Defenders of the Faith

IronWolf

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I must say at the outset that I like this book less then I liked Sword and Fist. While the S&F is technicaly flawed in some of its rules it is still full of good, original, ideas. While there are original and inspired bits to DOF to much of this book is spent rehashing well known cliches of fantasy.

Let's go in order:

First section gives the advice on effectively playing Clerics and Paladins. It is very much like HBG in style and, altrough possibly helpfull to the novices, gives nothing new to a player or a DM with any experience.

Next bit discusses the Paladin's special mount and is one of the most interesting parts of the book. It is definitely valuable to anyone playing or DMing to a Paladin. It introduces new mounts, scaled progress chart for atypical mounts and (very balanced) look at having a Dragon as a special mount or companion.

Following is usefull but too short section on alternative uses of Chanelling (the Cleric ability that is most frequently used to turn undead). It is generalized (in a very sensible way) to things like Sealing Portals and Warding Sanctuaries. This ability of Clerics is further expanded in some feats and is, for me, the best new concepts introduced in this book.

Next is a section on Divine interventions - no rules, just a bunch of DM advice containing nothing you could not think of for yourself after any time spend DMing.

Short and somewhat usefull rules on Clerics changing faith follow, but again without anything realy new. They effectively state: Yes, you can do it and you have to prove yourself to the new god before he will let you keep your levels.

"New" uses for skills are largely useless being just several more examples of craft, profession and knowledge skills. Only useful one is Heal - enabling you to determine cause of death and other forensic data.

New feats are usefull and largely balanced. Whole lot of them are based on the alternative uses for Chanelling but two genearal and two Metamagic feats are usefull as well. This is probably a part of the book with greatest general utility.

Magic items are slightly overpowerd and not overly inspired. Called armour for example can be automaticaly equiped over any distance for the cost of only one +1 bonus. Armour of Speed is very unbalanced (granting Haste, extra partial action and all as well as +4 on AC all for a cost of only +3 enchantment) and I hope that this will be one of the first things to be errated in this book.

What follows is an incredibly lengthy (13 pages but it feels triple that) discussion on a role of churches. While this could have been a very valuabe source of setting building information it fails to be so because it gets mired in stereotypes. It begines with informaton on churches in general, lengthy and for the most part obvious: "they have adventuring and non-adventuring clerics", 'chaotic ones have less rigid organization then lawfull ones", "players can be entrusted with a mission for their church", " this missions will tend to reflect the primary tennent of the church", "players can get minor help from the churches they are affiliated with" and so on.

The part of the church chapter that could have been usefull, however, fails to be so because it concentrates heavily on the allignment as opposed to the portfollio of the church. Once again significant ammount of ink is wasted on telling us such things as that Lawfull churches tend to be organised and hierarchical and chaotic ones individualistic and free-spirited. this goes to such a lenght that relevant, and lengthy, paragraphs repeat as direct paraphrases of each other in discussions in simmilar allignments (CG and CN for example).

What could have been done, instead of repeating over and over again that churches tend to follow their allignement, is to give in depth samples of functioning of the several major churches of different portfolios (Sun, Sea, War, Earth, etc). Such a sample could incude things like: holy calendar, sample ceremonies, priest titles, relation to the populace, spiritual expectations on the worshipers, laymen and clergy, outline of principal mythoi and, why not, general allignment tendencies within the church. This could then be used by DMs as the inspiration for building their own churches as believable and integral part of their setting.
If this was applied to major Greyhawk churches it would be, aditionaly, a welcome source information on this core setting for DnD. As it is in the book, all the Greyhawk related data (they do give several Greyhawk churches as examples under each allignment) is too short and too scant on any detail to be of much use.

Another reason why I disliked this section is that it propagates the idea that it is possible to categorize everything and everyone exclusively using allignment; an idea that inevitably produces shallow characters, uninspired plots and bland settings and has thus hurt the quality of the DnD game significantly over the years
Another part of this section are floor-plans and description of some sample churches together with stat-blocks on their inhabitants. Personaly I find those rather useless as they are exactly sort of thing any DM I know would be able to draw/write in a minute if they needed a church but I do guess that some people find them usefull.

What follows the description of churches are several "sample" religious societies. Those are of variable quality, from very interesting: House of the Death (morticians that are undercover fighters against undead) and Council of Blades (some sort of warfare umpires) they range to dreary: Stargazers (knights that lke watching stars) and stereotypical: Order of Chalice (crusading demon hunters together with the Holy Grail). For me at least, this organizations, even the best ones, are lacking something that ones in Sword and Fist had. My guess is that what is missing is the sense of their place in the greater world which S&F provided by the thorough immersion in Greyhawk.
Finally, there is more obligatory floorplans, even less interesting then the ones in last section.

"If I run a temple", concuding section of this chapter is again rich in truisms ( "churches have expenses and collect tithe to cover them", "good churches run charities", "churches hold small services daily with more lavish ones on holydays", "adventuring clerics are not required to wory about day-to day functioning of the church but should be aware..." ), all correct but excrutiatingly poor in detail. Questions that player wanting to run a Temple will inevitably need to know remain unanswered: how much contributions can an average church expect from a congregation of a given size ? what are usual demographics on spell-casting clerics versus lay-clergy ? How are different rituals performed in different churches (mariage in the church of Hieroneus or Olidamara is bound to be different affair then the one in a standard Christian/Pelor church) ? How much income can be gained by exhibiting a holy relic ? by selling induligences ? How are spiritual leaders elected ? what is relation with nobility ? All in all a rather useless section in a place where much could have been written. Fortunately, mercifully short.

Finaly we get to the chapter on prestige classes, one that is most likely to be closely scrutinised in the days to come. here again quality is varying widely.

Inquisitor is a great NPC prestige class, balanced and focused it sacrifices Turning abilities for a number of very cinematic (and not excesively powerfull) abilities that have to do with penetrating through lies and disguises. As I do not allow detect lie as a normal spell in my campaigns leaving it as a special domain of rare and feared inquisitors will be a nice touch.

Concetrated Harrier is OK and will fill Bounty Hunter niche till the more general (and hopefully spell-less) version of this class appears in Song and Silence.

Contemplative is balanced if somewhat useless class. It does not seem to adress any real need but does not hurt either. I predict that it will not see much use except as an ocasional saintly NPC.

Divine oracle is somewhat OK, However, given how much trouble prophesising by PC's can be I am not too thrilled about allowing this guys in my campaign. They do, on the other hand, fill a definite niche and are fairly well balanced.

Holy Liberator is one of the best prestige classes so far, and not only in this book but in DnD at large. It fills a long needed position of a chaotic-good paladin and also gives the template for all of those who believe that the Paladin should be a prestige class.

Hospitaler is my greatest point of contention against this book. As it is written it is plain unbalanced, getting a whole lot of bonus feats, martial weapons, lay on hands, remove disease and fighters BAB while sacrificing (if multiclassing from Cleric) practicaly nothing (except accepting, not too stringent, code of conduct). it is possible that this class was not intended to keep cleric spell progression and that this is an incredible typo but, if it was intended as it is, this class is a munchkin paradise in regards to which S&F Ninja and Master Samurai pale in comparison.

Hunter of the Dead we have all seen in Dragon it is good as it stands, better as NPC then PC class but an intersting concept nevertheless.

Knight of a Chalice is a much better prestige class then the Society. It is a specialized Demon Hunter, balanced and cool at the same time. showing once again that giving prestige classes their own spell list as oposed to allowing them to progress in their previous one leads to the more interesting, and balanced, prestige classes.

Knight of the Middle Circle is as dreary as his superiors, the Stargazers from the societies chapter. I have feeling that this whole institution makes some sense in the context of the author's own campaign but as presented in this book they are rather pointless. Separate spell list, however, again guarantees the semblance of balance.

Master of Shrouds is a good (if a bit too tough) villian simmilar in spirit and feel to Crypt King and Penumbral Lord of Relics and Rituals. this sort of vilanous prestige classes are always welcome with me as they do tend to make more memorabe adversaries then usual.

Exorcist fills as important a niche as an Inquisitor but less sucessfuly. the temptation to give this fellows too much cool abilities in comaprison with what they lost in multiclassing from cleric (what exactly did they lose come to think of it ?) got better of the authors resulting in interesting but unbalanced class. Altrough lack of balance is not as severe as that of Hospitaler and Templar it will still be quite a bit work to get them to be usable. Pity as they are both interesting and needed concept.

Sacred Fist - I love this guys. They are effectively the specialty priests of Kord the Brawler sworn not to use weapons when they can get along by fist fight. I always had a soft spot for the priesthood of Kord (having had them played briliantly and hilariously by a great player of mine, many years ago) and this prestige class does justice to this (somewhat) silly but charming fellows. As I do not use Monks in my capaigns (except in Scarlet Brotherhood) this class will be the kings of unarmed combat as they deserve to be. However, I am somewhat afraid that if you do allow monks as a PC class small selection of clerical spells will not be enough to make this class measure up to the big M. Final verdict - great but sightly underpowered.

Templar is second only to Hospitaler in being the ugly face of munchkinism in this book. this guys get the Weapon Specialization and almost as many extra feats as fighter together with fighter BAB on top of the spells and some of the best combat abilites in the entire game (unconditional damage reduction starting third level and unconditional smite ability starting second level). Beware of them and hope for some prompt errata.
By the way, is it just me or is there any need whatsoever for the Templar prestige class ? Historic templars (and hospitaliers and the whole lot of them) are already represented in the games by Paladins. What niche exactly is this class suposed to fill ?

Warpriest, just like the Warmaster from S&F, this would have been a great class if the WotC would ever bother to give us the war rules for DnD. Their abilities are largely pointless outside their natural context which is formalized rules on warfare. If there were such rules this class would be good and balanced. We live in hope.

As the final comment on the prestige classes chapter I have to condemn the widespread use of Cut and Paste. "Spells per Day" section of practicaly every class follows one of the two templates (they either progress with their spells as clerics or get progression of their own). Considerate author, or one who wanted to give us as much material as possible within alloted 96 pages would have explained both of those mechanisms at the begining of the chapter and then in the individual description which mechanism to use. What this book does is cut and paste entire paragraph (almost half a page long) together with an example into every single class description thus eating out 6-7 good pages out of the book and making a reader feel like listening to a broken record.

Finally, spells.
They are suprisingly good (and have saved this book from getting 2 as my review mark) but are few in number. (They had to write those 'spells per day' paragraphs over and over again you know...). As always with clerical spells, great consideration must be given to the power thereof as they can easily unbalance the game (as opposed to arcane spells that slowly trickle down to PC's clerical spells come as a lump). I feel that the ones from this book are passing this test fairly well while introducing some very nice spells. my favourites include:
Curse of the Brute (Cleric 3) increase str, dex and con but drops int and cha temporarily
and
Divine Sacrifice (Pal 1) sacrifice HP for damage bonus
More would have been nice but would have brought in balance problems. Mechanism to introduce new clerical spells without raising this ever present issue was something I secretly hoped, against the hope, to see in this book but naturaly did not.

Prestige domains I like but am not too impresed by the reqirements that one be in one of the new prestige classes in order to qualify for one. I intend to make it optional for clerics to switch one of their old domans to prestige domains once they reach certain level in their class even if they do not intend to multiclass. They are not unbalancing, except for Cerility (whomever came up with this name) which is another cry of munchkinism in this book but is unnecessary and thus easily ignored, and some of them are long needed (Divination, Exporcism) and others are just plain inspired (Madness, Beastmaster)

Last section, appendix actualy, deals with deities of monsters and humaniod races. As a longtime Greyhawk fan I must say I was deeply disappointed not to see Wastry the Hopping Prophet and other whimsical but well developed monstrous gods of this, presumably default, setting. In exchange we got a collection of vaguely Realmsean feeling and very uninspired gods with too short descriptions.

All in all this is not a great book. It is not even a very good one. Writing style is dry, much worse then that of the S&F (not to mention "The Standing Stone" or "Relics and Rituals") and ammount of usefull information is substandard in comparison with S&F and miniscule compared with "Relics and Rituals". It does, however, have some redeeming features that may justify the purchase, at least for those of us with enough money and insufficient "life" to spend it on. It has some unbalancing elements, but, contrary to S&F, its greatest failure is not in what is in it but in what is not.




(After reading the May issue of Dragon Magazine):

Having criticised certain omissions in DOF in my review I must say that some of the objections have been adressed by the batch of articles by Mr Wyatt and others in most recent Dragon Magazine. "Playing the Priestly Part" and "Realistic Religions" are exactly the sort of information I thought would be well included in the book.
 

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Defenders of the Faith "A Guidebook to Clerics and Paladins" is the second in a collection of D&D guidebook (the first, about fighters and monks, is Sword&Fist). It's a 96 pages black and white books with a nice cover illustration by Brom featuring a tiefling cleric of Hextor fighting Jozan and Alhandra (the iconic cleric of Pelor and the iconic paladin) in a temple of Wee Jas (yes, I love this cover illustration :) ). I think this book is worth its price of 19.95 USD.

This book is made of 4 chapter and one appendix:

Chapter 1 (21 pages): Clerics and Paladins
This chapter gives good avices on the choices you should make when playing a cleric or a paladin (since it's less than a year that I play D&D 3 edition this book helps me ;-) ) and advice for the DM to make playing a cleric or a paladin entertaining for the player.
4 very usefull pages on special mount (I DM a paladin with a tiger) , giving advices to conserve play balance, even with dragon mount (I wish I had a second paladin in my group, to give him a large mounstrous spider as a mount :) ).
half a page on channeling, just to make clearer what was in the player handbook, a page on divine intervention, with what the divinity might send to help followers, and half a page on converts, all this gives good DM advices, and could be in the hand of any player without risk (they wont try to channel their power to kill the tarasaque nor will they ask a change of divinity every session, better, it will probably incite them to call on divine intervention only when they think they are going to die, and they will probably be very surprised to see the effect (especialy if they awaken their foes lying next to them).
half a page on skills, new craft and profession plus new use for knoweldge and heal (Cadfael has 8 rank of heal ! ;) )
2 pages on new feats, general feats with shields (mights interest fighter), divine feats that use turnig atemps to boost the fortitude save of your allies in a 60-foot burstduring your chrisma modifier in round for example, metamagic feats (wizards will LOVE reach spell, it allow to transform a touch attack in a ray!) and special feats (to turn more undead or more powerfull or to turn as a free action)
the equipement follow, nice sacred gear and nice magic item (new ability for armor and shield , not unbalanced except for the speed armor wich give permanent haste, James the author recognized this in WotC forums.

Chapter 2 (23 pages): Churches and Organizations
This chapter present 9 church (one for each alignement), some of them with maps and priest (the NG, LN and CE). It gives dogma, the roles of clerics and other characters in the church plus variation for the god of greyhawk. It ease the burden of a DM who wants to make his own church, saying that the major church in my world is lawful neutral and ask that their priest respond to any call for judgement is quick and easy, while it doesn't hinder me in develloping different aspect (such as: the priest of this god teach philosophie and litterature to the children in each town), (yes it's all optional, I know that, but some player tend to ask that when you begin to use some rule that you respect them to the letter). Let your player read the alignement description for his church and a quick description of his god, and he will have a clear idea of what he can expect from his church and what he owes to his church.
6 organisatons (2 with maps and NPC), with my favorites: the laughing knives, true anarchic! who try to make the autority looks incompetent, silly or ineffective. You could easily add them in any campaign (even Dark Sun).
The "if I ran a temple", is a reminders of all the expenses and income of a church recalling that tithe is often 10% of personal income etc... letting the DM add any events he wish to entertain the day to day activity.

Chapter 3 (24 pages): Prestige Classes
14 prestige classes with requirement that make sense (without restriction to any classes like sword and fist wich had prestige classes that required specialisation for some classes, a feat exclusive to fighter) and with just enough more power than a core class to make then attractive but not too much (as good as the arcane archer or blackguard).
-church inquisitor: fight evil in his church
-consecrated harrier: bounty hunter for his church
-contemplative: priest touch by their divinity (low base attack bonus, new prestige domain at first level, second at 6th, and some nice power, kind of lama for those who know it)
-divine oracle: very good oracle! (good for wizards to)
-holy liberator: chaotic good paladin (ex-paladin level stack for smite evil and turn undead)
-hospitaler: paladin with cleric spell and bonus feat for combat (but d8 hit dice)
-hunter of the dead: some spell, smite undead, detect undead,etc...
-knight of the chalice: high requirements for this one, but you need this to fight demon!
-knight of the middle circle: knight member of a secret organization
-master of shroud: summoner of undead (incorporeal) !
-sacred exorcist: "vade retro satanas!" leave the body of this poor soul! ;)
-sacred fist: light armor, no weapon, at level 10 can touch creature with wepon resistance +(4 + wisdom modifier), monk with some spell if you prefer.
-templar: holy warior
-warpriest: isn't the name self explanatory? healing circles, heroes'feast...

Chapter 4 (16 pages): Divine Magic
29 new cleric spells
6 new paladin spells
12 new druid spells
1 new ranger spells
they all worth something and are balanced (aspect of the deity is nice, you gain some feature of your deity, very limited, but fun)

14 new prestige domain, they are domain that are given to your character with some prestige classes:
-beastmaster
-celerity
-community
-creation
-divination
-domination
-exorcism
-glory
-inquisition
-madness
-mind
-mysticism
-pestilence
-summoning

Appendix (4 pages): Monstrous Clerics
27 deities for your monster, with alignement, domain, weapon of the deity, and a small description for each (the same kind of description you found in the player handbook page 90-92) here you find the old (for those who have plated ad&d) dragon and giant deities, who wants to fight my young blue dragon priest of chronepsis (god of death for the dragon) ?

I have not yet speak of the inside art, much better than those in sword and fist, with a paladin who have just cut the head of a dragon, some outsider, and a sacred armor of lolth wich look great (I want one!). Wayne Reynolds isn't credited for it, but it is his art, the other artist is Dennis Cramer

All in all, this book is a ready to use, you have not any twist to make a prestige class appear in your campaign, everything is balanced and clear, and you will probably use the whole book if their is a cleric or a paladin in your group (wich appens often) with stuff that might appeal to other classes. You won't regret buying this book, except if the religion in your campaign are far from the standard Greyhawk gods.
 

updated on 22-NOV-02

OK, ok let us start with the basics -- is the book worth purchasing? If you are a DM, sure. There are a few things of interest -- some interesting feats, a couple of neat spells and some ideas for Prestige classes (although I am none too fond of the ones as presented; this is all part of the fact that I feel that the DMG guidelines for Prestige Classes was largely ignored). If you are a player -- unless you love playing Clerics and Paladins and balk at the idea of playing something else -- no. It would be a waste of money. So in the end -- I figure the book is average (to slightly below average).

The book does not appear to be quite as riddled with errors and typos as Sword and Fist was. Still, looking at the seemingly endless list of play testers this book has, I expected a little more spit and polish on the material. After all, we are dealing with the Holiest of the adventuring classes here -- so I have to ask where some things are that one would expect to find:
  • Variations on the Domains? Not really. We get something called a Prestige Domain, however, that almost seems like it works. We'll see. In the end, I think that they do not work. They simply seem, well, not quite what was needed.
  • A section of creating and maintaining churches? Not really. There are some cursory notes, but nothing with any real meat to it. In fact, this part still bugs me. I really wished that the books that they have done for the classes would be more "to create some good stuff for your campaign" type material. Alas...
  • The Paladins Code explained in detail? Sort of -- it just seems so darned watered down as to be, well, boring. In fact, my players have written a better one that will be included in the religions book for UMBRAGIA.
  • A look at some of the facets of non-adventuring Priests? Nothing of the sort. It is as if the book looks at the Priesthood as a rockin' lifestyle. It is not as if they hold Mass or anything... Thank goodness for the Net book of Classes.

Some things that were included are:
  • Prestige Classes -- it would seem that everything except LG Paladins is a Prestige Class. This once again begs the question, why are not Paladins a Prestige Class? And why not some Prestige Classes that do what the DMG claims that Prestige Classes are supposed to do? Oh well... enough of my berating that point.
  • Feats -- most of these are well written and well balanced abilities. Kudos on these.
  • Spells -- most of these are highly utilitarian and very well done. I especially like the Paladin spell Divine Sacrifice.

So in the end, I see this as a "some people should have" sort of purchase. I do not feel like I was ripped off, per se -- I just feel like what I got was the appetizer and it was billed as the meal. I have had this for a while now and I have to say that the shine is wearing thin. Over time, this book is getting dangerously close to the '2' line in my eyes.
 

Beware! This review contains major spoilers.

Defenders Of The Faith is a guidebook to clerics and paladins for the D&D game. It costs $19.95.

Production & Presentation: This is a 96-page softcover accessory. The front cover is good colour artwork showing a PCs mace being Sundered by a demonic goat-like being’s flail. The back cover gives a very brief overview of the accessory. The inside covers are both blank. The first page contains credits, the second and third pages contents. The layout is standard WotC stuff, two columns of clear text bordered by a runic strip on the outer edge of each page. There is plenty of black & white internal artwork, ranging from poor to good.

Whats Inside:

Chapter One (Clerics And Paladins) begins with Playing An Effective Cleric/Paladin. The cleric section deals with healing, turning, evil clerics and undead, divination, clerics in combat (weapons, armour and spells) and advancement. The paladin section deals with using paladins special abilities, weapons and armour, the paladin’s code, tactics, paladin spells, turning, duty, advancement and special mounts (variant mounts, aging and retiring mounts, dragon mounts, and leadership and mounts (dragon cohorts, special dragon mounts)). There is a short section explains some alternative uses for channelling positive and negative energy for warding a sanctuary and sealing a portal, and introduces the idea of new feats based on channelling. Next are sections on Divine Intervention and Converts. Three new Craft and Profession skills are introduced and there are some new uses for old skills. Next up are the new feats, most of which use channelling to enhance certain actions: Divine Cleansing (+2 Fortitude to allies), Divine Might (improved weapon damage), Divine Resistance (Fire, Cold, Electricity to allies), Divine Shield (shield enhancement bonus), Divine Vengeance (2d6 extra damage vs. undead), Divine Vigour (increase speed and Con), Empower Turning (turn more lower level undead), Extra Smiting (1 extra, stackable), Heighten Turning (more powerful undead, less damage), Improved Shield Bash (bull rush enhancements), Quicken Turning (free action, -4 penalty), Reach Spell (touch spells become ray spells), Sacred Spell (half damage bypasses protection from elements), Shield Charge (double shield damage when charging). New divine goods and magic items are introduced at the end of the chapter.

Chapter Two (Churches And Organisations) begins with a section on The Role of Churches (joining the church, church structure, missions for the church, church support, churches and other organisations). There are then nine broad and stereotypical overviews of churches based on the alignments, using Greyhawk as the setting. More specific examples of church-related organisations in the same vein follow: Justice Blade (warfaring paladins), The House Of Death (undead hunter morticians – includes an example building and NPCs), Council Of Blades (ensure rules for warfare adhered to), Laughing Knives (humiliate tyrannical leaders), Order Of The Chalice (demon hunters) and Stargazers (astrologers– includes an example building and NPCs). The chapter ends with information on running a temple (expenses, charity, adventure support, advertising, staff, income, church activities (services and rituals, clerical duties) and adventuring clerics).

Chapter Three (Prestige Classes) has the following: Church Inquisitor, Consecrated Harrier (divine bounty hunter), Contemplative (mystic), Divine Oracle (divination specialist), Holy Liberator (champions of freedom), Hospitaler (poor healers), Hunter Of The Dead (undead actually), Knight Of The Chalice (demon hunter), Knight Of The Middle Circle (astrologers), Master Of Shrouds (evil master of incorporeal undead), Sacred Exorcist, Sacred Fist (monk-like ascetics), Templar (defends a temple site), and Warpriest (battle specialists).

Chapter Four (Divine Magic) has over 50 new spells for clerics, paladins, druids and even rangers. Prestige Domains (Beastmaster, Celerity (speed), Creation, Divination, Domination, Exorcism, Glory, Inquisition, Madness, Mind, Mysticism, Pestilence and Summoning) each have the standard linked (Greyhawk) deities, granted power and domain spells.

The Appendix deals with monstrous clerics, briefly describing deities, with a short section on outsider and elemental lords. A table shows the deities’ alignment, domains and typical worshippers.

The High Points: I like the introduction of Channelling as a power to achieve other goals than just turning or controlling undead. It makes sense, and I like the way it has been linked in with feats, to allow further adaptive use for one’s own campaign. Though some of the prestige classes were not new they filled holes in my perception of a game world (e.g. Inquisitor, Exorcist, Oracle, Hunter of the Dead) and sparked ideas for my own game world development. The prestige domains were linked tightly with the prestige classes, adding depth to these ideas. There were plenty of ideas for NPCs here, as well as for PCs.

The Low Points: Much of the accessory states the obvious for an experienced DM – “lawful neutral churches are concerned with promoting order and supporting legitimate authority” (well, doh!). There was a lot of stereotyping particularly in Chapter Two, and use of well-known modern-day church practices (good churches run soup kitchens), which accentuated this problem, though there are new ideas here too. I found the new spells fairly bland.

Conclusion: All in all, a mixed bag – there are new ideas here which I will use for my own campaign (channelling and the linked feats, some of the prestige classes, and the idea of prestige domains) and there are aspects that are completely useless to me (most of Chapters 1 and 2) due to either being bland or obvious. Therefore I give this an average rating – for those new to fantasy worlds this accessory may be of more value.
 

While better than S&F this book leaves a lot to be desired. Issues like knowledge(planes) and (undead) as class skills are unresolved but used heavily as pre-reqs.

The alternate uses of turning can't be quickened which diminishes the value of many. Having to take improved turning first is burdensome as well.

Paladins don't get much in this book, 6 pages at most.

These class books are more disappointing than the 2nd ed equivalents or at least that's the way I remember it.

This book isn't worth $20. Maybe all the class books re-edited and made into a hardcover would salvage this branch of D&D products because each book does a poor job of standing on its own.
 

Ok there is some good stuff in this book, but the more I think about, the more I am angry that I spent money on it.
Reasons:
1) The worst editing in a Wizards D&D product I have seen so far, and that is saying alot.
2) Unclear descriptions of game effects: the prestige classes are mangled (Hospitaler & Master of Shrouds) in this way
3) Unimpressive new game mechanics: the prestige classes and the spells are for the most part pretty blah. Its like a typical Magic: the Gathering expansion set: everything is either sucky or "broken," i.e. unbelieveably powerful (Celerity domain, Armor of Speed, Hospitaler). The guys who wrote this have fine writing skills but they are NOT game designers in any way, shape or form.
4) The prestige classes -- probably the part of the book most people are buying it for -- are few and difficult to implement. They are so restrictive by alignment that you usually only have one or two possibilities for each alignment. Which sucks if you bought this book because you are already playing a cleric.
5) It is only 96 pages. And it has the same list price as the Players Handbook! The cheapest place I could find it at was $28 Canadian (about $18-20 US), most places charge $34 here. The non-core D&D books Wizards has made are the most expensive RPG books in terms of content in the history of the hobby. And while they have excellent interior art and design, they have shameful editing and have mostly been full of mistakes. Why bother buying the first print run of anything? And the fact that its almost impossible to get an official rules answer makes it even more frustrating when you buy a product and it is either unclear how to use the rules or they are obviously wrong.
Wizards is not being faithful to its customers, again.
Don't buy this book.

Caveat Emptor
XrainX
 

I LIKE this book, there is nothing wrong with it. Particularly the new feat ideas and variant rules for turn undead.
This book IS worth a 4 out of 5, but then I'm a bit of a cleric fan.

This book is worth it's price.
 

A good job by wizard of the coast was made in the defender of the faith guidebook. It is one of the best supplement for player characters classes. The book itself is well made and the new rules extension is clear and worth utilizing.

The first chapters of the book is the one that impress me the most. The tips about playing cleric and paladin are useful for new 3e players and more experienced. The new paladin special mounts are really exiting and the section provide more information on them like aging and retiring mounts. I like the section about the new feats selections and the fact that you could spend one of your turn/rebuke undead for some of the divine feats.Now, it means more to choose the extra turning feats even if you don,t play a heavy undead campaign. The new sacred gear also bring much more item for your character to use.

The new spells are excellent addition and the new prestige domain is also very good and i,m very excited about bringing them on the campaign. The new prestige classes are an original work of the authors rich Redman and james Wyatt and don't fit in specificaly for certain gods. They have a lot of flexibility for bringing them on an existing campaign.

The chapter 3 of the guidebook is the major cons of the book. It doesn,t seems quite usefull (except for the first part; role of church and the last one; if I ran the temple...). This sections seems to be too greyhawk oriented and the description about the functionning of the church in regard of its alignement don't appeal me a lot...

In general, the book is a very usefull and ressourceful one and I think it is presently the best available from all the other characters classes guidebook.
 

The ultimate guide to customizing clerics and paladins in the third edition Dungeons & Dragons roleplaying game.

Defenders of the Faith contains guidelines for creating specific types of clerics and paladins allowing players to build characters with specific abilities and personalities. Customizing character types allows for a more personalized roleplaying experience. Many of these characters introduce variations to the rules presented in the Player's Handbook.
 

Relative to it's predecessor, Sword and Fist, Defenders of the Faith is a slight improvement, this time devoted to the clerics and paladins. Enough to get a bump in numerical rating from me from Sword and Fist as a matter of fact. This is another 96-page black and white rulebook in the same format (more or less) as the first "Classbook." Wayne Reynolds (again uncredited) illustrated about the first half of the book, then Dennis Cramer (who's style is not nearly so crisp, interesting or realistic) does the second half.

There was some consolidation in chapter format from Sword and Fist so we start out with a Chapter 1 that has a mercifully brief series of sections on role-playing hints (again, without any very original ideas or fresh suggestions), new rules like alternate paladin mounts, an alternate use of the clerics turning ability, new feats, and a little bit in the way of new equipment (not weapons! this stuff is actually fairly interesting.)

Chapter 2 is also fairly interesting, almost 25 pages of churches, organizations, and what roles they could play in your campaign, especially if your campaign is Greyhawk. Although I had previously thought of many of these same ideas, and presumably so did many other players, this was quite a step up, in my opinion, from any such section in Sword and Fist and it actually does give some good role-playing advice by attaching your character to an actual church and giving him roles and responsibilities therein. This chapter also contains the maps of complexes, buildings and the like.

Chapter 3 is the new prestige classes, a favorite concept of mine, and by far my favorite chapter of Sword and Fist. Unfortunately, the concepts are not as intriguing or clever as in that book, (and Dennis Cramer's illustrations don't really make them feel any more exciting either), so what I was hoping to be one of the best chapters here was a bit of a let-down.

Chapter 4 is new spells, pure and simple, and there's some good stuff in here. There is also an appendix at the end giving tons more dieties, mostly for monsters, dragons, giants and the like, but certainly a welcome addition to a book on religious characters.

Overall, this is a better than average product. It suffers from some of the same weaknesses as Sword and Fist but not so noticeably, and in many cases took weaknesses from the previous book and turned them into strengths. Now, if only the prestige classes had a little more spark to them...
 

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