What this book is and what is not
Faith & Pantheons is the most complete 3rd edition reference about religions in the Forgotten Realms setting. Its purpose is to provide information for players and DM alike, whenever religion is involved in adventures and campaigns. About half of the book is free-form information and the other half concerns more numeric characters material and, to a lesser extent, monsters and equipment.
This book gives material and support for at least the following tasks:
- to give PCs and NPCs a much deeper definition of their faith, with both roleplay and adventuring benefits
- to give PCs and NPCs some more tactical options, mostly in the form of prestige classes
- to provide stats for encounters with deities or avatars
- to provide adventure seeds based around religious sites or organizations
After having used this book for a couple of years, my personal opinion is that it succeeds quite well, with some failures in the prestige classes, several of which lack attractiveness or consistencies. I have however not tried to run any epic encounters with gods or avatars, about which I am not able to express an opinion in this review.
{Disclaimer: in this review I have purposefully listed ALL deities which are described in this book, despite their sheer number, i order to allow a reader looking for his favourite deity of Faerun to check whether it was included in the book or not}
Rules compliancy
The book is officially 3.0 compliant. As it mostly contains setting information, the majority of it can be used in any ruleset. To fully use the book in 3.5, a DM would need to do only minor adjustments to prestige classes (skills and feats) and possibly to deity and avatars stats.
There seem to be occasional editing errors in the prestige classes chapter, probably due to the process of refining the classes therein without always double-checking what was written before.
{I did not check if the deity and avatar stats are correct}
Several PrCls are quite powerful, granting full or near-full spellcasting advancement and a special ability an nearly every level, although many of the latter are only of minor use. The power of these classes is often balanced with strict requirements, some of which seems to be tossed in just for this purpose, and with the fact that a PrCl from this book is typically designed for a follower of a specific FR deity.
The Forgotten Realms Campaign Setting sourcebook is explicitly required to fully use Faiths & Pantheons. However, this is almost only in the form of a few feats or clerical domains. As such, it is possible to use the large majority of F&P without FRCS, with little adjustment.
There are 32 playtesters mentioned in the openings of the book. The number is not small if one considers that most of the book is rather roleplay material which doesn't need a mechanical playtest.
Setting adaptivity
This book is intended to be used in the Forgotten Realms, and is the definitive resource of religion for that setting. The deities described here are very well interconnected to each other, either friendly or unfriendly, which is clearly an added value to the whole but also makes it slightly difficult to "pick" them separately to incorporate into another existing setting.
If the DM is instead willing to adopt the whole set of deities in this book in a homebrew setting, or eventually only a subset (such as a single lesser pantheon), it should be extremely easy to do so.
Alternatively, a more freeminded DM may simply allow a PC to play a worshipper or cleric of one of these deities liberally, if there seems no problem in mixing with existing deities.
Editing notes
Faith & Pantheons is of good editing standard, and writing style. The probably only part where it gathers some inconsistencies and incomplete explanations is the prestige classes chapter, as it seems more editorial control would have helped.
The overall organization is simple and therefore solid. The editor has chosen to present some material (such as magic items) as spread throughout the book instead of gathering it into a single chapter, probably because it is of limited amount.
The artwork of Faith & Pantheons is good but not top-notch in my personal opinion, slightly less inspired than the one in the main FR sourcebook.
Content walkthrough
The book starts with an introduction (8 pages) about what does it mean to be a deity in D&D and how pantheons work. The divine rank system is explained through a list of divine features which depend on the deity's rank, but here a summary table would have been very useful. While these features are going to very rarely come up in the game, unless the DM regularly runs divine encounters, some of them are very useful for explaining what are the possible levels of interaction between mortals and gods: for example it is mentioned how a deity can sense events related to its portfolio, or how some gods use all animals of a kind as familiars at the same time. In campaigns where religion is often a motivation for adventures, these can become very useful ideas.
Chapter 1: Major deities of Faerûn (78 pages)
30 Faerûnian deities are described in this chapter: Azuth, Bane, Chauntea, Cyric, Eilistraee, Gond, Helm, Ilmater, Kelemvor, Kossuth, Lathander, Lolth, Malar, Mask, Mielikki, Mystra, Oghma, Selune, Shar, Shaundakul, Silvanus, Sune, Talos, Tempus, Torm, Tymora, Tyr, Umberlee, Uthgar and Waukeen.
Each of these deities is given two or three pages of information, half of which covers topics such as the deity's nature and interests, its history and dogma, activities of the church and followers in general, and relationships with other faiths. This information, although not abundant, is very useful for players to flesh out their characters (not necessarily clerics) around a faith, as well as for a DM who runs adventures or NPC with a religious theme.
The other half of each deity's entry provides full "game stats" for the deity itself and for a sample avatar. Unless the DM is running a very high level campaign (epic to say the least), this sort of information may be instead utterly useless; nevertheless, some of these can be occasionally used by the DM as a basis for adjudicating Miracles or similar powerful divine manifestations.
Chapter 2: Other deities of Faerûn (62 pages)
Here are shorter descriptions for 29 less common Faerûnian deities, followed by separate pantheons for some nonhuman races. The full list of the first includes: Akadi, Auril, Beshaba, Deneir, Eldath, Finder Wyvernspur, Garagos, Gargauth, Grumbar, Gwaerom Windstrom, Hoar, Istishia, Jergal, Lliira, Loviatar, Lurue, Milil, Nobanion, Red Knight, Savras, Sharess, Shiallia, Siamorphe, Talona, Tiamat, Ubtao, Ulutiu, Valkur and Velsharoon. Each of these are given from half a page to a single page of descriptive information and no stats, which makes them still useful for characters and adventures but not for epic combat encounters.
The other pantheons described here are:
- Drow pantheon: Ghaunadaur, Kiaransalee, Selvatarm and Vhaeraun (Lolth and Eilistraee were described in chapter 1)
- Dwarven pantheon: Abbathor, Berronar Truesilver, Clangeddin Silverbeard, Deep Duerra, Dugmaren Brightmantle, Dumathoin, Gorm Gulthyn, Haela Brightaxe, Laduguer, Marthammor Duin, Moradin, Sharindlar, Thard Harr and Vergadain
- Elven pantheon: Aerdrie Faenya, Angharradh, Corellon Larethian, Deep Sashelas, Erevan Ilesere, Fenmarel Mestarine, Hanali Celanil, Labelas Enoreth, Millifane Rallathil, Sehanine Moonbow, Shevarash and Solonor Thelandira
- Gnome pantheon: Baervan Wildwanderer, Baravar Cloakshadow, Callarduran Smoothhands, Flandal Steelskin, Gaerdal Ironhand, Garl Glittergold, Segojan Earthcaller and Urdlen
- Halfling pantheon: Arvoreen, Brandobaris, Cyrrollalee, Sheela Peryroyl, Urogalan and Yondalla
- Mulhorandi pantheon: Anhur, Geb, Hathor, Horus-Re, Isis, Nephthys, Osiris, Sebek, Set and Thoth
- Orc pantheon: Bahgtru, Gruumsh, Ilneval, Luthic, Shargaas and Yurtrus
Chapter 3: Places of worship (30 pages)
This chapter features three adventure locations in the form of a lively and well-defended abbey, a sinister and more spartan cultist temple, and an open ceremonial site under the sky.
Each of these are extremely well supported with information such as: detailed description with small maps of the areas, history of the temple, services provided to visitors, private activities and ceremonies, internal hierarchy and important personalities (2-4 full-statted NPCs each).
The books provides nice suggestions about how to adapt or modify each temple to different faiths, and a few example adventure seeds. Overall this is a very good chapter for a DM.
Chapter 4: Champions of faith (32 pages)
The last chapter is entirely devoted to prestige classes and as such is useful for both players and DMs. Designed around strong concepts, they usually require around 5 levels in divine classes and almost all are also exclusive to worshippers of specific deities (while this last restriction is very harsh, it could obviously be modified or simply ignored if the DM runs a different setting).
It is slightly irritating to read "most of the members are clerics" in the description, when effectively ALL members MUST have cleric levels to qualify for nearly all of them.
On the average, these PrCl are quite powerful (almost all grant full spellcasting advancement) but also have costly requirements, which are unfortunately often only designed as a cost with not much relevance. On the other hand, many also carry some roleplay requirement to make the class more interesting.
While some seem to me well thought-out (Auspician, Forest Master, Waveservant), there are some others which seem to be hollow (Dreadmaster, Strifeleader) or have no clear target (Goldeye, Nightcloak).
- Arachne: intended for Drow priestesses of Lolth, this class grants special abilities related to spiders such as poison immunity, freedom of movement on webs or shapechanging into spiders, plus both a spider familiar and a spider mount
- Auspician: a manipulator of luck, the Auspician gains occasional or shifting bonuses to different types of rolls, and expands the Luck domain ability to affect others as well
- Doomguide: while introduced as clerics who support mortals against their fear of death, these are effectively Kelemvor's elite group to eradicate undeath from Toril; they are masters of fighting and turning undead
- Dreadmaster: a cleric of Bane with enhanced leadership, and enhanced fear spells
- Dweomerkeeper: for multiclassed arcane/divine casters; these are scholars who study a little bit of "everything magic" and gain limited special abilities
- Elemental Archon: a cultists of an elemental deity which rules mephit underlings and slowly transforms into an elemental creature
- Forest Master: a mighty protector of ancient trees and forests who becomes ever more similar to plants; among other things, she gains natural armor, plant type, strength and constitution increases, and fast healing
- Goldeye: a Waukeen priest who gathers small abilities related to trade and valuable goods
- Heartwarder: an extremely charismatic spellcaster who becomes one with the feys
- Horned Harbringer: a follower of the former deity of the dead who has become in touch with a special artifact and thereupon developes necromantic abilities; this class doesn't require and doesn't grant spellcasting, but grants (or improves) undead rebuking and creating, with the purpose of creating a small undead army
- Nightcloak: a devoted of Shar who learns an array of diverse abilities related only the deity's taste for shadows, darkness and deceit
- Ocular Adept: a deranged servant of beholders and The Great Mother
- Silverstar: a cultist of Selune (slightly) more dedicated on the powers of the moon
- Stormlord: a favored by Talos who delights with storms and lightning
- Strifeleader: an agent of deceit and strife and minor divine illusionist
- Sword Dancer: an elven "holy liberator"-type who emphasizes mobile combat and can attune with a sword of choice
- Techsmith: the arcane or divine crafter of a magical construct companion, and expert in facing golems or constructs in battle
- Waveservant: this water-focused priest gathers many dread abilities similar to several underwater creatures
- Wearer of Purple: member of the evil Cult of the Dragon, she befriends (and later command) evil dragons and improves her magic abilities
- Windwalker: essentially an air- and travel-focused caster who gradually develops flight capabilities
- Chosen of Bane: this is not a PrCl, but rather an example of "chosen by a god" template, not very suited for a PC
Appendix (10 pages)
The last part of the book contains material which was needed in previous chapters and published in other books (besides the FRCS), plus a 2-pages list of the Faerunian deities with basic information (good to photocopy and lend out to players as a quick reference).
Conclusions
Overall my own three gripes with this book are the excessive space dedicated to deity statistics, the inclusion of deities from real-life religions (the Mulhorandi, not an issue with the book but rather with the setting), and the design of prestige classes. While the first two are quite a matter of personal taste or gaming style, the third is more general and serious problem.
This is one of the 3ed books where the authors have used the idea that "wasted feats" make for good requirements to balance strong prestige class features, instead of taking more care in balancing them directly. The worst example is possibly the overuse of required proficiency in the deity's favored weapon (often exotic), for classes that really have nothing to do with combat.
Sometimes these prestige classes give the feeling that the authors haven't taken a second thoughts on how different base classes can work with them. The Heartwarder for example is the only PrCl to require any divine/arcane spellcasting, and grants full spellcasting advancement plus a neat +5 Charisma inherent bonus, an extremely powerful choice for any Sorcerer for example.
There are also occasional errors in the classes, such as a requirement feat which later is granted by the class itself, or other nonsense such as missing in the class skill lists nearly all the ones required to qualify.
Overall these problems mean that Chapter 4 is immediately useful for NPCs, while some minor modifications should be considered before allowing these classes to PC.
This book is by no means a book for only clerics and paladins. Except for most of the prestige classes, every other information is useful for any character who follows a faith. But because each character is usually dedicated to a single deity, the DM is definitely going to use a much larger part of this book overall.
As already mentioned, despite the fact that this book is Faerun-specific, a lot of generic information and good ideas can be quite easily ported to any other setting. Actually, the book is not strictly a must-have for a FR campaign, considering that the basic and most important information of major deities was already provided by the FRCS book.
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Li Shenron