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Complete Guide to Wererats
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<blockquote data-quote="AnthonyRoberson" data-source="post: 2010104" data-attributes="member: 3505"><p><em>DISCLAIMER: This review is based on a complementary copy of the book. If that freaks you out then please move on...</em></p><p></p><p>The first thing that impressed me about <strong>The Complete Guide to Wererats</strong> was the cover – a very nice painting of a wererat squatting on a roof leading some sort of dragon/wererat creature on a leash. Opening the cover and looking inside I was initially disappointed when I saw a list of ‘broods’ in the table of contents. Was this going to be some hack <strong>D20</strong> conversion of the Skaven clans from <strong>Warhammer</strong>? Not hardly. It’s not even just another mediocre <strong>D20</strong> sourcebook. In fact, it’s quite good and I think I understand at least in part why Keith Baker won <em>Wizard of the Coast’s</em> setting competition. He’s a darn good writer with imaginative ideas and an excellent grasp of the <strong>D20</strong> mechanics.</p><p></p><p>Instead of numbered chapters, the Guide is divided into several major sections and two appendices. There is a table of contents, but no glossary or index. Ten b&w illustrations of above average quality are scattered throughout and that number feels about right for a book of this length.</p><p></p><p>The first section focuses on wererat physiology and society. The wererat’s three forms (human, hybrid and dire rat) are covered and the concept of the brood is introduced. The author plays up the wererat’s lawful alignment, describing a structured society with clearly defined ranks and roles. Other topics covered include the various types of warrens, family life and even rituals. The short section on combat strategies covers topics like how wererats put their damage reduction ability to good use in combat, how they use ambushes and traps, and even how they make use of their ability to infect others with lycanthropy. The first half of the book is packed with good information and it is all boiled down nicely into short, easy to read sections.</p><p></p><p>The section on wererat characters introduces wererats as a character race and three new wererat character classes; the ratcaller, the shifter and the weaver. The ratcaller is the name for wererat priests who venerate the Rat, a lawful evil force. They have access to the domains of Animal, Earth and Trickery. The shifter is a quasi-prestige class. It is available to any lycanthrope from first level, but they may take a maximum of only ten total levels in the class. Shifters focus on developing unique wererat abilities, including the book’s new wererat feats. Weavers are basically wizards that specialize in transmutation. They do get access to a few additional spells and skills.</p><p></p><p>I normally don’t care for new skills in a <strong>D20</strong> book, but the two introduced in the Guide are pretty logical and add appropriate flavor. Control shape allows a lycanthrope a chance to control his involuntary shape changes and also several other tweaks. Fleshweaving is a nasty skill that weavers can employ to torture and even create new diseases. The book introduces seventeen new feats. Several (like alternate form-bat and improved control shape) focus on the lycanthrope’s shape shifting abilities. Others (like Plague Bearer and Swarm Master) off unique new abilities.</p><p></p><p>The campaigns section devotes about half a page each to five wererat broods; the Asyra Brood, the Graykin, the Oath of Flesh, Ravers and the Dorian Brood). Each description briefly outlines the brood’s history and objectives, and includes several adventure hooks involving that brood.</p><p></p><p>The first appendix gives three MM style entries for the wererat, one for each of its forms. Stat blocks are also provided for eight sample NPCs, including one from each of three new wererat classes. The second appendix introduces a single new monster, the dragon rat.</p><p></p><p>The Guide shows that <a href="http://www.goodman-games.com" target="_blank">Goodman Games</a> is maturing nicely as a <strong>D20</strong> publisher and it is a step up from their previous efforts like the <strong>Aerial Adventure Guide</strong> series. It satisfactorily walks the line between being a generic supplement and introducing unique campaign material. Also, if the Guide is any indication of Keith Baker’s design and writing abilities then I really look forward to getting a look at his contest-winning campaign setting from <em>Wizards of the Coast</em>. I would normally rate the CG a 3+, downgrading it slightly for only delivering 32 pages for eleven bucks, but <a href="http://www.goodman-games.com" target="_blank">Goodman Games</a> has posted not one, but two web enhancements that add a total of eight extra pages of solid material (including the stats for that critter on the cover). You can find the web enhancements <a href="http://www.goodman-games.com/freematerial.php" target="_blank">HERE</a>. With that, I give <strong>The Complete Guide to Wererats</strong> a solid 4. Crouch slightly, rub your hands together frequently and scuttle over to check it out at your friendly local game store.</p></blockquote><p></p>
[QUOTE="AnthonyRoberson, post: 2010104, member: 3505"] [i]DISCLAIMER: This review is based on a complementary copy of the book. If that freaks you out then please move on...[/i] The first thing that impressed me about [b]The Complete Guide to Wererats[/b] was the cover – a very nice painting of a wererat squatting on a roof leading some sort of dragon/wererat creature on a leash. Opening the cover and looking inside I was initially disappointed when I saw a list of ‘broods’ in the table of contents. Was this going to be some hack [b]D20[/b] conversion of the Skaven clans from [b]Warhammer[/b]? Not hardly. It’s not even just another mediocre [b]D20[/b] sourcebook. In fact, it’s quite good and I think I understand at least in part why Keith Baker won [i]Wizard of the Coast’s[/i] setting competition. He’s a darn good writer with imaginative ideas and an excellent grasp of the [b]D20[/b] mechanics. Instead of numbered chapters, the Guide is divided into several major sections and two appendices. There is a table of contents, but no glossary or index. Ten b&w illustrations of above average quality are scattered throughout and that number feels about right for a book of this length. The first section focuses on wererat physiology and society. The wererat’s three forms (human, hybrid and dire rat) are covered and the concept of the brood is introduced. The author plays up the wererat’s lawful alignment, describing a structured society with clearly defined ranks and roles. Other topics covered include the various types of warrens, family life and even rituals. The short section on combat strategies covers topics like how wererats put their damage reduction ability to good use in combat, how they use ambushes and traps, and even how they make use of their ability to infect others with lycanthropy. The first half of the book is packed with good information and it is all boiled down nicely into short, easy to read sections. The section on wererat characters introduces wererats as a character race and three new wererat character classes; the ratcaller, the shifter and the weaver. The ratcaller is the name for wererat priests who venerate the Rat, a lawful evil force. They have access to the domains of Animal, Earth and Trickery. The shifter is a quasi-prestige class. It is available to any lycanthrope from first level, but they may take a maximum of only ten total levels in the class. Shifters focus on developing unique wererat abilities, including the book’s new wererat feats. Weavers are basically wizards that specialize in transmutation. They do get access to a few additional spells and skills. I normally don’t care for new skills in a [b]D20[/b] book, but the two introduced in the Guide are pretty logical and add appropriate flavor. Control shape allows a lycanthrope a chance to control his involuntary shape changes and also several other tweaks. Fleshweaving is a nasty skill that weavers can employ to torture and even create new diseases. The book introduces seventeen new feats. Several (like alternate form-bat and improved control shape) focus on the lycanthrope’s shape shifting abilities. Others (like Plague Bearer and Swarm Master) off unique new abilities. The campaigns section devotes about half a page each to five wererat broods; the Asyra Brood, the Graykin, the Oath of Flesh, Ravers and the Dorian Brood). Each description briefly outlines the brood’s history and objectives, and includes several adventure hooks involving that brood. The first appendix gives three MM style entries for the wererat, one for each of its forms. Stat blocks are also provided for eight sample NPCs, including one from each of three new wererat classes. The second appendix introduces a single new monster, the dragon rat. The Guide shows that [url=http://www.goodman-games.com]Goodman Games[/url] is maturing nicely as a [b]D20[/b] publisher and it is a step up from their previous efforts like the [b]Aerial Adventure Guide[/b] series. It satisfactorily walks the line between being a generic supplement and introducing unique campaign material. Also, if the Guide is any indication of Keith Baker’s design and writing abilities then I really look forward to getting a look at his contest-winning campaign setting from [i]Wizards of the Coast[/i]. I would normally rate the CG a 3+, downgrading it slightly for only delivering 32 pages for eleven bucks, but [url=http://www.goodman-games.com]Goodman Games[/url] has posted not one, but two web enhancements that add a total of eight extra pages of solid material (including the stats for that critter on the cover). You can find the web enhancements [url=http://www.goodman-games.com/freematerial.php]HERE[/url]. With that, I give [b]The Complete Guide to Wererats[/b] a solid 4. Crouch slightly, rub your hands together frequently and scuttle over to check it out at your friendly local game store. [/QUOTE]
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