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The Bonds of Magic, Vol. II, The Faithful
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<blockquote data-quote="Messageboard Golem" data-source="post: 2009976" data-attributes="member: 18387"><p>This is the second book in the series and covers 25 divine spellcasters, providing a GM with a collection fully detailed NPCs or possibly PCs if the need arises. </p><p></p><p>This book is filled with interesting NPCs with fully detailed histories that interact not only with other NPCs from this book but from Volume 1: Cabal as well. All the NPCs are on their own page, starting out with a stat block followed up by a brief history. After that come sections on personality, uses and finally tactics. Also included is a picture that makes it easier to describe what the npc looks like. Each npc also has a new spell, magic item or feat that helps to make them unique.</p><p></p><p>This book uses a lot of different races half of them are not the standard races. These races range from an Aasimar to undead and are of various levels and CRs. Of the 25 NPCs in this book there are 10 clerics, 6 rangers, 5 druids and 4 paladins</p><p></p><p>Each stat block not only lists the basic information but what spells are memorized, domain spells and domains they know also included are gear that they have magical and otherwise. There is also a listing of what gear to give them if used as a PC.</p><p></p><p>The history of each npc not only gives you a background but also helps to flesh out the personality on the npc. If need be you could use the histories as one time adventures or with a little work as a campaign.</p><p></p><p>The personality section is only a paragraph long but offers a good description of how the NPC or PC should be played. The thing I liked about this section is that is takes the histories into account and works to make them a part of how the person acts. </p><p></p><p>Following personality is the section on how to use the npc. This to is only a paragraph long but gives you information on how to introduce the npc to your group, reasons why the npc would be interested in your group and ideas on using the NPCs as PCs. </p><p></p><p>Finally is tactics which details the general outline of what the NPCs will do in combat, spells they use, who they attack, etc.</p><p></p><p>This book also includes 10 new feats, 8 new magic items and 10 new spells with 1 spell being reprinted from Relics & Rituals for a total of 11 spells. A few of the feats I really liked, Evilsense was one of them it allows you to sense evil constantly within twenty feet of you. The other one was Profane Strength which grants a + 4 to strength for 10 rounds and adds to your turning resistance, as you can tell this feat has the prerequisite of being undead. The magic items mostly deal with combat and are not that powerful. Included is a new weapon propriety Lesserbane, basically it is Bane but more specific in it foe. Instead of affecting humanoids it only affects goblinoid humanoids. The spells range from level one to level four with a few being able to be used by arcane spellcasters.</p><p></p><p>Overall I liked this book; it has enough information for a GM to be able to use the NPCs without much modification. With the added advantage of being able to use the NPCs as PCs in case of emergency makes it even better. With the histories that interact with the first book Cabal you have a nice amount of NPCs that can be used together to form rivaling adventuring parties or used separately as challenges for your players. Also because each npc has her/her own special magic item, spell or feat helps to make them more unique.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009976, member: 18387"] This is the second book in the series and covers 25 divine spellcasters, providing a GM with a collection fully detailed NPCs or possibly PCs if the need arises. This book is filled with interesting NPCs with fully detailed histories that interact not only with other NPCs from this book but from Volume 1: Cabal as well. All the NPCs are on their own page, starting out with a stat block followed up by a brief history. After that come sections on personality, uses and finally tactics. Also included is a picture that makes it easier to describe what the npc looks like. Each npc also has a new spell, magic item or feat that helps to make them unique. This book uses a lot of different races half of them are not the standard races. These races range from an Aasimar to undead and are of various levels and CRs. Of the 25 NPCs in this book there are 10 clerics, 6 rangers, 5 druids and 4 paladins Each stat block not only lists the basic information but what spells are memorized, domain spells and domains they know also included are gear that they have magical and otherwise. There is also a listing of what gear to give them if used as a PC. The history of each npc not only gives you a background but also helps to flesh out the personality on the npc. If need be you could use the histories as one time adventures or with a little work as a campaign. The personality section is only a paragraph long but offers a good description of how the NPC or PC should be played. The thing I liked about this section is that is takes the histories into account and works to make them a part of how the person acts. Following personality is the section on how to use the npc. This to is only a paragraph long but gives you information on how to introduce the npc to your group, reasons why the npc would be interested in your group and ideas on using the NPCs as PCs. Finally is tactics which details the general outline of what the NPCs will do in combat, spells they use, who they attack, etc. This book also includes 10 new feats, 8 new magic items and 10 new spells with 1 spell being reprinted from Relics & Rituals for a total of 11 spells. A few of the feats I really liked, Evilsense was one of them it allows you to sense evil constantly within twenty feet of you. The other one was Profane Strength which grants a + 4 to strength for 10 rounds and adds to your turning resistance, as you can tell this feat has the prerequisite of being undead. The magic items mostly deal with combat and are not that powerful. Included is a new weapon propriety Lesserbane, basically it is Bane but more specific in it foe. Instead of affecting humanoids it only affects goblinoid humanoids. The spells range from level one to level four with a few being able to be used by arcane spellcasters. Overall I liked this book; it has enough information for a GM to be able to use the NPCs without much modification. With the added advantage of being able to use the NPCs as PCs in case of emergency makes it even better. With the histories that interact with the first book Cabal you have a nice amount of NPCs that can be used together to form rivaling adventuring parties or used separately as challenges for your players. Also because each npc has her/her own special magic item, spell or feat helps to make them more unique. [/QUOTE]
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