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Anger of Angels
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<blockquote data-quote="JoeGKushner" data-source="post: 2010979" data-attributes="member: 1129"><p>Anger of Angels is your guide to introducing and including celestial themes to your campaign based around various types of angels.</p><p></p><p>It doesn't go quite as far as the Wizards of the Coast recent book, the Dragonomicon but it comes close. It provides numerous new angels with full racial details and sample stat blocks of standard angels. It provides new feats and prestige classes as well as role playing information and examples of the most well known angels, as well as background to fit this material into your campaign.</p><p></p><p>For me, it just doesn't break out of the high powered mode for me to actively use it much. Dragons for example, are often the enemy. A book full of new dragons is a theme but often a good one as dragons are bad. I can use them sooner or latter as active participants in a game. A book of angels, who aren't bad and who will act as patrons or substitute gods, useful, but not quite as useful.</p><p></p><p>In addition, in places where I thought stats would be useful, they're not there. The background information on the Eight Archangels is nice, and the fact that they have little notes on what level they are, useful. More useful would be actual stat blocks. Now I know, if you don't need them as foes, why have stat blocks on them? If they are to take their place in a standard D&D cosmology, it might be important to know who is more powerful in terms of devil/demon lords and archangels as one example. It might be useful to know what divine ranking one of these creatures can stack up against compared to an avatar. Little things that would help GMs running an evil Epic campaign using the Book of Vile Darkness.</p><p></p><p>One thing that most campaigns might find some use in is the Planar Geography that covers not only Heaven, but Hell. These aren't very detailed maps or listings of dungeon locations, but rather places of importance that can spark some interesting ideas for those GMs who choose to use these versions.</p><p></p><p>To get the five star rating, more details on using this type of supplement in a standard campaign would be necessary. For example, more feats, prestige classes and other material for mortals to either ally with, summon, slay, or banish angels. More maps with more details. More stats on the powerful angels themselves. More unique items. More examples of using these angels with specific deities, perhaps ones already introduced in other Malhavoc products or web expansions. </p><p></p><p>The different templates in the Creatures Section, insures that campaigns that aren't focused highly on heavenly matters, can still get some use out of them as there are four types of nephilite which can be added to a campaign rather quickly. This provides some different origins for monsters the characters may meet, as well as allowing two of the organizations to be utilized fairly quickly. The different organizations also give the GM some ideas on how best to use this material and put angels in as mentors or as far away patrons. These organizations will are one of the reasons the product gets a four as it allows the GM to tie the players and material world into the higher realms without making this a planescape type deal.</p><p></p><p>For those interested in running a celestial game though, this book offers a lot. Take racial matters. There are eleven fully detailed angelic races. These range from the lower powered Grigori, clocking in at a level adjustment of 3, to the Kalydrim, at 8 or the Seraphim at 9. Truly the stuff of potential high level campaigns. Each one includes background, personality, physical description, relations, alignments, religion, language, names, and adventurers. This follows the formula from the Player's Handbook well. The various Prestige Classes, along with the new type of feat, Domain, help customize the angels right away. Each of the big themes is covered: Angel of Death, Destruction, Fury, Terror and Fire-Speaker. </p><p></p><p>Art is up to Malhavok's usual standards but one of the artists isn't my style, The work is very charcoal like, but also very dark and the details, especially perhaps when printed on an ink jet, seem a little muted. Layout is standard two-column format with solid editing and fairly good use of white space. The PDF version has standard bookmarks making navigation easy. </p><p></p><p>The book's writing style flows easily. The research in the book is obvious to anyone with even a passing knowledge of Angels and their various representations in religion and myth. The listing of resources used is nice and allows those interested to go further with the material.</p><p></p><p>For the standard D&D game, Anger of Angels might be a little too focused on getting the goods on Angels as the focus. For the party that is heading to the Havens, Anger of Angels provides all the right tools.</p></blockquote><p></p>
[QUOTE="JoeGKushner, post: 2010979, member: 1129"] Anger of Angels is your guide to introducing and including celestial themes to your campaign based around various types of angels. It doesn't go quite as far as the Wizards of the Coast recent book, the Dragonomicon but it comes close. It provides numerous new angels with full racial details and sample stat blocks of standard angels. It provides new feats and prestige classes as well as role playing information and examples of the most well known angels, as well as background to fit this material into your campaign. For me, it just doesn't break out of the high powered mode for me to actively use it much. Dragons for example, are often the enemy. A book full of new dragons is a theme but often a good one as dragons are bad. I can use them sooner or latter as active participants in a game. A book of angels, who aren't bad and who will act as patrons or substitute gods, useful, but not quite as useful. In addition, in places where I thought stats would be useful, they're not there. The background information on the Eight Archangels is nice, and the fact that they have little notes on what level they are, useful. More useful would be actual stat blocks. Now I know, if you don't need them as foes, why have stat blocks on them? If they are to take their place in a standard D&D cosmology, it might be important to know who is more powerful in terms of devil/demon lords and archangels as one example. It might be useful to know what divine ranking one of these creatures can stack up against compared to an avatar. Little things that would help GMs running an evil Epic campaign using the Book of Vile Darkness. One thing that most campaigns might find some use in is the Planar Geography that covers not only Heaven, but Hell. These aren't very detailed maps or listings of dungeon locations, but rather places of importance that can spark some interesting ideas for those GMs who choose to use these versions. To get the five star rating, more details on using this type of supplement in a standard campaign would be necessary. For example, more feats, prestige classes and other material for mortals to either ally with, summon, slay, or banish angels. More maps with more details. More stats on the powerful angels themselves. More unique items. More examples of using these angels with specific deities, perhaps ones already introduced in other Malhavoc products or web expansions. The different templates in the Creatures Section, insures that campaigns that aren't focused highly on heavenly matters, can still get some use out of them as there are four types of nephilite which can be added to a campaign rather quickly. This provides some different origins for monsters the characters may meet, as well as allowing two of the organizations to be utilized fairly quickly. The different organizations also give the GM some ideas on how best to use this material and put angels in as mentors or as far away patrons. These organizations will are one of the reasons the product gets a four as it allows the GM to tie the players and material world into the higher realms without making this a planescape type deal. For those interested in running a celestial game though, this book offers a lot. Take racial matters. There are eleven fully detailed angelic races. These range from the lower powered Grigori, clocking in at a level adjustment of 3, to the Kalydrim, at 8 or the Seraphim at 9. Truly the stuff of potential high level campaigns. Each one includes background, personality, physical description, relations, alignments, religion, language, names, and adventurers. This follows the formula from the Player's Handbook well. The various Prestige Classes, along with the new type of feat, Domain, help customize the angels right away. Each of the big themes is covered: Angel of Death, Destruction, Fury, Terror and Fire-Speaker. Art is up to Malhavok's usual standards but one of the artists isn't my style, The work is very charcoal like, but also very dark and the details, especially perhaps when printed on an ink jet, seem a little muted. Layout is standard two-column format with solid editing and fairly good use of white space. The PDF version has standard bookmarks making navigation easy. The book's writing style flows easily. The research in the book is obvious to anyone with even a passing knowledge of Angels and their various representations in religion and myth. The listing of resources used is nice and allows those interested to go further with the material. For the standard D&D game, Anger of Angels might be a little too focused on getting the goods on Angels as the focus. For the party that is heading to the Havens, Anger of Angels provides all the right tools. [/QUOTE]
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