Oathbound - an overlooked setting?

Huh. I like #2 as Forge born characters are a plus for me. I hope that #4 means more aliens. How about vapor bores PCs? The would only need an LA of +14 or so :)
 

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I bought the setting during Bastion's sale, along with a few other books, and didn't care for it. As a matter of fact I didn't care for any of the books I bought from them. They seem to have a disposition for mucking around with the core rules with needless and poorly balanced changes, and in the Oathbound setting this tweaking overkill extended to the setting flavor as well. There were some interesting ideas and I ended up stealing only one race from the entire book.

I would not compare Oathbound to Planescape or Dark Sun because I enjoyed Planescape immensely (Dark Sun to a lesser degree because of 2E psionics, ick).
 



Well, I can see A&H since it does fiddle with the core rules a bit (even though it is my fave BP book), but S&M? Yeah, some of the classes suck or a waste of space, but you don't like any of them? Do you have AEG's Magic or Atlas' Occult Lore?

Not that I am bashing you at all, I am just curious.

Some of the better BP redspines are Torn Asunder (if not for the critical hit rules, then for all the other stuff), Into the Blue, Into the Black (if you use aquatic or underdark settings much), Into the Green (I think it is the weakest BP book, but is popular for some reason), Faeries (as good, if not better than Goodman's book and both go together well), and Complete Minions (a pdf and still the monsters are useful and cool, in that order).
 

A&H I found interesting as far as the science behind alchemy, but on the rules end it was very poorly researched. New feats that allow you to create a handful of things that could easily fit into existing categories, or better yet work with the actual alchemy skill? Nonstandard creation costs for items? Then there's the items themselves, a mortar that gives objects a +2 fort save bonus against burning? I don't even know where to start. A&H really fell short on the rules end.

S&M is a lot better but it just doesn't mesh well with the core rules. Many abilities are stark departures from the core rules and have to be untweaked to be used, and there still seemed to be confusion as to how the 3E rules worked.

Granted those are not new products and most companies out there published some poor products in the beginning, including WotC.

Do you have AEG's Magic or Atlas' Occult Lore?
I have AEG's Magic, and I think it's very nice.
 


I played Oathbound, for a very short time... Party dis-unity ruined the experience, for me (A LG Saracen Paladin, my NG Elven Ranger, and a CE Cleric of Gruumsh, in the same party? Excuse me? After twice telling the other PC (playing the Gruumsh-worshipper) that I had just had a bad experience with another party, and really wasn't interested in being part of another such, I quit the game, in the middle of the fight that he started). So, anyway, my experience is limited...

One thing I REALLY wanted to know (which I understand is in the CS), is: What do you have to do to get OUT?!! When Airiel (or whatever the ruler of Penance's name is) appeared, she asked the PCs if they wanted to go... All the others said, more or less, "Yes". Mine asked a question... BOOT! He's in Penance, coming out of Stun, facing the charge of a Boarclops. What's-her-face is on a nearby rooftop, watching. I am developing a great dislike for this Outsider... and my Favoured Enemy is Outsiders (Evil). I bet my bonus applies! :]

So, oh knowledgable ones... how do I get my poor PC back? (The campaign is over, and I NEVER AGREED! :uhoh: )

Hey, the Mermaid I liked, but THIS Airiel... :p
 

BigFreekinGoblinoid said:
There is some good stuff for idea mining in these books. I'm selling mine - CHEAP - so if you are interested, check out the link in my sig!

Mine, mine, mine!

(Edit: What's Wrack & Ruin, anyway?)
 
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The Queen of Penance is Israfel. In terms of how do you get out, I need to ask the question how did you get in? If Israfel pulled you and your party in Penance, you can leave the Forge with a key of binding. Keys can be purchased and/or found within the city. If you arrived on the Forge of your own accord, such as a plane shift or similar type spell, then you are free to leave by the same means.
 

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