Monte's NEW new ranger and other BoHM tidbits.

Paladins get but five new spells, rangers four or so. Disappointing.

I was also disappointed with the new paladin; the only things he gets are the sword (pretty useless except in low-to-no magic worlds) and a cool aura ability (albeit at 20th level). I would have likes an extra feat every five levels to help with fighting ability, but that's what house rules are for.

On the other hand, the hallowed mage is great (basically, a 5/5 cleric/wizard can take it to cast a limited-but-powerful selection of 4th to 9th level spells selected from both classes' lists). If you want to be able to cast both mass heal and meteor swarm in 3e, this is the class for you!

Also, the spells in general are very creative and interesting. I have tp keep rembering to compare it to the first, 48-page Book of Eldritch Might rather than the kickin' 96-page BoEM3 that just came out.

The new alignment system is an interesting idea; think of the Dragonlords of Melnibone system of assigning a numerical value to each alignment descriptor, and you've got it.
 

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The new paladin makes only minor changes, but is good because it adds useful abilities at high levels, besides lots of Remove Disease. I know if I'm playing a paladin type, I often take only 1 or 2 levels or find a prestige class ASAP. Divine Grace is amazing, but most other abilities are kind of bleh. So adding extra high level stuff is fine with me.

Most of the new item powers are pretty good. I think the Deathward armor is overpriced, but the others are neat. Some are especially nifty if you use the BoEM. For example, when fighting evil mages with Unholy spell, the 2 Purity armor enhancements will come in handy since they provide defenses against Evil spells. I also like the Charity power on a shield, because it effectively extends the shield's magic bonus to nearby allies. There are some new holy avenger weapons too.

Most of the spells and effects are biased toward good clerics, but it would be easy (besides coming up with a spiffy name) to switch the effects so evil priests can use them.
 

Graf said:
Actually the biggest chance is that people will assume the second author is a "theif" and they're trying to pass of someone else's work as their own (because they just took a cool spell and changed the name).
Right, so why would I use it and risk that impression. Which returns me to my original thesis: Why create a spell that cannot be reused? It may as well not exist. Sure, the 5 thousand or so who eventually own the print version might include it in a game. But what if it also spread to other d20 publishers? That would make the spell more useful.

C'est la vie.
 

jmucchiello said:
Right, so why would I use it and risk that impression. Which returns me to my original thesis: Why create a spell that cannot be reused? It may as well not exist. Sure, the 5 thousand or so who eventually own the print version might include it in a game. But what if it also spread to other d20 publishers? That would make the spell more useful.

C'est la vie.

For myself, I'd use it in my "other" product, but give it a name derivative from Monte's and call it "Cooks Blah" or what not. Make YOUR spell name OGC and hope they all reference your work.
Or something like that. :)
 

Crothian said:
So, how are the spells? Specifically Ranger and paladin, these two classes never seem to get the good, creaive spells.

With the exception of R&R series right Crothy? ;)

So what's your opinion then Erid. Good, bad or in-between?
 

Well, BoHM isn't the place for ranger & paladin spells, unfortunately. Each gets five utilitarian spells - probably in character for both classes, but I would have liked more flavorful spells.

Three of the ranger's five new spells already appeared with Monte's free ranger (Blight Enemy, Wild Stealth, Unite Allies), while the other two are OK (Burning Brand allows your torch to do damage as a touch attack, and Aeonian Lantern is a 4th level spell that imposes -2 to your enemies' rolls).

Of the paladin's five, my favorite is Armor Contingency (1st level), which would be handy for those paladins who don't care to sleep in armor (it instantly puts on your armor when the stated condition is met). Godspeed (4th level) functions as a modified haste, boosting move rate and adding +2 to AC.

Druids get 12 new spells; Sunfire Tomb is the 9th level entry (imprison your enemy inside the sun!), while Glory of the Beast (5th) gives the Celestial templete to an animal or beast, among other things.

Clerics get 37 spells, a number of which are also on the Hallowed Mage's spell list. Wellspring of Soul's Light, at 9th level, deals damage AND summons several 10th level paladins to do your bidding (think of the similar mage spell in BoEM that summons a critter after dealing damage).

Good, solid spells overall, and I like this book in general, but it's obvious the man poured his creativity into the Books of Eldritch Might and the Book of Vile Darkness this year, and this was an already-promised book that comes in at tail end of those efforts and before the next project he has his heart set on, the Arcana Unearthed rulebook.

Edit: I should add that I think the art is the best yet in a Malhavoc book. Arne Swekel's pencil drawings are evocative, and although some look almost like first sketches rather than final drawings, Swekel's first sketches are better than most current gaming artist's best efforts! I liked his work before, but I think I'm a fan now.
 
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*nods* Thanks for the opinion Erd. I can't wait for this book to at least see what is all involved in the feats at least. (Always felt that there weren't enough specialized feats just for clerics and/or paladins.)

Btw I do think the paladins and rangers probably benefit more from R&R series than most others. At least that's my opinion.
 

Paladins and Rangers do have okay spells in R&R. Paladins more so I think. I just keep hearing books that are about paladins and rangers, but the spell abilities of these classes is most often ignored or given little due.
 

Crothian said:
Paladins and Rangers do have okay spells in R&R. Paladins more so I think. I just keep hearing books that are about paladins and rangers, but the spell abilities of these classes is most often ignored or given little due.

*smirks* Perhaps then the Player's Guides from S&SS will give you some cheer, since Rangers and Rogues is second to last (so there will probably be more spells for Rangers) and then last Paladin and Monks. Just curious as to what you'd consider a good ranger type spell?
 

Nightfall said:


*smirks* Perhaps then the Player's Guides from S&SS will give you some cheer, since Rangers and Rogues is second to last (so there will probably be more spells for Rangers) and then last Paladin and Monks. Just curious as to what you'd consider a good ranger type spell?

So would I. I'd have to go back through the lists of spells to tell you. But what I'm really looking forward to is a Ranger prestige class that offers +1 caster level.
 

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