time level adjustment was mentioned, it refers you to the DMG. Okay, once for that warning would've been enough. Some of the descriptive text makes me wonder if some errors didn't slip by too. The nergaz, a demonic race of orcs, has a +4 Strength, +2 Con, -2 Charisma and notes, “Nergaz ... being stronger and tougher.” A standard orc has a +4 to strength so I don't see where that statement is correct in terms of strength. Superior overall? Yes, but not in the category it claims.

The half-races, cambion and nephilim, seem a little suspicious. They start with hit dice, but no starting feat or skill points. According to the DMG, “Characters with more than 1 Hit Die because of their race do not get a feat for their first class level...Instead, they have already received a feat for their first Hit Die because of race.” This information was lost somewhere between the DMG and this book. So for outsiders, they should have a base attack bonus of +2, good saving throw on Fort, Ref and Will (+3 each), and (8x4)+8 = 40 skill points. Next problem, what skills should be assigned? That's assuming you go with the outsider as the type instead of humanoid. A separate entry for CR modification would be nice too as the CR does not equal the level adjustment. In addition, due to their racial hit dice, and their level adjustment of 4, that makes them a total ECL of 6, which might be a little too high for most players who'd rather just go with the half-fiend template, which is a straight +4.

The rest of the book spends its time adding to the planteouched with feats, prestige classes, spells, magic items, and monsters. It's a good mix overall. The feats are concentrated on awakening your innate abilities due to your heritage. It starts with Awaken Ancestry, a general feat that allows you to take other ancestry feats. The ancestry feats range from At Your Peril, where you impose a penalty to an enemy's first attack roll against you, to Disgorge Hellfire, where you can spit fire once every 1d10 rounds doing 2d4 points of damage, half fire, half unholy. Some problems arise in that not all prerequisites make sense. For example, the mentioned Disgorge Hellfire just has Awaken Ancestry as a prerequisite. Should a being of angelic descent be able to take this feat? No. Perhaps if there were two descriptions with alternative titles for the feats, that would take care of a lot of those little issues.

One thing I would've liked to have seen is some type of tree for the various ancestry paths. For example, all of the 'evil' or fiendish feats listed out in a table and another with the 'good' or celestial feats.

The prestige classes introduce the following:

Astral Reaver: 10 lvl PrC, specializing in sailing the silver sea. The interesting thing about this class is that they can either get bonus spells per day by advancing in their spellcasting class, or if a non-spellcaster, a bonus feat. A different way of handling a PrC that may have someone like a cleric or a multi-classed character entering it.

Cosmosopher: These divine spellcasters worship no gods and use ambient divine energy to power their abilities. They are questioners whose abilities grow so great, that eventually they can try to ignore any divine spells cast at them even as they advance in spellcasting power.

Energist: This is an epic PrC. As the character goes up in level, they gain different transmogrifications. The first one, air, allows the user to transform into an elder air elemental or plane shift to the elemental plane of air. They eventually reach ultimate transmogrification where his type becomes elemental, doesn't need to eat, sleep or breath, damage reduction, and a bonus to Charisma checks when dealing with elementals, at the cost of being able to be restored to life only through high powered magic as he's now an elemental, and not a humanoid.

Ethereal Pilot: These individuals use ethereal barges to sail through those murky ethereal seas but are more captain like than the astral reavers who are pirates. This is a 5 level PrC where the user continues to gain spellcasting ability and bonuses to his captaining ability through bonuses to leadership and bonding with his ship.

Planar Guide: Another 5 level PrC that specializes in survival, these individuals gain energy resistance, improved uncanny dodge, and the ability to eventually breech barriers, a supernatural ability that allows them to unlock not only standard doors and portals, but also planar gateways.

Planomancer: A 10 level PrC that requires the user to have the ability to use arcane, divine and psionic powers, the planomancer gains psionic points and spellcasting ability. The stupid thing about the wording for it's spellcasting advancement, is that the requirement is to be able to cast divine and arcane spells so of course the player will have some type of class in both fields. Why then, do they note, “If the caster had more than one spellcasting class...” The neat thing about this class is that they can lace their spells with elemental power. Tired of casting fireball? How about earth ball or waterball? Same effects, just different element. Reminds me a little of the templates from Monte Cook's Arcana Unearthed.

Plane Singer: A 5 level PrC that focuses on increasing their knowledge of the planes even as they gain variants of their bardic abilities like song of attunement where they can grant weapons the align weapon ability or disrupt concentration through the Song of Chaos, effecting those who fail their Concentration Check, opposed by the Plane Singer's Perform check, with lesser confusion.

Warrior Maidens of the Valkyrie: A full ten level PrC that grants either continued spellcasting at a reduced pace of bonus feats in addition to their mastery of mounted combat and ability to shrug off minor damage through their damage reduction.

Xen Chi Mystic: A 10 level monk PrC that focuses on mobility. These individuals can use dimension door, fast movement, a minor blur ability, and an armor class bonus. These abilities grow as the character gains levels so that blue ability is a full blown one at 7th level with a full 20% miss chance, even as they've gained a full 30 feet to their base speed.

Those looking for new spells and magic items will not be disappointed. Spells are broken up by class, level and school. This allows you to quickly see that for wizards/sorcerers, they have five fifth level spells, or that there are three 8th level transmutation spells. There is a nice mix between the powerful, like the 8th level necromantic Bogg's Black Ball of Bleakness, granting a negative energy level to all within a 20 foot radius to the 2nd level Detect Outsider. Even druid's get a little boost with spells like Magma Burst, a 5th level spell that effects a 20 foot radius with magma where they continue to take damage as the magma cools.

The magic items are an interesting lot that I felt could've used a little more tweaking. For example, while the armor and shields section has many new abilities, they also have specific armors. The weapons have new properties, but no specific weapons. It would've been great to see some type of cambion artifact that used the old Dead property, an ability that deals 1d6 cold damage and an extra 1d6 damage against good alignment victims. The various rods and staffs go a long way in making the book useful to spellcasters though as items like the Staff of Chaos allow a few select spells, shatter, chaos hammer, dispel law and word of chaos, to be concentrated in one item. Another useful section here are the new special materials. Heavenly Steel for example, deals half damage as holy, while sky steel weighs one tenth of its normal weight and is masterwork.

Those GMs wondering what they can use to kill off all of these pesky half and quarter breeds will enjoy the new monsters in Planar Perils. It starts off with the massively powered Chaos Horror, a CR 19 outsider that is a master of melee combat and can smite law. What's worse is that those struck by the creature may become “a spongy, amorphous mass.” Other creatures include the psionic based hallucinaught that 'leak a strange psychedelic vapor'. This vapor requires a Fortitude save each round of it drains 1d6 Intelligence, Wisdom, and Charisma but puts the victim in a state of ecstasy so they never really know what's going on. Another two I'll be using are the Shifting Horror and the Ultae. The former is a creature born from the Plane of Shadow and chaos, a creature that uses poison and spell like abilities to assassinate it's victims, while the latter, the Ultae, is a engine of destruction with four arms, each one using a magic sword.

The book ends with a listing of NPC stats for some of the core concepts like aasimar paladin, cambion necromancer, and tiefling rogue.

It might be a little too exotic for daily use in a standard d20 campaign but overall the book is strong in it's game mechanics. The half-races could've used another round. The options would be great for a GM who wants to showcase the influence of the planes or revive the Planescape setting for his own use with Astral Reaver's chasing characters to seek sanctuary aboard the ships of Ethereal Pilots.
 

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The latest book in the critically acclaimed Races of Renown series fully details aasimar and tieflings, as well as half-fiends, half-celestials, and many of their cousin races. If you've been looking for an easy way to integrate planar elements into your campaign, look no further. Aasimar & Tiefling is your one stop shop for planar adventuring, and includes:

Seven new planetouched races, including the jinx, nergaz, and silvan.
A complete rules system for creating your own planetouched races.
Full PC write-ups for cambions and nephilim.
Dozens of ancestry feats, which allow planetouched characters to gain some of the spell-like, supernatural, and extraordinary abilities of full-blooded outsiders.
A bevy of planar prestige classes (such as the Astral Reaver, Planomancer, Warrior Maiden of the Valkyrie, and Xen Chi Mystic) that includes Epic-level progressions.
Dozens of new spells, including adaptation, magma burst, and Shara’s scornful subjugation.
New magic items, like the staff of chaos, planar chronometer, and chime of dismissal.
Planar perils, a collection of new monsters like the chaos horror, fundamental gel, and organ thief.
Bursting with new rules and options, Aasimar & Tiefling gives you all the tools needed to build and play planetouched characters and to take your campaign to the planes.
 

Joe,

(quote)
Astral Reaver: 10 lvl PrC, specializing in sailing the silver sea. The interesting thing about this class is that they can either get bonus spells per day by advancing in their spellcasting class, or if a non-spellcaster, a bonus feat. A different way of handling a PrC that may have someone like a cleric or a multi-classed character entering it.
(unquote)

FYI, the first time this idea saw print was in the Book of Vile Darkness. Both the thrall of Demogorgon and the thrall of Orcus PrCs use such a mechanic.
 

Thanks for the update Derulbaskul.

It's a cool option that I hope to see more PrCs go. It gives the class a little more versitility overall.
 

Aasimar & Tiefling: A Guidebook to the Planetouched is a racial resource book in Green Ronin's Races of Renown series providing new details for "planetouched" races. The book is written by Robert J. Schwalb, who wrote the Unholy Warrior's Handbook and contributed to the Book of Fiends.

A First Look
[imager]http://www.greenronin.com/images/product/grr1107_200.jpg[/imager]
Aasimar & Tiefling: A Guidebook to the Planetouched is a 96-page perfect bound softcover book available for $19.95 US.

The cover of the book is illustrated by James Ryman, and depicts a fiendish looking woman emerging from a portal to an infernal realm, locked in combat with a golden-haired man (an Aasimar, perhaps?) emerging from a portal to a heavenly realm.

The interior is black and white and illustrated by Britt Martin, Caleb Cleveland, Toren "Macbin" Atkinson, Ilya Astrakhan, and James Ryman. Ryman does many of the fiendish creatures herein, and his style lends itself well to such creatures.

Conspicuously absent from the art credits is Jennifer Meyer, who has a few pieces in the book (though some might be re-used.) Her style is as nice a match to the feel of celestial creatures as Ryman's is to fiends.

The books presentation is nice, and I noticed few editorial errors. One interesting error I did notice suggests they must have used a spreadsheet to make the tables for the stock NPCs in the appendix. One entry of the attack progressions for one of the classes had a decimal number, indicating that the spreadsheet read the iterative attacks (e.g., +11/+6) as a division. I also caught a cut and paste gaffe in the class section, where it was obvious that the astral reaver text as a boilderplate and forgot to revise the class name.

A Deeper Look

Aasimar & Tiefling generally follows the formula of most of the Races of Renown books, providing new options for the race(s), as well as new prestige classes, feats, items, and magic.

The book goes beyond just the two classic planetouched races of aasimar & tieflings, however. The book also covers half outsider races such as half fiends and half celestials... and opens up the door to many more. But more on that in a second.

The book is organized into six chapter and an appendix featuring stock NPCs.

The first chapter is entitled Children of the Planes. It is this chapter that provides most of the basic variants and ideas regarding planetouched races.

The chapter begins by speaking of the two planetouched races that appear in the Mosnter Manual and are the namesake of this book: Aasimar and Tiefling. This includes a PHB-style writeup of the two races (so you don't have to dig up the FR book for such a resource). This section also includes discussions of archetypes of the characters, how well they serve as specific classes, and variant rules. They even mention the psion and psychic warrior, though since the publication of the XPH, this advice is a little dated.

Six pages of this chapter form the most ambitious and potentially useful section of this book. In short, the chapter provides the GM (or players, under supervision) with a system for creating their own planar races. By referring to a number of tables, you can come up with cross breeds of particular prime races with either general planar traits or those of specific outsider types. The GM/player also selects a number special abilities. Then, but tabulating according to the tables, you generate a level adjustment for the race you created.

Using these methods, you can come up with a great variety of original planetouched or half-planar creatures. As if to drive the point home, how aasimar and tieflings fare under this system are shown, and the chapter closes with fleshed out versions of seven races created using this system, given distinctive names in the same style as half-races in Bastards & Bloodlines: the fetch (quasit/halfling), jinx (gnome/fiend), janjanni (human/janni), khazerkas (azer/dwarf), negraz (fiend/orc), silvan (astral elf), and similen (invisible stalker/elf).

The second chapter continues the discussion of races, providing fleshed out PHB style writeups for half celestial and half fiend characters, which it renames nephilim and cambion respectively. In addition, as these races/templates carry a heavy burden in level adjustment, the chapter discussing using the celestial template and presents a celestial elf as an example.

The third chapter covers feats for planetouched characters. The central edifice of these feats are the ancestry feats. These feats all require the feat awaken ancestry, which requires that the character be planetouched and provides a bonus to interacting with outsiders. The further ancestry feats give the character abilities derived from those of certain outsiders, which are presumably part of the character's lineage. This can be things like a kiss that fatigues the victim (presumably from a succubus) or improvement of the damage of electricity spells (derived from arrowhawks.) Overall, this is a nice mechanic that hearkens back to the excellent blood feat mechanics introduced in Hammer & Helm.

The fourth chapter details a number of prestige classes appropriate for planetouched characters. Note, however, that many of these classes are not exclusive to planetouched characters, and are useful to planar adventurers in general.

It is worth noting that the 10 level classes herein have epic progression notes, made possible by the inclusion of epic level material in the 3.5 SRD.

The prestige classes include:
-Astral Reaver: The astral reaver is basically a marauder that specialized in waylaying planar travelers, particularly in the astral. Their class abilities let them adapt to different environments and take advantage of them in their trade.
-Cosmosopher: This class is a spin on the somewhat tried concept of an "atheist" class that highjacks divine power. The class has continued spellcasting advancement and spell like abilities that let them emulate divine abilities. I much prefer the balance and feel of this class to the Ur-priest in the Book of Vile Darkness and Complete Divine.
-Energist: This is a 7-level epic class targeted at the druid. The character gains abilities to transform into elemental forms and ignore elemental effects as it advances.
-Ethereal Pilot: This short 5-level class is based on the concept of an ethereal barge, a new item introduced in this book. The class gains improved spellcasting ability as well as improved ability to navigate the planes and manipulate the ethereal barge.
-Planar Guide: This is a 5-level class, a rugged survivalist able to navigate the byways of harsh planes. Class abilities include energy resistance, uncanny dodge, and ability to use open lock on planar portals.
-Planomancer: This unusual class has some pretty disparate requirements: the character must be able to use arcane and divine spells and psionics. The class has slow (6 levels) continued spellcsting advancement and gains power points as well. The class is sort of an elemental magic specialist, and gains resistances, the ability to convert elemental spells to other elements (like making an airball or casting fire walk.) Finally, the character gains the ability to apply metamagic feats to a small number of low level spells without additional cost. Overall, considering the entry requirements and slow advancement, the class comes off a little weak to me.
-Plane Singer: If you were to guess this is a planar bard, you could be right. The class is a short (5 level) class that does not continue in spellcasting advancement. The perks of the class are songs that use bardic music uses to achieve certain planar effects.
-Warrior Maidens of the Valkyrie: These are female warriors who serve the actual valkyrie and gain some of their commonly attributed abilities. They excel in mounted combat and can eventually allow their mount to fly. At 10th level, the class gains the ability to choose worthy or unworthy, which applies significant bonuses or penalties respectively.
-Xen Chi Mystic: In the same vein as the plane singer being a planar bard, if you were to guess that this class is largely a planar monk, you would be right. The class isn't exclusively open to monks, but it is the most likely candidate. They gain some monk abilities such as AC bonus and speed, and gain movement abilities that are useful on the planes.

The fifth chapter introduces a variety of spells and magic items, and a few variant rules for planetouched creatures using magic. Most of the spells are useful either directly for plane travelers or have effects derived from various planes (such as bloom, which creates a wild magic zone.) Items are similar, and includes such things as element-forged weapon qualities (inflict bonus damage against creatures of the opposing element subtype) and the staff of travel (one stop shopping for travel spells).

In addition, this chapter includes a number of special materials associated with specific planes. For example, driftmetal is metal that has been left to drift on the astral or ethereal plane; such metal bypasses DR against magic.

The sixth chapter, planar perils, provides a small bestiary of planar creatures. It includes basic monster writeups for the new races introduced earlier in the book, as well as a variety of other new menaces for characters to face, such as the aforementioned ethereal barge (constructs that allow planar travel[/i], lost souls (astral undead spirits of those lost on their journey to the afterlife), and the organ thief (extraplanar fey whose ghastly mission is to travel to other planes and extract organs to ensure the continuation of their race.)

As with most books in the Races of Reknown series, there is an appendix detailing stock NPCs of the race in question. Stats are provided for 20 levels each of a aasimar paladin, a nephilim cleric, a cambion necromancer, and a tiefling rogue. Fortunately, these stock character listing are in the format used by the 3.0 DMG, which provide a quick, complete character, and not like the 3.5 DMG, which provides less fleshed out information.

Conclusions

The Races of Renown series of books is fast becoming one of my favorites, and this book is a sample why. A few of the classes and races aren't all that impressive to me, but the planetouched race construction system is a neat and flexible tool to craft unusual PC races without having a large book detailing each of dozens of possibilities. Further, anyone who wants to embrace the planar aspect of these races should find most of the book of good use, even if they are not playing a planetouched character.

Overall Grade: B+

-Alan D. Kohler
 
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The Planes can be a funny issue in a D&D game. This is a review of Green Ronin product so I might as well use another Green Ronin product as an example. It was a Freeport supplement where it became important that the characters were never able to find a forked metal rod in the entirely of Freeport lest they bugger off to a different Plane. The rod would have been a handy spell component. Couldn't a smith make one? I like this example (not just because it pokes fun at the difficulties of pre-written adventures and dangers of high magic vs plot) but because it shows both the strengths and weaknesses of the Planes. You can do fantastic things with the Planes - like set an entire adventure in one in such a way that the players might not work out why things a little different. You can screw up games entirely with them too - like players avoiding your carefully constructed web of plot strands by nipping off to the Abyss for a brawl.

I've been in D&D games where DMs used the Planes and the battles there as a way to justify D&D's awful alignment system. "Lawful Evil" as an alignment simply meant that, whether you like it or not, most of your actions benefited the Lawful Evil side in the Planar wars. I quite like the no choice aspect and the suggestion of a raging war, far away, but vast enough to affect and effect your life. I guess the planetouched are a living breathing example of this. They have no choice of their heritage.

The Aasimar and Tieflings are planetouched. They have either a celestial or fiendish ancestry. That's not to say that either parent was a celestial or fiend - if that was the case then the child would be a half-outsider. The book is titled "Aasimar & Tieflings" with the sub-title "A Guidebook to the Planetouched". That's possibly the wrong way around as the book lingers longer on the Planetouched than on the Aasimar & Tieflings. Until this book the phrase Planetouched was synonymous with Aasimars and Tieflings anyway. Now we've many more Planetouched. This supplement not only introduces more Planetouched but builds on the Bastards and Bloodlines half-race building rules to allow you to make hundreds of different types of Planetouched.

Green Ronin has a criss-crossing catalogue of Plane inspired books. If you've the The Unholy Warrior's Handbook, Book of Fiends or the excellent The Book of the Righteous then you'll be able to put all these products together and build something far richer. Importantly, you don't have to have any of these extra books to get your money's worth from this one.

The book gets going by looking at Planetouched archetypes; are you a freethinker, a corruptor, outcast or tyrant. This sort of thing is worth thinking about. I suspect many newbies eye up the Planetouched special abilities and fancy those. I'd much rather encourage players to think role first and roll second. The book runs through the main classes and how either an aasimar or tiefling might full that role. As a companion point to enjoying the roleplaying aspect in Planetouched archetypes I don't like to see discussions based on stat scores. If you're not dexterous then it doesn't mean you're less likely to be a thief. The gangs of fat kids on my block (Neds, if you speak British) are about as dexterous as the cakes they stuff in their mouth but this doesn't stop the buggers from trying to steal anything they can get away with.

The book moves on to looking at the Aasimars and Tieflings as d20 supplements tend to look at other races. This is typical of D&D. Orcs tend to be similar the world over, as with gnomes and elves. Some of the best half-orc supplements (such as, ironically enough, Green Ronin's own Wrath & Rage) knew not to try suggest that one half-orc was like any other. For my tastes the Aasimar and Tiefling book is too ready to treat all Aasimars like all other Aasimars and all Tieflings like all other Tieflings.

We're still in chapter one when we get the rules for building your own planetouched. You need to mix a humanoid with an outsider. Why not a bugbear-titan or a hafling-night hag? This Guidebook to the Planetouched introduces three new Outsides; Chaos Horrors, Hallucinaughts and Powers suitable for breeding. There are other new Outsiders in Aasimar and Tiefling which aren't so suitable for the Planetouched angle.

The pre-designed (and illustrated with a few annoying exceptions) Planetouched creatures include the Fetch (quasits and Halfling descendants), Jinx (gnomes and fiends), Janjanni (human and genies), Khazerkas (azers and dwarves), Nergaz (orc and demon), Silvan (elf and, um, some naff story about the Astral Plane) and Similem (invisible stalker and half-elf). The Nergaz will make especially memorable foes.

Chapter Two gets going with two examples of what comes before the Planetouched. Here we find the Half-Outsiders. The Planetouched are the children (grandchildren, great-grandchildren, etc) of the Half-Outsider. The Cambion (half-fiend) and Nephilim (half-celestial) are presented template style - with suitable bonuses rather than as a monster block. If you have a push over for a DM you might even get to play one as a character. I think it's better to save these, if you want to use them at all, as rare NPCs. If you want to further chase the half-outside or half-anything-you-think-of then it'll be a trip to your local store and a copy of Bastards and Bloodlines for you.

Aasimar and Tiefling; A Guidebook to the Planetouched settles comfortably into the traditional role of a d20 supplement. We have a chapter of feats. There are some strange feats here - Ancestry ones. How's about "Abyssal Spore" as a feat, omit a damaging spore once per hour? (Wouldn't that be a character best avoided during times of stress!) The "At Your Peril" aura cows enemies trying to attack you - at a cost of a point of willpower damage (temporary, I assume). That's just the first two off a list of about 30. Pretty strange stuff. I quite like Lantern Blood - which lets you create daylight and Night Skin which helps you hide. Most of the feats are in this strange otherworldly theme but that's not a bad thing.

We continue in the tradition of d20 supplements and move on to Prestige Classes. Take your pick of the Astral Reaver, Cosmosopher, Energist, Ethereal Pilot, Planar Guide, Planomancer, Plane Singer, Warrior Maidens of the Valkyrie and the Xen Chi Mystic. There can't be many d20 gamers out there who still need more prestige classes but this lot is different. I can't imagine there are many d20 gamers are overflowing with Prestige Classes that fit the Planetouched so well! The DM really needs to design a game with one or more of these prestige classes in mind before they can be used. Given how tricky the Planes can be in many campaigns I think it's fair to say that these prestige classes easily exasperate this problem.

There are nearly nine pages of new spells and more new magic items and skills. That's another typical d20 supplement chapter done - but it's done with Green Ronin's usual professional quality and roleplay experience.

Chapter Six is given over the Planar Perils - to monsters - and there's a touch of Lovecraft here, I think. The Chaos Horror is described as, "This sprawling mass of flesh, teeth, hair and bone pours over the landscape in a giant smear. Its form changes and undulates, as it warps and melts everything in its path." We have the Shifting Horror and the Children of Dreams too and these both strike me as Lovecraft in style. There's nothing wrong with that - I quite like it in fact. There are a bunch of other monsters too - including the rather scary Organ Thief.

Aasimar and Tiefling: A Guidebook to the Planetouched gets the thumbs up. I'm sure it's traditional and inspirational enough to appeal to a wide slew of d20 gamers, it appeals to me. I wish all the new planetouched had been illustrated. It's very good that we're given the half-breed rules we need for creating more Planetouched without needing to have Bastards and Bloodlines. You can have Bastards and Bloodlines without feeling you've bought a book of duplicate copy.

* This Aasimar & Tiefling: Guidebook to the Planetouched review was first posted at GameWyrd.
 

As I say to everyone, as a game retailer, I have access to everything available under the sun. This is the only "Races of Renown" book I have on my shelf.

This one was a step above the other Green Ronin Races of Renown books had to offer.
 

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