Book of Hallowed Might II, who has it?

Stereofm said:
Good luck to you anyways.

Thanks. :) The exam went fairly well, so hopefully it worked out. As for the French d20 products, that would've been neat (and probably better than the little textbook I was studying).

On another note, I'll be reading the other tonight and posting a review (I hope) tonight as well. I'll throw the link in here once I've done it.

Best,
Nick
 

log in or register to remove this ad

Because I'm somewhat lazy, I'm just going to toss my thoughts up in this thread. Maybe I'll combine them into a proper review later. I'll post one chapter at a time (as I'm doing this as I read through the book, and I have a lot of other things to get to tonight).

Introduction
This section introduces the Celestial River pantheon and explains what the authors intend to do with the rest of the book. Fairly straightforward. I'm ambivalent about the Celestial River pantheon at this point. The text suggests classes and races that may worship certain gods, and, this is purely personal feeling, I think it would be stronger if it didn't, as then characters would worship certain gods based on personal views and thoughts rather than "I'm a halfling, and most halflings worship Kulaj." Of course, others might find that sort of certainty more useful for their campaign. No worries. One side note, the text says that only Mallock "is not neutral on the good/evil axis," which is not true--Urgan is neutral good (I'd probably make him true neutral, if I wanted to stay within what the text suggests).

Chapter I: The Oracle of Jezer-At
This chapter deals with the oracle itself and the gods Enaul and Essoch. The Oracle itself, aside from being a resource for characters searching for information, has real effects on divination spells cast (increasing caster level, range, and altering other effects in interesting ways). There's a short section dealing with the priests of the Oracle (which are not necessarily all clerics, as all members of the organization are called priests). I felt that the writing in this little section got off the rails a bit; the passage felt repetitive as I read it (this cropped up--the writing feeling awkward--a couple other times in the course of the reading, but I'd be hard-pressed to give specific examples, and it doesn't interfere at all with the content, so.... Mind you, the overall quality of the writing is excellent; I might be being picky, as I've been grading papers a lot recently).

After examining the potential for intrigue at the Oracle, we get descriptions of Enaul and Essoch and two sample characters (a priest of Enaul and a diviner working for Essoch). There's also a sidebar detailing costs of service at the Oracle. This all looked fine to me.

The next four pages deal mostly with how to adjudicate and use signs/visions/omens/portents and all that in your campaign. This is more advice for a DM than for a player (and a fairly sharp departure from the first BoHM, which seemed mostly aimed at players). The advice is good, and there's a handy list of general and specific phantasmagorias (with meanings) that could be wicked helpful to the DM working with this stuff.

The rest of the chapter is filled with crunchier stuff (a skill, feats, domains, spells, and items). These are my thoughts on the matter in the order that they came to me.
  • Profession (Speaker of Portents), although very specific, feels funny to me (I can't imagine a character choosing that as a profession). I'd probably call it Profession (Oracle) or something like that. As for it as a skill, I'm not sure it's necessary, as I feel that it gives mechanics to something that I'd probably want not to have them. That said, I can see it allowing a player to play an oracle without needing to be hyperactively smart or observant.
  • The feats are fine and appropriate. I really like the Craft Charm Set/charm set deal and could use it in my next campaign. Seer would be really useful for a diviner, but I can't see a lot of players taking it in place of other feats. I'm pretty ambivalent about Vatic Sight, although I like the idea.
  • The Civilization domain power seems weak (a +2 circumstance bonus to Gather Information checks made in a settlement over 100 people). I'd at least bump it up to +3 (as Skill Focus) and would consider having Gather Information become a class skill. The scope seems almost too narrow to be useful on top of the low modifier.
  • The spells: I love Aid from the Future (wicked neat and evocative, IMO), Commune with the City, and Precognitive Flashes. I like the other spells, too. I'm just a divination fan, I guess.
  • Items: the charm sets, which are cantrip-activated minor magic items, could be useful in a low magic game as an alternative to potions or something to use with potions. The sample charms are pretty basic, but have some neat flavor text (for example, the personality charm set consists of "two cloth pouches filled with rose petals and powdered rhino horn, a strap of cloth rubbed with sea salt and bearing three circular gold charms, and a broken dagger hilt"--on one level, this seems arbitrary, but the components could be changed pretty easily, I'm sure). The artifacts (Crook of Essoch and the Hourglass of Enaul) don't do much for me, but I rarely use/think of using artifacts in my game, so that's likely just a predisposition of mine.

So far, so good; I'm really liking it. I'll post more later.

Best,
Nick
 


Hi,

Just finished the first chapter (the Oracle) which covers omens, dreams and portents. Very good indeed! There are some great spells here.

So far, this is more like BoEM III and better than the first BoHM.

Cheers


Richard
 

To answer the question in the thread's title, now, I have it. Will post comments as I read it.

EDIT: Remarkable that a product in this day of d20 publishing would only contain 3 PrCs, especially one that many people think of as a classbook. Lots of other goodies though...
 
Last edited:

I agree. I'm rather relieved that there's only three PrCs. I find feats, spells, and magic items much more useful, and the locations are at least interesting reads and potentially useful. As to my continuing commentary, I've been away from my computer (still am), but I'll have some more stuff posted sometime tonight. :)

Best,
Nick
 

Just looking at the first section, the Oracle of Jazer-at.

The section has a lot on playing a cleric who specializes in being a sort of diviner.

An example of an Oracle is described, with a very nice b&w illustraton.

A new deity is outlined.

Sample priests of the oracle are given.

There's advice on handling divination magic, signs, portants, omens, visions, etc. A table of symbols for visions is provided.

There are relavent new skills, feats, spells, and a new domain--Future.

THere's no relavent prestige class, but there's loads of other crunch.



Just skimming the rest of the book... The rest of the sections have similar organization. Some locations have maps.

From what I can see the book is basically a collection of holy locations/sites and a diety attached to them, with a lot of relavent crunch.

It looks very good.
 

I'll admit to being a Malhavoc junkie so I bought it right away.

I found BoHM2 to be typical of their products, well written and thought provoking and although there are are things in it that I would not use, there
are plenty of things in there that I would and indeed may introduce.

If you have purchased other Malhavoc products and have found them useful I would suggest that you may also find this product of interest.
 


Chapter II: Underwave

Underwave is a small cave complex located underwater that functions as a mobile sanctum for the faithful/favored of Dorana, goddess of vengeance and the sea in the Celestial River pantheon. It's a cool location (and the book provides a nice map of it), but it feels very high magic to me. Given Dorana's influence over it, that makes sense, but I almost wonder if it would be more useful if it had been specifically designated as a pocket plane.

Dorana herself is CN, and the writeup given is flavorful and interesting. In the introduction, it was suggested that paladins interested in justice could find solace in the worship of Dorana, which led me to think about having Dorana as a neutral goddess with lawful and chaotic aspects (the lawful aspect granting the Law domain; and the chaotic, Chaos). This is a quibble, though, and largely came about because I found the text to be thought-provoking (particularly as I consider using the Celestial River pantheon in my homebrew--I'm becoming less ambivalent as I go on with the book, and really like the idea of gods that don't easily fit into neat little containers). Belgard, "a rabble-rouser, a revolutionary, and a troublemaker," was a neat sample character and could be really well-used as a source of plot hooks (or an entire campaign), particularly if the campaign is heading towards a swashbuckly feel (okay, so that's not a word...).

This section is followed by a new weapon, new feats, new spells, and a PrC, the Lightning Bearer.

  • The lightning blade, the new weapon, was okay. I have a thing about double weapons (I can't picture them being used effectively, except for the quarterstaff), so it didn't really do much for me.
  • The feats focused mostly on revenge and unique uses of the lightning blade. I liked the former, particularly Attune Vengeful Magic, which had a little bit of a voodoo-ish vibe. The Vengeful Fury chain presented was nice, and it could be used to good effect with rather heroic characters.
  • The Vengeance domain power seemed to be of limited use (a character taking it would depend on the DM's making it worthwhile), but I'm beginning to see this limit as a feature rather than a drawback. If the Cleric class is really that overpowered, maybe domain powers should be more limited. That said, I'd still change the Civilization domain power as suggested earlier; with the low number of skill points a Cleric gets, it probably wouldn't matter at all if Gather Information became a class skill.
  • The spells were fine, but not as good as the spells in the Oracle chapter. I felt the same way about the new magic items.

The Lightning Bearer PrC was decently interesting and looked reasonably well balanced, although I'd have to playtest it to really see how I felt about it. Thematically, I thought the powers were pretty cool, particularly the Thunderous Strike and Retributive Strike.

I still really like the book. Although I may seem a bit critical, it's only because the ideas are really making me think about how I'd use them, which hasn't happened to me in a while with a gaming book. I'll post more later, but I need to keep on grading papers right now.

best,
Nick
 

Remove ads

Top