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The Avatar's Handbook
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<blockquote data-quote="Simon Collins" data-source="post: 2010247" data-attributes="member: 9860"><p>This is not a playtest review.</p><p></p><p>The Avatar's Handbok is a sourcebook detailing a new 20-level class, the Avatar, along with the celestials the class may interact with.</p><p></p><p>The Avatar's Handbook is an 80-page mono softcover product costing $16.95. The font is a good size whilst margins are standard and there is little or no wasted space. The art runs from average to superb - Jennifer Meyer's work is particularly evocative to my mind. Writing style and editing are both good.</p><p></p><p>Introduction</p><p>This short intro covers the role of the avatar, a mortal representative of the celestial host, who can summon celestials into battle against evil, and themselves take on some celestial qualities as they rise in power.</p><p></p><p>Chapter 1: The Calling Of The Avatar</p><p>This chapter outlines the Avatar class in standard class format. The avatar uses a d6 for HD, gains 4 skill points per level (with a fairly limited skill set), casts divine spells (with spells per day as sorcerer), has decent fort and will progressions, and a weak BAB (as sorcerer). They also get a bonus summon monster spell, at each applicable level. The Avatar can also transform into a celestial creature from 3rd level onwards for a limited period. From 5th level onwrads they also gain a sacred boon - a level-dependent advantage chosen from a list of available advantages (the higher the character's level, the better the advantage). These include such things as +3 hit points, detect evil x 3/day, +4 bonus to Leadership score, or true seeing once a day.</p><p></p><p>Some archetypal character types for Avatars are discussed giving a solid roleplaying base, followed by a discussion of the Avatar's role in a campaign, and how to integrate some of their features into a standard party and setting. Finally, four feats for Avatars are offered, boosting their summoning powers.</p><p></p><p>Chapter 2: Spells & Magic</p><p>This chapter begins with the Avatar spell list, which seems quite martial in tone. The new spells provided are also available to other classes and these are defined for each class clearly. A section on rules variants takes a closer look at the 'summoning individual monsters' variant rule from Core Rulebook II in terms of the Avatar, and making more monsters available for summoning from other sources. Before the book launches into the new spells, it describes Banner spells that create mystical banners that bolster troop morale, and some of the intricacies of these spells are explained.</p><p></p><p>There are about 20 new spells offered, including the high-level Banner of the Purging Flame that spews gouts of mystical flame and the low-level Sacred Weapon, which imbues a weapon with holy energy, giving it bonuses against evil outsiders.</p><p></p><p>Chapter 3: Celestials</p><p>Twenty five new celestials for your campaign. As well as standard information and stat blocks, there is also information on certain creatures use as mounts, and a set of magical items (the Vials Of Wrath carried by the Arimrawthi, celestials of righteous wrath). Two new groups of celestials include the Season Shepherds (celestials with the traits of a season) and The Hallowed (whose role is to bring creatures who commit evil acts back to the path of good). Probably my favourite was the Bene Ishim, a celestial that resembles a devil and whose role is to infiltrate the lower planes, attempting to turn evil in upon itself. Some of the more martial celestials have less potential but serve their purpose.</p><p></p><p>Chapter 4: Creatures Of The Upper Planes</p><p>This chapter presents seven new creatures, three of which are celestial dragons - dream dragons (created by good dreams), glory dragons (created by songs of heroism), and radiant dragons (powerful celestials that can lead celestial armies).</p><p></p><p>Appendix 1: Archangels</p><p>This chapter offers two example archangels, unique beings and their powerful artifacts, preceded by an explanation of the historical backdrop to the archangel's cosmology, and three archangel abilities suited to all archangels.</p><p></p><p>Appendix 2: Templates</p><p>This appendix provides five new templates, most with example creatures:</p><p>* Half Celestial Dragons - the result of interbreeding between a celestial dragon and another creature (usually a celestial).</p><p>* Reforged - in Chapter 3, The Hallowed group of celestials were introduced as creatures converting those who committed evil acts to the path of good. Reforged are the result of the work of these creatures, adding celestial powers to once-evil creatures. Two example creatures and a couple of examples of powerful locations where a significant reforging once took place are supplied. </p><p>* Sublime - creatures with an aura of great goodness, often touched by an encounter with a celestial.</p><p>* Uncalled - good-aligned undead with a goal to fulfill an important mission that it failed to complete in mortal life.</p><p>* Wordbearer - a character or monster chosen by a good-aligned deity to bring the tenets of the deity's faith to unbelievers.</p><p></p><p>The book ends with a sheet to record the stats for summoned monsters and heaven's mantle form, aiding Avatar PCs to keep track of their allies and transformations.</p><p></p><p>Conclusion:</p><p>Like previous Green Ronin Master Class products, The Avatar's Handbook comes full of interesting and original ideas with pretty solid rules backing them up. The product seems to provide a mixture of Master Class-style information (though notably lacking the prestige classes, equipment, and wider variety of feats and other background rules found in previous Master Class products) and the creatures found in previous products such as Legions of Hell and Armies Of The Abyss. For me, this captured the best of both worlds - offering an opportunity to logically introduce celestials into the game world on a regular basis (through the summoning and transformatory abilities of the Avatar class) and a host of new celestials and creatures of the upper planes for the GM, which can be used independently from the Avatar if required. I have to say I wasn't completely convinced that the concept of the Avatar class was strong enough to warrant a 20-level class. I may convert it into a pretige class and would have welcomed some advice on conversion (similar to the notes in 'The Book of the Righteous' for the Holy Warrior). Overall, though, a quality product with plenty of inspiration for the GM wishing to bring a little light into her campaign setting, or for players to whom the concept appeals.</p></blockquote><p></p>
[QUOTE="Simon Collins, post: 2010247, member: 9860"] This is not a playtest review. The Avatar's Handbok is a sourcebook detailing a new 20-level class, the Avatar, along with the celestials the class may interact with. The Avatar's Handbook is an 80-page mono softcover product costing $16.95. The font is a good size whilst margins are standard and there is little or no wasted space. The art runs from average to superb - Jennifer Meyer's work is particularly evocative to my mind. Writing style and editing are both good. Introduction This short intro covers the role of the avatar, a mortal representative of the celestial host, who can summon celestials into battle against evil, and themselves take on some celestial qualities as they rise in power. Chapter 1: The Calling Of The Avatar This chapter outlines the Avatar class in standard class format. The avatar uses a d6 for HD, gains 4 skill points per level (with a fairly limited skill set), casts divine spells (with spells per day as sorcerer), has decent fort and will progressions, and a weak BAB (as sorcerer). They also get a bonus summon monster spell, at each applicable level. The Avatar can also transform into a celestial creature from 3rd level onwards for a limited period. From 5th level onwrads they also gain a sacred boon - a level-dependent advantage chosen from a list of available advantages (the higher the character's level, the better the advantage). These include such things as +3 hit points, detect evil x 3/day, +4 bonus to Leadership score, or true seeing once a day. Some archetypal character types for Avatars are discussed giving a solid roleplaying base, followed by a discussion of the Avatar's role in a campaign, and how to integrate some of their features into a standard party and setting. Finally, four feats for Avatars are offered, boosting their summoning powers. Chapter 2: Spells & Magic This chapter begins with the Avatar spell list, which seems quite martial in tone. The new spells provided are also available to other classes and these are defined for each class clearly. A section on rules variants takes a closer look at the 'summoning individual monsters' variant rule from Core Rulebook II in terms of the Avatar, and making more monsters available for summoning from other sources. Before the book launches into the new spells, it describes Banner spells that create mystical banners that bolster troop morale, and some of the intricacies of these spells are explained. There are about 20 new spells offered, including the high-level Banner of the Purging Flame that spews gouts of mystical flame and the low-level Sacred Weapon, which imbues a weapon with holy energy, giving it bonuses against evil outsiders. Chapter 3: Celestials Twenty five new celestials for your campaign. As well as standard information and stat blocks, there is also information on certain creatures use as mounts, and a set of magical items (the Vials Of Wrath carried by the Arimrawthi, celestials of righteous wrath). Two new groups of celestials include the Season Shepherds (celestials with the traits of a season) and The Hallowed (whose role is to bring creatures who commit evil acts back to the path of good). Probably my favourite was the Bene Ishim, a celestial that resembles a devil and whose role is to infiltrate the lower planes, attempting to turn evil in upon itself. Some of the more martial celestials have less potential but serve their purpose. Chapter 4: Creatures Of The Upper Planes This chapter presents seven new creatures, three of which are celestial dragons - dream dragons (created by good dreams), glory dragons (created by songs of heroism), and radiant dragons (powerful celestials that can lead celestial armies). Appendix 1: Archangels This chapter offers two example archangels, unique beings and their powerful artifacts, preceded by an explanation of the historical backdrop to the archangel's cosmology, and three archangel abilities suited to all archangels. Appendix 2: Templates This appendix provides five new templates, most with example creatures: * Half Celestial Dragons - the result of interbreeding between a celestial dragon and another creature (usually a celestial). * Reforged - in Chapter 3, The Hallowed group of celestials were introduced as creatures converting those who committed evil acts to the path of good. Reforged are the result of the work of these creatures, adding celestial powers to once-evil creatures. Two example creatures and a couple of examples of powerful locations where a significant reforging once took place are supplied. * Sublime - creatures with an aura of great goodness, often touched by an encounter with a celestial. * Uncalled - good-aligned undead with a goal to fulfill an important mission that it failed to complete in mortal life. * Wordbearer - a character or monster chosen by a good-aligned deity to bring the tenets of the deity's faith to unbelievers. The book ends with a sheet to record the stats for summoned monsters and heaven's mantle form, aiding Avatar PCs to keep track of their allies and transformations. Conclusion: Like previous Green Ronin Master Class products, The Avatar's Handbook comes full of interesting and original ideas with pretty solid rules backing them up. The product seems to provide a mixture of Master Class-style information (though notably lacking the prestige classes, equipment, and wider variety of feats and other background rules found in previous Master Class products) and the creatures found in previous products such as Legions of Hell and Armies Of The Abyss. For me, this captured the best of both worlds - offering an opportunity to logically introduce celestials into the game world on a regular basis (through the summoning and transformatory abilities of the Avatar class) and a host of new celestials and creatures of the upper planes for the GM, which can be used independently from the Avatar if required. I have to say I wasn't completely convinced that the concept of the Avatar class was strong enough to warrant a 20-level class. I may convert it into a pretige class and would have welcomed some advice on conversion (similar to the notes in 'The Book of the Righteous' for the Holy Warrior). Overall, though, a quality product with plenty of inspiration for the GM wishing to bring a little light into her campaign setting, or for players to whom the concept appeals. [/QUOTE]
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