Book of Hallowed Might
The Book of Eldritch Might series of books by Monte Cook expanded upon the role of arcane spellcasters in d20 System fantasy games with new prestige classes, items, and spells. This left players of divine spellcasters wondering "where is the love."
Well here it is. The Book of Hallowed Might is a collection of prestige classes, feats, spells, and rules variants by DMG author Monte Cook targeted at divine spellcasters.
A First Look
The Book of Hallowed Might is distributed in PDF format as a 50 page document, including a front and back cover page and an ad, so essentially you are getting 47 pages of content. The book is available at www.rpgnow.com at the seemingly permanent sale price of $6.00, which is fairly reasonable. The cover price of $8.00 is less reasonable.
The front cover is illustrated by rk post, notable Wizards of the Coast alumni artist responsible for work on the Alternity and Planescape lines, the Diablo II adaptations, and Dragon magazine. The cover depicts two holy characters (apparently a cleric and a paladin) facing off with a black masked staff-wielding villain with glowing skeletal creatures behind him.
The interior art is black and white, and features art by another WotC alumni, Arnie Swekel. The art is generally good, and is similar in style to the sketches that adorn nearly every D&D 3e hardbound book.
The document makes good use of PDF format features, including a fairly complete selection of bookmarks.
A Deeper Look
The Book of Hallowed Might is organized into six chapters, with individual chapters on the divine spellcasting classes, prestige classes, feats, spells, magic items, and creatures.
The first chapter talks about the basic divine spellcasting classes provided in the d20 System fantasy rules, the druid, ranger, cleric, and paladin. The section provides discussion of common issues with these classes and how to handle them as well as rules variants.
Each class receives a fairly informative and thoughtful discussion of what roles they might play in a game and how a GM might define that role. For example, clerics might have certain holy days or strictures.
The rules variants come in two types: general variants, and variant classes.
The most enticing of the general variants is intended to make life restoring magic less accessible by adding cost to the cost of such spells. I do intend to use these rules myself, but feel it would have been more functional if the describe costs were component costs instead of merely NPC cost boosts, as that way it would have a meaningful impact for PC divine spellcasters as well as NPCs.
Another significant variant is a set of variant alignment rules. The variant alignment rules "grade" a character's alignment for each of the four cardinal alignments (good, evil, chaos, and law). A character can have a rating for good or evil from 1 to 9, and a similar rating for law and chaos. Each rating has a general meaning as far as the character's general behavior and attitude. Depending on the rating, alignment affecting spells and effects may affect the character more or less than under the core system.
Variants are provided for both the ranger and the paladin class. Ranger variants are legion since D&D 3e came out, so few would argue the necessity of one here. However, the ranger described here is not the previous ranger variant that Monte posted on his website. Indeed, this one seems rather more balanced. The Book of Hallowed Might ranger is not front-loaded with two-weapon fighting feats, but instead receives a good reflex save progression and bonus feats at every fourth level. All-in-all, the ranger presented here is a reasonable variant.
The need for the paladin variant seems less urgent to me, however. The general argument is that the paladin lags behind at high level, a phenomenon that I cannot say has been a problem for the paladin in the high level game that I recently wrapped up. The Book of Hallowed Might paladin receives extra smites at high level, as well as receiving additional free magic bonuses with a "special weapon." This latter benefit is not likely to amount to much, as a paladin usually has access to better weapons by that level at any rate.
Perhaps a bit more appealing is the idea of "alternate paladins," i.e., paladins of alignments other than Lawful Good. The rules here provide different abilities and names for neutral good and chaotic good paladins. This concept has been tried elsewhere. Most recently similar concepts have appeared in Green Ronin's Book of the Righteous and AEG's Good, but Dragon magazine featured articles on a similar concept as far back as the 1st edition of the game. Of the current incarnations, I must say I prefer the approach of the Book of the Righteous to this books, as that book not only allows the character to modify the abilities of a holy warrior type character for alignment, but for deity.
The second chapter introduces three new prestige classes:
-Blessed Prelate: The blessed prelate is a cleric or monk who has attained a special state of righteousness and/or enlightenment. The blessed prelate has impugned spellcating advancement, but a number of bonus feats as well as a growing ability to summon a new sort of outsider called the blessed child (see below).
-Hallowed Mage: The hallowed mage is an arcane/divine spellcasting hybrid. The character does not have continued spellcasting advancement. Rather, it has its own spellcasting progression and its own spell list, which is a specialized hybrid of cleric and wizard/sorcerer lists. The characters spellcasting progression starts out at 4th level, but the character has to be able to cast 3rd level spells in an arcane and a divine spell to qualify for the class. This is an interesting concept, but might strike some GMs a bit wrong.
-Knight of the Pale: This is primarily a class for paladins. The essential concept is that the Knight of the Pale receives abilities corresponding to a number of saints that existed in the past. As the character advances, he gains access to a number of named suites. At higher levels come the more powerful suites. Each day, the character can select one of the suites and gain all of its benefits for the day. The suites vary according to the theme of the saint. For example, the protector of the just suite provides a cure spell and defensive abilities, an the judgement from above suite provides a flight spell use and bonuses against outsiders. This is probably the best conceived of the classes herein.
The feats chapter is probably the most exemplary chapter of the book, but even it has a few not so great entries.
Feats are divided into three types: general, blessed, and oath.
The general feats are pretty typical of feats that you would find in third party d20 System products, such as favored enemy smite or favored enemy critical strike, which provide improved combat abilities against a ranger's favored enemy.
The feats I like least among these are tempt, reform, and redeem. These feats allow a character to change the alignment of a target so long as they are allowed to communicate with the target for sufficient time. These attempts are resolved with will saves opposed by the character's diplomacy skill ranks. As skill ranks increase at twice the rate of will saves at best, using these feats will become entirely too easy at high level. Further, I find that using will saves is too cut and dry a system for such a daunting task. Such a conversion seems like it would warrant a more complex system (like that in Monagoose's Encyclopaedia Arcane: Enchantment) and/or a bigger role of roleplaying.
However, the Oath and Blessed feats are very good ideas, and are great additions to any game that uses concepts of divine right.
Blessed feats grant supernatural abilities. Some blessed feats require the character to have the turn undead abilities. Others require the character to take a vow of some sort; so long as the character keeps the vow, the benefits are gained. For example, the vow of silence feat gives the character a +2 insight bonus to all wisdom and intelligence based checks and saves so long as the vow is kept.
The Oath feats require the character to swear a very specific oath to someone capable of accepting such an oath. The feats provide a character with bonuses whenever in pursuit of the goal. However, the character loses all benefits of the feat and receives a temporary -1 morale penalty if they fail to fulfill the oath in a years time. These feats are very good ideas and have very good roleplaying possibilities.
The spells chapter has are eleven pages of spell lists and new spells for divine spellcasters, including druids and rangers. There is one new domain, the light domain. Spells run the gamut, with a variety of offensive, defensive, and utility spells. A few of the spells include:
-Ethereal Prison/Sunfire Tomb/Watery Prison/Woodland Prison: These spells all perform a similar function: they all imprison the victim in an altered state. The spellcaster can communicate with the target in some cases, and the target remains conscious and unharmed, but helpless to do anything.
-Glory of the Beast: This spell temporarily grants a creature the celestial template.
-Crystal of Reflection: This simple spell creates a crystal that floats around the caster like an ioun stone. The first ray spell that targets the caster is reflected back at the target.
-Peaceful Weapon: This simple but potentially aggravating spell makes it so that the target weapon is completely and totally incapable of harm.
The magic items chapters provides qualities and specific types of weapons and armor, as well as potions, rings, and wondrous items appropriate to divine spellcasters. Examples include ray absorbing crystal weapons and armor and holy avenger variants.
The last chapter provides a number of new celestial creature types. The concept of angels corresponding to the elements is not an outlandish one, so their appearance here is not that special a feature. On the other hand, the blessed children are an interesting concept. Blessed children are essentially pre-mortal spirits that are especially concerned/good at fighting undead. Blessed children only appear when summoned, and do not retain any memories between times that they are summoned.
Conclusion
Much of the Book of Hallowed Might is fairly solid. The only things that struck me immediately as things I would not use are the alignment conversion feats. That said, for the most part, new spells and feats are useful, but pretty much par for the course for a product of this sort.
What really stands out in the Book of Hallowed Might is that many elements - particularly the Oath and Blessed feats - stand out as being more than just interesting mechanically, but having great roleplaying potential. This alone should make anyone thinking of playing a divine spellcaster take a look at this book.
Overall Grade: B
-Alan D. Kohler