Monte's NEW new ranger and other BoHM tidbits.

Henry

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A Brief First-Read Review of the Book of Hallowed Might

All right, I have given the product a first read, and want to give my review thus far.

All in all, I like the product. As detailed, it gives the following sections:

- Divine Spellcasters in Campaigns: Offers notes on running clerics, variant ranger and paladin classes, and a new optional alignment system.

The notes on Clerics and money charging, as well as the notes on the functions of churches in a society, were quite useful. However, the repercussions of a church withholding miracles from a populace in exchange for money I don't think was sufficiently dealt with.
The Variant Ranger I feel still needs work, but it could be just because I can't find ANY version of the Ranger that satisifies me. I can say that this Ranger variant is MUCH more on par with the PHB Ranger, and not as overpowered as I felt the "freebie" ranger to be.
Another addition - the differences between Divine and Arcane magics, are quite a nice optional rule, but a little too complex to add to my games, as it presupposes that Spellcraft knowledge is VERY specific. I prefer to keep it as is, to give spellcraft a better chance of being taken in my games.

- Prestige Classes: Presents three new prestige classes: the blessed prelate, hallowed mage, and Knight of the Pale.

I like these three, particularly the hallowed mage, which much more accurately details a "holy magic-user" than the prestige class from the Forgotten Realms Hardcover does.

- Feats: Contains 20 new feats for divine spellcasters and others, including two new types: the blessed feat and the oath feat

I want it on record: I LOVE THE NOBLE BLOOD FEATS. This is the kind of thing that enhances roleplay, and gives people a reason to accept the assumption of a noble role. The oaths, also, are perfect, in that it gives characters a serious reason to go dedicate themselves at their church before going off on a quest of some sort.

- Spells: Includes almost four dozen new spells plus a description of the new Light domain

The new spells did not particularly move me, but then again, of all the classes, clerics and druids really don't need that many new spells, because the more they get, the more they unnecessarily infringe on the domain of Arcane Casters.

- Magic Items: New armor, shields, weapons, potions, rings, and wondrous items

The crystal items (that allow the redirection of hostile ray attacks) are quite nice - however, Something in me tends to reject anything crystal as preferably being solely for psionicists. However, the items in question are easily re-doable for psions and Psychic Warriors.

- Creatures: Details the angels of the elements and blessed children

The Blessed are a brilliant idea (Freakin' Cherubim versions of Solars!) and are likely to give players a REAL shock when they first see them, and realize just what they are.

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FINAL ASSESSMENT - definitely worth the six dollars if you feel your divine casters are getting short shrift in your games. If you do not, you still may want to pick it up for the miniature idea-mine in the first chapter concerning everything from ceremonies to holy days to resurrection ideas.
 

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Sounds wonderful, going to head over there now and pick up a copy for myself. I think I'll pick up Queen of Lies, too.

Gariig
 

However, the repercussions of a church withholding miracles from a populace in exchange for money I don't think was sufficiently dealt with.

I've always dealt with it such that the church doesn't withhold miracles from its worshippers in exchange for money. It withholds them from wandering mercenaries (aka 'adventurers') in exchange for money.

A common man may show his gratitude by serving his church. Unless the heros want to be coming by every week to scrub pews, the need to come across with some scratch.
 


Well, I just got the Book of Hallowed Might. I immediately looked to see how this ranger variant worked. It is basically similar to the one he put out earlier, except that it is toned down a bit. As with the original Monte ranger it gets bonus feats. However, it does not give the ranger an extra bonus feat at first level (beyond tracking), and it only gets bonus feats every 4 levels instead of three. It still has a good reflex and fortitude save.

I do think that it comes a lot closer to what a ranger should be than monte's original alternate ranger, but I still wonder if one less feat every 4 levels effectively makes up for spells, favored enemies, and a good reflex save. I'd say its pretty close.

A major improvement over the original Monte ranger is that it is effectively deforntloaded.

I may actually use this. :)
 
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Okay Psion, do you mind doing me a HUGE favor and explain to me the various Feats in the book? Also is the Ranger still a d8 class or not? If you're not comfortable posting that info here, please, email it to me.
 
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Nightfall said:
Okay Psion, do you mind doing me a HUGE favor and explain to me the various Feats in the book? Also is the Ranger still a d8 class or not? If you're not comfortable posting that info here, please, email it to me.

The ranger is a d10 class.

I have just glossed over the feats, so can't give you the full skinny just yet. There are three types of feats in here, favorite, blessed, and general. I've only looked over the oath feats thus far. They basically provide benefits when in pursuit of fulfilling an oath, but not fulfilling an oath can give you a penalty for a long time, so it behooves the players not to make some silly oath just to get the bonus.
 


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