Gatekeepers: Lords of the Gateways

"Need to get there fast? Well, I'm the one you want. How many? An army? Thousand troops? Quietly? Can do, but I'll have to move them in groups of about, say 200? Fine? Great! Now my team will just have to scout the location you want to come out at."

Magic has long allowed spellcasters to travel roads long denied less fortunate men and women. The Gatekeeper answers this by specializing in magic that allows him to transport large numbers of people in the time it takes to walk through a doorway.

Able to create gates of ever-increasing power, these gifted souls can transport dozens, hundreds, or even thousands of souls over vast distances. They can make even the farthest outpost just a days walk, and can bring in just days an army that would have taken months to arrive on horseback.

"Gatekeepers: Lords of the Gateways" offers new spells, magic items, and rules to allow arcane spell casters to open gateways between any two points in a world. It also includes the Gatekeeper prestige class, allowing spellcasters to specialize in gateway magic.

PDF notes:
Page count: 5
Full color PDF.
Tall page format.
All text (including stories, settings, NPCs and rules) is released under the OGL licence.
Copy and Paste is enabled.
 

log in or register to remove this ad

Reviewer's Bias: I received a review copy of this product.

Gatekeepers: Lords of the Gateways is a six-page PDF from Ancient Awakenings Publications dealing with a type of teleportation magic — gateways. Included in the PDF are a new prestige class (the titular Gatekeeper), a new skill (Gateway Formula), three new spells, three new magic items, and a new feat for d20 Modern and d20 Fantasy campaigns. There is no art, and the layout is simple and clean. Each page has a border that vaguely resembles a PDA or notebook (my first thought was the latter, but I think the former's more likely, although in the end, neither view of it is particularly important). Finally, most of the PDF is open-content: "All game related text, rules, and fiction are OGL, and free to be copied in any way your black little heart desires. Lucky you, huh?" Normally, I wouldn't repost this joke/easter egg, but today it made me laugh, which was enough for me to include it here. And it's nice to see someone having fun with a part of the text that is usually pretty standard. Overall, the text is free from errors, too, although I did spot a few typographical errors in my reading (such as a few references to a non-existant Gateway skill, which I assume is the Gateway Formula skill).

Organizationally, I think I would've liked to have seen things organized slightly differently. The new skill, a requirement for the Gatekeeper PrC, appears on page 3, one page after the new class has been introduced. I know that new skills aren't particularly exciting to open a product with, but on a functional level, it would be easier to have that appear first. When I saw the requirements for the PrC, I wondered what this new skilll was instantly. I have the same concern with the Craft Gateway Device feat — it appears in a sidebar on the last page of the text before the OGL, but I'd really like to see it in the beginning of the PDF.

As regards the content, the difference between a gateway and normal teleportation magic is a concern. Ultimately, what gateways seem to end up being are similar to the portals in the Forgotten Realms and Planescape campaign settings — large, stationary magical items that allow the passage of people and things across great distances. This type of stuff is a fairly common fantasy trope, at least in terms of the fantasy I'm familiar with, and it seems to pop up a great deal in CRPGs, too (thinking of the moongates of the Ultima series here). The question is — is this presentation different enough to justify the new rules (whether or not we need the rules to cover it is another question, but I would say that codifying this sort of thing in case players would like to create gateways seems like a good thing to me)?

I'm concerned about the need for a new skill and a new feat. The Gateway Formula skill seems too focused to be of much use in most campaigns, as it just applies to making gateways. I think I'd use Knowledge (Arcana) with synergy bonuses applied from having ranks in either Knowledge (Architecture and Engineering) to represent mathematical knowledge and Knowledge (The Planes) to represent knowledge about the actual workings of the gateways. I just don't see the need to reinvent the wheel here when existing skills will work fine. The Craft Gateway Device feat looks fine as is, although, again, it is highly focused and the only advantage it offers over Craft Wondrous Item, which can also be used to make gateways, is that the devices made by someone with the new feat cost half as much in terms of XP and gold. It's a great idea, but perhaps some sort of Gateway Crafter feat would be more appropriate, with that feat offering this benefit, plus some other bonus related to casting teleportation spells (caster level +1 or some such thing). I like the idea, but couldn't see burning a feat on it. I found the spells and magic items more interesting, especially the master gateway item, which connects one gateway to a number of different destinations via a dial on the portal. Good stuff and potentially very fun.

Finally, the prestige class — it's a neat idea and generally well-executed. I particularly liked that, instead of offering the usual "+1 level in existing arcane class" feature, it allows the caster to cast some spells (dimension door and the three new gateway spells) as lower level spells. For instance, dimension door becomes a 2nd-level spell for a 2nd level gatekeeper. It's a nice touch. My only real concerns are that the granted abilities are a slight bit weak — again, we come back to the problem of having too tight a focus — and that the spellcaster that takes this class might be sacrificing too much for the gained benefits. The spell-casting pre-requisites are a little wonky — in order to take the class, you must be able to cast spells of a spell level equivalent to your proposed Gatekeeper level (that is, you must have 5 levels in Wizard to take the 3rd level of this class, to use an example from the book).

So, then, is the presentation different enough to justify the new rules? Yes and no. I do think that Ancient Awakenings has something interesting going on here, but I do question the desire to reinvent the wheel completely with the Gateway Formula skill and am concerned about how tightly focused the new material is. Mind you, I want to be clear that I do not think that the product itself is too narrowly focused — I like short and lean PDF products — so much as I think that about the material itself. Although I would definitely use it in a game, particularly the gateway items and spells, my desire to revise and tweak the other mechanical items makes it less useful than it would be otherwise. As an idea mine, it's a 3.5 or 4, but as a stand-alone, drop-in product, a solid 3.
 

I should begin by pointing out that I received a complimentary copy for review.

Gatekeepers: Lords of the Gateways is the latest offering from Ancient Awakenings. The author, John W. Bowden, has created a class (Gatekeeper) for use in either standard Dungeons & Dragons or for D20 Modern. The Gatekeeper class is provided in detail, complete with Class Information, Class Features and a new skill and spell for use with the class. Essentially, the reader has at their disposal a compact class with everything they need to introduce it into their game world. As mentioned, the class is given information for use in either standard Dungeons & Dragons or D20 Modern so it can be used by either genre which is a nice touch.

A brief description of the class is certainly warranted. An enterprising individual (the Gatekeeper) can train themselves to open gates between point A and point B, transferring merchants (and their goods), refugees, or even armies for a fee. Obviously, the opportunities for this would be limitless in any world where the time of travel (and the potential dangers associated with it) is eliminated. Naturally, this also causes a potential problem if the Gatekeepers became too prevalent, as it could add some game balance problems as well as introduce a form of science/magic that the GM may not exactly be prepared for. However, I was pleased to see that Bowden addressed this issue up front, not only warning the reader of the possible ramifications, but also pointing out that this should be approached carefully.

I am no expert on the minute details of mechanics but careful study of the skill, spell and class specifications seem to be well balanced and they seem to fit properly. The Gatekeeper progression table looks like any other class in the Core Rulebooks and gives DCs for the Gatekeeper’s attempts to transport individuals from the location they are interested in leaving and to the location they are interested in arriving. Ample and well-thought out rules are in place to cover a variety of questions readers may have: the spell discusses successes and failures, the class does contain prerequisites and the hit points for the class.

Certainly, Ancient Awakenings, like many other PDF publishers offers simple products at very affordable rates and gives the reader a small product devoid of artwork or exciting graphics, but this is what makes the PDF market so valuable; for a small price a gamer can get a wide variety of goodies and walk away happy with their purchase. Ancient Awakenings seem to not only understand that this works well but creates the exact kind of product that is made for the PDF market. An unusual product like this might not be able to have been marketed on its own through major vendors.

In any event, whereas I was pleased with the product overall, I did have a few minor concerns. First, my personal preference would have been to see the possibility of a disaster when teleporting people through major distances. Under current rules, ‘failure’ simply means that the teleportation does not work. The nasty GM in me would have liked to have seen something more catastrophic occur if a failed roll was particularly poor. It would be a reason why people might think twice about teleporting (other than the enormous cost involved) and specifically, it might make PCs more hesitant about using it on a whim, reserving it for the most dire of circumstances, since they would know there was always a chance something could go horribly, horribly wrong. The second concern I have is that this is really more of a GM tool than it is a player tool. I can’t imagine too many players finding it all that fun and exciting to have their character’s life dedicated to Gatekeeping. Sure, the money would be great but adventures would be a little substandard in the excitement department. Honestly, it seemed more like a great tool for the GM to add an interesting flare to their campaign worlds and having the rules to back it up.

Gatekeepers: Lords of the Gateways is a great product at a low price. I highly recommend it for a few reasons. First, the obvious reason I would recommend it is that GMs could get a lot out of adding this to their campaign as a plot hook or some secret forgotten technology/magic. The second reason I would recommend it is because anyone interested in doing any kind of publishing of their own work could use this as a standard or model on how to put out a clever and affordable product with few frills (if the budget is cost prohibitive).

Mr. Bowden and Ancient Awakenings have done a great job.

I give the product 4 out of 5 stars.
 

Remove ads

Top