Messageboard Golem
First Post
Some have said while Sword and Fist suffered by being too specific, Defenders of the Faith suffers by being too general. There is some merit in that. While there are a few good prestige classes, some suffer from mediocrity or just plain bad writing.
However allow me to begin from the beginning.
The first chapter is how to play an effective paladin or cleric. Good for new players or DMs. Perhaps not so useful for more experienced players, but it offers a few useful tips. Also in this section is the Special Mounts for paladins bit. Now for the most part this is pretty good. You have to delay getting your special mount until a higher level if you want a more powerful mount, much like a wizard or sorcerer that wants an Improved Familiar.
However there was one part in this section that just truly cheesed me off. Dragon mounts. Sweet holy Jebus! I could have gone my entire role-playing career without seeing this in a non-Epic book. Yes there are stipluations, but I can just see some weak-willed DM getting pressured by a munchkin players because it's "in a core assessory!" Sorry, dragon mounts, unless you're on a mission from the gods who will immediately repossess them, is a little too... shall we say... Ok, mini-rant over.
Feats are next. The new Divine feats are really quite nice, and I rather enjoyed all of them. Sacred Gear was plenty flavorful for those that want more detail in their character's devotions.
Next are magic items. You'll hear many bad things about these, mostly because the errata hasn't been released yet. The ones that aren't obviously broken are actually fairly interesting, but I'll withold my judgement on the rest until the errata comes out.
Chapter Two is on churches, one for each of the nine alignments in D&D. Several include complete maps and a few NPCs. Useful for instant temples, or figuring out what your own gods' religions might be like.
Next is organizations, several which could be useful for DMs on the go. A few offer interesting plot hooks (Laughing Knives, Knights of the Chalice).
Finally is a little bit about how temples are run. Good for those that might have a more sedentary campaign where that might come up.
Chapter Three is prestige classes. As I've said, some are good, and some suffer from mediocrity. Some suffer from bad writing and editing holes you could drive a Mack truck through.
One that irks me just for the writing of it is the Divine Oracle. This front-loaded class is for those that look into the future or the past. However they gain no unique powers, and several that barely fit into the theme. They gain the Divination domain, some scry bonuses, and have better chances of sucess when casting standard divination spells. Then they get the whole uncanny dodge package and a few more similar abilities. Huh? I can understand why I guess. Look into the future, eventually can't be flaked... But there are no really unique abilities. And all the ones pertaining to divination magic are packed into the first four levels. Sorry, this idea had a great deal of potential and I believe the ball was dropped.
But there are several good PrCs in this bunch, don't get me wrong. Consecrated Harrier, Church Inquisitor, Contemplative (to an extent), Holy Liberator
)), Hunter of the Dead, Knights of the Chalice, Sacred Exorcist, Sacred Fist, Templar, and Warpriest are all quite good.
Master of Shrouds (due to a misplaced sidebar) just ends up confusing. Hospitaler for a similar reason (things on the table and the writing description don't jive). In addition I found the Hospitaler as dull as dishwater. They are supposed to protect pilgrams or defend sacred places. What they get are a few paladin abilities and some bonus feats. I could do the same thing by taking my first few levels of paladin then multiclassing into fighter. A prestige class should not be duplicable by mulitclassing, all PrC writers take note.
Chapter four: is about magic, specifically magic spells. Several new spells are presented, including some very intersting ones for druids.
Also presented are prestige domains. These offer slightly more powerful granted powers that normal, so they are usually offered as part of a prestige class. However, until they errata it, beware of Celerity. As it stands it gives you +2 to Dex, +10 to base movement (in light armor) and a +2 to Initiative checks. A bit powerful? I think so.
Despite a few bad apples in this bunch, overall I think there is a great deal of material in this book that should give those playing divine classes a real boost.
However allow me to begin from the beginning.
The first chapter is how to play an effective paladin or cleric. Good for new players or DMs. Perhaps not so useful for more experienced players, but it offers a few useful tips. Also in this section is the Special Mounts for paladins bit. Now for the most part this is pretty good. You have to delay getting your special mount until a higher level if you want a more powerful mount, much like a wizard or sorcerer that wants an Improved Familiar.
However there was one part in this section that just truly cheesed me off. Dragon mounts. Sweet holy Jebus! I could have gone my entire role-playing career without seeing this in a non-Epic book. Yes there are stipluations, but I can just see some weak-willed DM getting pressured by a munchkin players because it's "in a core assessory!" Sorry, dragon mounts, unless you're on a mission from the gods who will immediately repossess them, is a little too... shall we say... Ok, mini-rant over.
Feats are next. The new Divine feats are really quite nice, and I rather enjoyed all of them. Sacred Gear was plenty flavorful for those that want more detail in their character's devotions.
Next are magic items. You'll hear many bad things about these, mostly because the errata hasn't been released yet. The ones that aren't obviously broken are actually fairly interesting, but I'll withold my judgement on the rest until the errata comes out.
Chapter Two is on churches, one for each of the nine alignments in D&D. Several include complete maps and a few NPCs. Useful for instant temples, or figuring out what your own gods' religions might be like.
Next is organizations, several which could be useful for DMs on the go. A few offer interesting plot hooks (Laughing Knives, Knights of the Chalice).
Finally is a little bit about how temples are run. Good for those that might have a more sedentary campaign where that might come up.
Chapter Three is prestige classes. As I've said, some are good, and some suffer from mediocrity. Some suffer from bad writing and editing holes you could drive a Mack truck through.
One that irks me just for the writing of it is the Divine Oracle. This front-loaded class is for those that look into the future or the past. However they gain no unique powers, and several that barely fit into the theme. They gain the Divination domain, some scry bonuses, and have better chances of sucess when casting standard divination spells. Then they get the whole uncanny dodge package and a few more similar abilities. Huh? I can understand why I guess. Look into the future, eventually can't be flaked... But there are no really unique abilities. And all the ones pertaining to divination magic are packed into the first four levels. Sorry, this idea had a great deal of potential and I believe the ball was dropped.
But there are several good PrCs in this bunch, don't get me wrong. Consecrated Harrier, Church Inquisitor, Contemplative (to an extent), Holy Liberator

Master of Shrouds (due to a misplaced sidebar) just ends up confusing. Hospitaler for a similar reason (things on the table and the writing description don't jive). In addition I found the Hospitaler as dull as dishwater. They are supposed to protect pilgrams or defend sacred places. What they get are a few paladin abilities and some bonus feats. I could do the same thing by taking my first few levels of paladin then multiclassing into fighter. A prestige class should not be duplicable by mulitclassing, all PrC writers take note.
Chapter four: is about magic, specifically magic spells. Several new spells are presented, including some very intersting ones for druids.
Also presented are prestige domains. These offer slightly more powerful granted powers that normal, so they are usually offered as part of a prestige class. However, until they errata it, beware of Celerity. As it stands it gives you +2 to Dex, +10 to base movement (in light armor) and a +2 to Initiative checks. A bit powerful? I think so.
Despite a few bad apples in this bunch, overall I think there is a great deal of material in this book that should give those playing divine classes a real boost.