Written by Sam Witt and published by Bastion Press Doom Striders brings huge lumbering machines to d20 fantasy campaigns. I’m a big fan of fantasy anime and enjoyed Dream Pod 9’s three mini fantasy campaigns in their Mecha Companion book. I was looking forward to Doom Striders for a long time.
The book works a little backwards in terms of organization. It’s broken into five chapters, campaign, construction, combat, captain (& crew) and allies (& adversaries. It also includes numerous sample doom striders. The book touches on how these creatures could come to be, the levels of both magic and technological skill that is required for even starting the process of a doom strider.
Most of the first chapter though, focuses on the types of doom striders that might be in a campaign, ranting from privateers and mercenaries, to how one would operate and maintain a unit. I have a hard time following some of the idea here in one aspect because it talks about these machines being best in large volume. Well, be that as it may, a quick flip to the rear of the book shows that the lesser striders cost over ninety thousand gold pieces. The DMG suggests that a metropolis has a GP limit of 100,000. How would a city field more than one of these without going bankrupt? No satisfactory answers are present but some options, including scavenging, are present.
In looking at construction, I knew there were some problems right away. While amost every option you could think of is covered, the editing let a lot of errors slip throught. Now most of these aren’t too bad. For example, a doom strider needs an engine or an energy source. These are similar in some ways to the old Helms from the Spelljammer setting. These include the Arcanofurnace that feed on magical items, to the Vampiric Translator that feeds on life.
The problem is in the pricing. The table doesn’t match the text. Not a big deal. However, when looking at other factors, more issues crop up. The game details for various dragonscale armor are provided, but the costs aren’t. Doom striders can have an avoidance system installed, but there is no game benefit from doing so listed in the book. Problems like this plague the construction system making the numerous great ideas suffer heavily as now you have to wonder if the author meant something else. I don’t know if this was caused by the origin of Doom Striders, as they originally hail from an Oathbound book, or just bad luck.
The good news for those who muddle through is that doom striders includes a lot of options and abilities for your machine. Weapons are fully illustrated and have a wide variety of uses and utilities. These range from larger but simple melee weapons, to corrosive cannons, weapons that spit forth an acid fog. Information on using these weapons in a mass combat setting, such as Oathbound Arena, is also included. It doesn’t cover everything though. For example, you’ll find no flying doom striders or those that can turn into other vehicles here.
The author does a good job of bringing doom strider options to life in the combat section. For example, it discusses changing mapping square sizes if everyone is the same size. It notes how doom striders are very vulnerable without their pilots. It breaks down actions and includes material on damaging the crew or specific items. In looking over this section, it’s easy to see how a normal character, in the right sized suit, can easily challenge a larger creature, but not one too powerful. After all, when looking at certain abilities like saving throws, the doom strider uses the captain’s saving throws, and the reflex one can suffer a penalty in a larger suit.
One interesting advantage to a doom strider that shouldn’t be underestimated is the use of spellcasters. Spellcasters can cast spells from their control mechanism. Another interesting effects in spellcasting is that huge doom striders can’t be targeted for spells that effect a creature. Don’t know if I agree with that. Not like other huge constructs can’t be targeted.
When looking at controlling a doom strider, the section on Captain and Crew is vital. It includes some information on binding yourself to the construct as well as how to think about them, as machines that augment the captain. To help the captain, new feats are included that range from reducing the damage you take when a doom strider suffers damage that would injure the crew, to using various monstrous feats from the Monster Manual. New profession skills include doom strider pilot, siege engineer, and doom strider engineer.
Those looking to further their training with the machine can go into the doom strider captain PrC, a five level class that puts the character in command of not only his doom strider, but any crew he might have. The other PrC, the master engineer, is good not only at fixing doom striders and getting more out of them, but also at laying siege to your enemies. Both PrCs are highly specialized though and without using the doom striders themselves, would probably see limited use.
In order to help players and GMs start using the material right away, chapter five, Allies & Adversaries, includes several mercenary units. The start with the name, like Witch Hunter, main characters, and then game stats. The preferred doom strider is supposed to be listed here, but I don’t see it. There are a large number of groups here and most GMs should be able to find friends and foes for the players right off the bat. Some more information on what level a player should be before actually getting his own doom strider, in a mercenary campaign at least, would be good here. I say this because I don’t imagine a hundred thousand gold piece creature being given, even to pilot, by anything under 7th level.
I’m terrible at breaking down NPC stats unless it’s really obvious that they’re wrong, but a quick look at the first character, Reiella Flickerthorn, an elven wizard, makes me wonder if the stats are good. He has a BAB of +6, but +7 on his attack with a +1 long sword, but then a Full Attack of +6. It’s confusing. Level should be a straight +6, +1 for magic weapon and –1 for strength of 8. Somewhere, probably on the long sword attack, there is an error. For some reason, the character’s magic items are total out in gold next to them. Another oddity is that none of the NPC’s have levels in the PrCs. Lastly, I wish that some more thought had gone into the names. Shock, Fear, and Gutripper will probably all get some new names before I’m done with them.
In looking at the pregenerated doom striders, they look good but much like with Mutants & Masterminds, would require some time to break down and double check. For example, are the prices calculated correctly? How about an example walking the user completely through doom strider creation with how the construct is affected by its captain afterwards?
Artwork ranges from average to great. Much of the material towards the end of the book, including all of the sample doom striders, has a rough edge to it, almost like a Tribe 8 setting. Some of my favorite is done by Scott Purdy, Thomas Babbey, and Yap Chonkg Aik. Sadly, the black and white publishing often hinders the excellent work of Yap as many of these illustrations are too dark and obscure details. The editing suffered heavily here as many bits and pieces needed to easily and effortlessly construct a doom strider are missing. Not that the author, Sam hasn’t been a great help in the online community, but such extensive help shouldn’t be needed.
Price wise, Doom Striders comes out ahead of other Bastion products but about average with other d20 products. It weights in at 128 black and white pages for $22.95. Much better than their 96 page books that run the same price. Interior covers are not used. White space is good. Layout is simple two columns with numerous tables helping to even out the text. The pregenerated doom striders in the back of the book also have separate pages so those who just want the illustrations can flip to them. Blank doom strider character sheets are also included. The book does include a two page index. As with many products by Bastion, Doom Striders text is 100% open.
Doom Striders has some strong ideas. The game mechanics are dubious in many places due to missing information or information that contradicts itself. If you can work through the errors, doom striders can provide you with an interesting twist on your campaign.
REVIEWER’S NOTE: Below is some errata via a Q&A style from various postings:
1) on page 21 it states that the minimum size of a component that can be mounted on a medium sized torso is small yet I can't find any small components in the book, are they there, and I just can't find them?
- Assumption there are no small components.
At the moment, there are no small components - I had some plans for small components, but it never quite worked out to my satisfaction. Mark this down as 'room to expand in the future.'
2) "barbed amour provides some minor offensive capabilities along with its protection" the description of the offensive capabilities is great, but what protection does it offer?
- assumption the protection is the same as standard Armour
Yep, barbed armor has the same defensive capability as regular armor but has its minor offensive capabilities as well.
3) on page 49 there is a discussion of mounting conventional weapons, but what is the cost/craft DC/energy cost of a mounted conventional weapon?
- Assumption the actual gold coin cost is the same as the standard arm + that of the weapon. You’re sacrificing the hand control mechanisms, so the overall arm is simpler but the 150% strength increase would call for stronger components. the craft DC is 15 and it uses no energy
That is correct. The cost of mounting a weapon is the cost of the arm + the cost of the weapon. You cannot mount more than a single conventional weapon on each limb.
4) on page 61 it says "next roll the appropriate die (as shown on the doom strider record sheet)" yet there is nothing on the doomstrider record sheets about appropriate die???
- assumption looking at tables 2,3 and 4 of chapter 2 all of the components nicely fit poly dice side with the amount of slots available So I'm drawing up my own tables that correspond the slots used the only thing is what happens if the same number on the tables is rolled multiple times, or if there is a component with empty slots, and someone rolls the "empty" on the table
You're right about how to handle the critical table - this happened during the changes in how the sheets were designed and is a result of me thinking one thing and doing another. My bad.
If a shot hits an empty or already destroyed slot, it passes through the doom strider without further damage. Sometimes, you get lucky.
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5) on pages 61-62 it says "a doom strider without a captain has a number of hit points as shown on the table bellow" - ummmm I can't find a table below this one just has me stumped - doe
More coming on this one - watch this space.
Originally posted by trancejeremy
"During each round in which a Huge (or larger) doom strider moves, it expends energy points. Medium or Large doom striders must expend 1 energy point per movement action taken during a round. A Huge doom strider burns 2 energy points per movement, a Gargantuan doom srider burns 3 energy points, and a Colossal doom strider burns 4 energy points for every movement action taken."
Besides the contradiction (saying Huge doom striders expend energy points, then giving a point cost for medium and large, so actually all of them do), doesn't this put them on an awfully short leash?
I mean, for instance, the "Faithful" Doom Strider is Colossal and has a energy capacity of 20. So that seems to me to mean that it can only move all of 5 rds ( a total of 150 feet) before it's fuel tank is dry.
You're right - all doom strider's pay to move, at all times. This is an error in the text and the point costs listed following the erroneous sentence are correct.
Doom Strider error/clarification checks
Page 17, Repairs, Component Repairs, 1st paragraph, last sentence: Change “Putting it together (page 6)” to “page 23”.
Page 19, Bone, “Bone increases amount of energy produced by vampire engines by 25%”: Does this mean that you get 1.25 energy points per hit point converted, or does it mean that it inflicts 1d8 x 1.25 hit points when recharging.
Page 21, Table 2, Row “Medium”, Column “Min Size”: Change “Small” to “Medium”.
Page 17, Salvage, 2nd paragraph, 2nd sentence, “… or an appropriate doom strider repair facility (see below).”: Where are the rules for “repair facilities”?
Page 23, Craft (Doom Strider), 1st paragraph: Making Doom Striders requires huge numbers of assistants under these rules. For example:
Medium Torso + 2 Medium Arms + 2 Medium Legs = 64,000 gp = 12.8 assistants
Medium Torso + 2 Large Arms + 2 Large Legs = 84,000 gp = 16.8 assistants
Colossal Torso + Colossal Head + 2 Colossal Arms + 6 Colossal Legs or Tails = 570,000 gp = 114 assistant.
Page 24, Table 5: Abilities, Speed: Change “Movement and Movement Rates, below” to “Speed, pages. 62-63”.
Page 25, The Doom Strider’s Abilities, 2nd sentence: Change “consult the table below” to “consult Table 5: Abilities”.
Page 25, The Doom Strider’s Abilities, last sentence: “Blood batteries” mentioned here is not described elsewhere in the book.
Page 26-27, Avoidance System: Need to clarify game effects when “activated”. Example: does this mean it automatically makes all Reflex saves?
Page 28, Dragonscale Armor, Blue Dragonscale: What is the duration of the lightning ability per 2 energy points?
Page 28, Dragonscale Armor, Red Dragonscale: Does the heat generation ability cost energy points, and what is the duraction?
Page 26, Table 6, Reinforced Infrastructure: What are the slot costs for Doom Striders smaller than Huge? Presumably 1.
Page 35, Climbing Rig, 1st paragraph, 3rd sentence: Where is the information on Doom Strider weights and structures that can support them, that are referenced here?
Page 35, Table 8, Limb Extender: What determines the number of slots used (2 or 3)?
Page 36, Detection Lamps, 3rd paragraph: This says the energy cost is one energy point per minute, which contradicts Table 8’s one energy point per 5 minutes.
Page 39, Power Coupling, last paragraph, last sentence: What is “bottled lightning”, since it is not mentioned in power sources section? What hand-held devices are being referred to in that sentence?
Page 39, Powered Torches, 1st paragraph, last sentence: The energy cost here (1 point per hour) contradicts Table 8 (1 energy point per round).
Page 40, Spellcasting Array, last paragraph, last sentence: The energy cost here (1 energy point) contradicts Table 8 (1 energy point per level of spell cast).
Page 40, Strider Linkages: Is there a range limit? Do the Remote Controls on page 34 have a range limit?
Page 40-41, Targeting Beam, 2nd paragraph, 1st sentence: The energy cost here (2 energy point) contradicts Table 8 (1 energy point).
Page 42, Temple Banner, 2nd paragraph: The energy cost here (2 energy points per 5 minutes) contradicts Table 8 (2 energy points per round).
Page 42, Temple Banner: On page 66, left column, second bullet point, it says that a Temple Banner is needed for turning or rebuking undead. Does a Temple Banner augment this like a Spellcasting Array? If so, what are the game effects?
Page 42, Table 9, Vamipiric Translator, Colossal, Costs: Compare with other costs. There appears to be a typo. Perhaps it should be “60,000”. Ths would make it match the Table at end of Vampiric Translator description.
Page 43, Arcanofurnace, 3rd paragraph: When transforming spell energy, is the caster completely preoccupied during this process? Example: A spellcaster sends a 6th level spell into his small Arcanofurnace. Can he get back to fighting or moving on the 2nd round while the Arcanofurnace is digesting the spell, or is he stuck slowly feeding the Arcanofurnace for all 6 rounds.
Page 44, Channel Receptor, 2nd paragraph, 1st sentence: It refers to a “large channel receptor” which contradicts Table 9, which only has one size for a Channel Receptor.
Page 44, Channel Receptor, 3rd paragraph, 3rd sentence: Given that Table 9 only has one Channel Receptor (2 slots), the example is incorrect since it can only receive a maximum of 2 points of energy.
Page 44-46, Prayer Engine, 1st paragraph, 3rd sentence: What does this sentence mean in game terms? Does it mean that a worshippers of the designated diety counts even if they are passive (asleep or unconscious) and allied faiths only count if they are actively praying to power the doom strider?
Page 44-46, Prayer Engine, 2nd paragraph: The paragraph appears to not match what is given on Table 9, which only has one Prayer Engine listed. Even if it was assumed that the Arcanofurnace information on Table 9 were used instead, the example given needs to be corrected: large prayer engine would have a capacity of 20 if a follower operated it, or 25 if a priest or paladin operated it. If that is correct, then the 2nd paragraph might be re-written to something like: “ Prayer Engines has the same statistics as Arcanofurnaces with some modifications. The Captain must be at least a devout follower of the designated deity for it to function. A devout follower gets a +5 bonus to the capacity. A holy warrior or priest gets a +10 bonus to the capacity.”
Page 44-46, Prayer Engine: Add “Imbue with Spell Ability” to the last line of the description for Prayer Engine creation requirements to match information from the first paragraph, fourth sentence.
Page 48, Table 10:
Blizzard Thrower: Missing ammo cost.
Chain Cannon: Missing ammo cost.
Shell, Concussion: Why does it have a number for ammo capacity when the other ammo does not?
Page 49, Conventional Weapons, Mounted: What is the ammo capacity of mounted missile weapons?
Page 50, Conventional Weapons, Unmounted, 2nd paragraph, Falchion Example: Exchange “colossal” and “gargantuan”.
Page 53, Lash Hammer: Since it is used as a kind of area effect weapon, does the user get to ignore the size penalties that come with using a big Doom Strider?
Page 54, Shard Cannon:
May need to explicitly say whether or not each use drains a charge as in the Corrosive Cannon.
Can a spellcaster with the fireball spell and Spellcasting Array be used instead of a fireball wand in the same manner as done in the case of the Corrosive Cannon?
Page 54, Shell, Shatter: It is missing an entry on Table 10: Weapons, page 48.
Page 58, Vine Clot Bolt, first paragraph, last sentence: Is the reference “falling over” on page 62 referring to “stumbling and going to its knees” on page 63, second paragraph, or does it refer to something else?
Page 58, Water Cannon, 2nd paragraph, last sentence: The critical hit damage example need to be changed to “12d4” to match the information given on Table 10, page 48.
Page 58, Wyrm Throat, last paragraph: Delete or revise everything after the third sentence, since they confuse “reload time” (loading in a new rack/clip of ammo) with “rate of fire” (“chambering in a new round” from the rack/clip).
Page 61-62, Damage without a Captain, 3rd sentence: Where is the referenced table for the hit points of a Doom Strider without a captain?
Page 68, Weapon Attacks and Reach, 4th paragraph, last sentence: Does this sentence mean that Table 10, page 48, needs to revise Energy costs for Beak, Grappling Limb, and Shudder Fist?
Page 72-73, The Binding, 3rd and 4th paragraphs: How does the Remote Controls (page 34) affect the catastrophic effects described here?
Page 73, Nature of the Bond, 2nd sentence: Where is the anti-magic section referenced here?
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For a little extrs bonus:
To make Vampiric Engines practical, have the Captain or other crew member get this little magic item described in "Crafty D20 Crafts" on the internet:
Thing of Cheap and Fast Healing: Wondrous slot item (such as a vest) which casts the 0-level spell "Cure Minor Wounds". Use activated. It lists the cost as 950 gp, but this should be double-checked and see whether the costs can be reduced further by making it so that only works for certin classes or alignments or even individual.
Since it need to be activated it is not very useful in battle (unless it being used by one of the crew who serves as the fuel and is not doing anything else), but it allows for an effectively unlimited power source otherwise, only exceeded by a Prayer Engine able to use passive faith energies.
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Adventure classes note:
Previously I thought at first glance that Fighters would be the best Captains. Now I suspect that the overall best Captains would be: Druids and Ranger first; Bard, Clerics, Monks and Paladins second; Rogues, Sorcerors and Wizards third.
For those who take the Doom Strider Captain prestige class, the better ones are: Bard, Cleric, Druid, Monk, Paladin and Rogue. In some cases this might bump those in second to first.
The best one for the Master Engineer prestige class appears to be the Rogue.
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Originally Posted by JoeGKushner When going through it to construct a doom strider, I had some problems.
Here are some solutions:
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Originally Posted by JoeGKushner Avoidance Systems has no game effects. (pg. 26-27)
Replace the second-to-last paragraph in the description with this:
Once activated, the avoidance system makes the doom strider leap, duck, and perform other evasive maneuvers for the remainder of the round, or until the captain's next action, whichever occurs later. During this time, it is unable to make attacks, move, or perform any other action. While active, the avoidance system provides a +6 dodge bonus to the doom strider's AC and a +4 bonus to all Reflex saves the Doom Strider must make.
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Originally Posted by JoeGKushner Dragonscale costs are variable but not listed (pg 26)
Here are the per slot costs for dragonscale armor, by dragon type:
Blue - 2000
Red - 2000
Silver - 1750
Bronze - 1500
Copper - 1500
Black - 1250
Gold - 1250
Green - 1250
White - 1250
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Originally Posted by JoeGKushner Vampiric Translator on pg 42 is 600,000 gp and on pg 46, 60,000. I'd probably go with the latter.
Go with 60,000. 600,000 is the result of a clumsy finger putting an extra 0 in there.
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Originally Posted by JoeGKushner Doom Strider groups are suppoed to have a preferred list of doom striders but I can't find it.
Here's the list of doom strider crewmen and their preferred doom strider:
Reiella - Witchbane
Hundrag - Blackhammer
Shock - Shocklance
Fear - Fearnaught
Payce - Blood Deva
Crayn - Storm Runner
Raysa - Angel Crush
Tayger -Strike Archon
Polosian - Crasher
Maniris - Tomb Seeker
Calius and Candida - Scion
Braginos - Star Leaper
Lucisia - Faithful
Pondol - Invictus
Tasos - Beast
Sarndilar - Crypt Warden
Gutripper - Crusher
Darnol - Shadowslice
Haros - Steel Rain
Gakin - Bolter
Turko - Seeker
Yace - Thunderbelly
Fosora - Eldritch Thorn