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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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The Book of Hallowed Might
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<blockquote data-quote="Simon Collins" data-source="post: 2010140" data-attributes="member: 9860"><p>This is not a playtest review.</p><p></p><p>The Book Of Hallowed Might is a sourcebook on divine magic from Malhavoc Press.</p><p></p><p>The Book Of Hallowed Might is a 50-page (inc. 'covers') 3.08 MB .pdf file, currently available at $6 - the 48-page print version has also recently been released. The clear layout is similar in style to the Eldritch Might series. Decorative margins are mono and limited to the chapter title page. Font size is generally fine, though I still feel the sidebars use slightly too small a font size. The file makes good use of the bookmarking system in Adobe Acrobat, and its easy to hop around from section to section. Interior mono sketches are good to superb, better in fact than the front cover showing a cleric and paladin attacking a demonic figure wielding a skull-topped staff. Writing style is crisp and clear. Editing seems good.</p><p></p><p>Chapter One: Divine Spellcasters In Campaigns</p><p>After a look at the difference between arcane and divine magic (including a logical extension of the Spellcraft rules giving a -5 penalty to identify divine spells if you're an arcane caster and vice versa), the chapter takes a separate look at the main divine spellcasting groups:</p><p></p><p>Clerics - some ideas for limiting certain powerful spells based on alignment, holy days, holy ground, and church politics. Cost modifications to raise dead and similar spells to limit resurrection. Reminders of the goals a good-aligned church might have in improving the world such as food distribution, struggling against another church (including a section regarding competing good-aligned churches), and converting the heathen. A sidebar suggesting other means for limiting resurrection. Ideas for tenets based on the mythology of the deity. Holy figures (like saints), holy places (with advice on the uses of consecrate/desecrate). An interesting variant rule which requires clerics casting spells such as remove disease, remove curse, etc. to make a caster level check in the same manner as dispel magic - this would allow the GM greater facility for using plot hooks based on finding a rare cure for an NPC struck down by a disease, curse, or similar.</p><p></p><p>Druids And Rangers - ideas for integrating druid and ranger communities, and use in a non-forest setting (including ideas for groves in different terrains). There is a ranger variant, which swaps ambidexterity and two-weapon fighting abilities for fighterlike bonus feats every four levels and improved spell progression at higher levels, a better Ref save progression, and adds Diplomacy into the list of skills that gain a bonus with favoured enemy.</p><p></p><p>Paladins - Variant Paladin class, which adds some extra strength to paladins at higher levels by increasing the number of times per day the smite evil ability can be used at higher levels, and adds two new class features - a special weapon at 12th level which gains powers as the paladin progresses in levels and a blessed aura at 20th level. This section also discusses paladins dedicated to a single god (with some advice for swapping paladin abilities for greater spellcasting power and domain access). It also looks at neutral good and chaotic good paladins (with variant powers), and gives some examples of behaviour codes that could be built into a paldin's code of conduct and some advice on defining the behavioural elements of good and evil/law and chaos, using a rating system from 1 to 9. Some examples are give of how this system could be applied, and some variant rules on applying alignment scores to spellcasting, places, and objects.</p><p></p><p>Chapter Two: Prestige Classes</p><p>Three 10-level prestige classes are presented:</p><p>* Blessed Prelate - a saintly figure with the power to heal by touch, call the spirit of an unborn blessed child, and a heightened state of awareness as well as bonus feats from a limited selection, and spellcasting.</p><p>* Hallowed Mage - arcanist devoted to a god or the gods (often the god of magic) with reduced arcane spell failure due to armour, better chances of afecting evil creatures with spells (and avoiding good-aligned creatures) and their own spell list beginning with 4th level spells (casting 3rd level spells is one of the requirements of the PrC).</p><p>* Knight Of The Pale - knights who revere saints of the past and hunt demons and undead in their name. Each day the knight chooses to benefit from the powers granted by a particular saint. As the knight progresses, he gains access to more 'suites' of saintly powers and can eventually forge a holy avenger sword.</p><p></p><p>Chapter Three: Feats</p><p>This chapter offers a number of feats designed for characters with either noble or holy blood. Those designed for the noble are called Oath Feats and, as the name suggests, require an oath from the character to achieve a certain task, obey a certain character, etc. The character gains benefits whilst performing the task, serving the character, etc. but suffers penalties should he break the oath. Examples include Oath of Combat, and Oath of Fealty. Feats for the holy are termed blessed feats, and give supernatural abilities to those who take them. Some require forfeiting daily 'turn undead' attempts, whilst others are similar to an oath, but are termed a Vow, and give similar benefits to Oath Feats. Examples include a vow of silence, and vow of chastity. There are also some more general feats, including abilities to reform evil characters (and vice versa), and to improve the effects of the ranger's favored enemy abilities.</p><p></p><p>Chapter Four: Spells</p><p>Over forty new spells, mainly designed for characters who cast divine spells. Examples include Blazing Light (a beam of holy power used as a ray attack), Godspeed (speed increases to 60 ft, AC increases by 2), Illuminated Weapon (infuse weapon with daylight), and Redemption From Evil Power (undoes any spell with the Evil descriptor less than 7th level). There is also a new domain - Light, only two spells of which are taken from Core Rulebook I; the rest are from this product.</p><p></p><p>Chapter Five: Magic Items</p><p>The chapter begins with a number of special qualities for weapons and shields (e.g. faith, courage, crystal), along with some specific weapons and shields (e.g. holy avenger of purity). There are also a few other magic items such as a helm of flame and a ring of neutrality.</p><p></p><p>Chapter Six: Creatures</p><p>This chapter concentrates on celestials, focusing on Angels of the Elements (along with their special qualities), and Blessed Children (celestials that are spirits of good unborn children - the opposite of undead).</p><p></p><p>Conclusion</p><p>Bristling with rules and ideas for running paladins, and clerics of good alignment. Less useful for druids and rangers, but still some good ideas. The writing is clear and practical, the rules balanced and well thought out, with little redundancy.</p></blockquote><p></p>
[QUOTE="Simon Collins, post: 2010140, member: 9860"] This is not a playtest review. The Book Of Hallowed Might is a sourcebook on divine magic from Malhavoc Press. The Book Of Hallowed Might is a 50-page (inc. 'covers') 3.08 MB .pdf file, currently available at $6 - the 48-page print version has also recently been released. The clear layout is similar in style to the Eldritch Might series. Decorative margins are mono and limited to the chapter title page. Font size is generally fine, though I still feel the sidebars use slightly too small a font size. The file makes good use of the bookmarking system in Adobe Acrobat, and its easy to hop around from section to section. Interior mono sketches are good to superb, better in fact than the front cover showing a cleric and paladin attacking a demonic figure wielding a skull-topped staff. Writing style is crisp and clear. Editing seems good. Chapter One: Divine Spellcasters In Campaigns After a look at the difference between arcane and divine magic (including a logical extension of the Spellcraft rules giving a -5 penalty to identify divine spells if you're an arcane caster and vice versa), the chapter takes a separate look at the main divine spellcasting groups: Clerics - some ideas for limiting certain powerful spells based on alignment, holy days, holy ground, and church politics. Cost modifications to raise dead and similar spells to limit resurrection. Reminders of the goals a good-aligned church might have in improving the world such as food distribution, struggling against another church (including a section regarding competing good-aligned churches), and converting the heathen. A sidebar suggesting other means for limiting resurrection. Ideas for tenets based on the mythology of the deity. Holy figures (like saints), holy places (with advice on the uses of consecrate/desecrate). An interesting variant rule which requires clerics casting spells such as remove disease, remove curse, etc. to make a caster level check in the same manner as dispel magic - this would allow the GM greater facility for using plot hooks based on finding a rare cure for an NPC struck down by a disease, curse, or similar. Druids And Rangers - ideas for integrating druid and ranger communities, and use in a non-forest setting (including ideas for groves in different terrains). There is a ranger variant, which swaps ambidexterity and two-weapon fighting abilities for fighterlike bonus feats every four levels and improved spell progression at higher levels, a better Ref save progression, and adds Diplomacy into the list of skills that gain a bonus with favoured enemy. Paladins - Variant Paladin class, which adds some extra strength to paladins at higher levels by increasing the number of times per day the smite evil ability can be used at higher levels, and adds two new class features - a special weapon at 12th level which gains powers as the paladin progresses in levels and a blessed aura at 20th level. This section also discusses paladins dedicated to a single god (with some advice for swapping paladin abilities for greater spellcasting power and domain access). It also looks at neutral good and chaotic good paladins (with variant powers), and gives some examples of behaviour codes that could be built into a paldin's code of conduct and some advice on defining the behavioural elements of good and evil/law and chaos, using a rating system from 1 to 9. Some examples are give of how this system could be applied, and some variant rules on applying alignment scores to spellcasting, places, and objects. Chapter Two: Prestige Classes Three 10-level prestige classes are presented: * Blessed Prelate - a saintly figure with the power to heal by touch, call the spirit of an unborn blessed child, and a heightened state of awareness as well as bonus feats from a limited selection, and spellcasting. * Hallowed Mage - arcanist devoted to a god or the gods (often the god of magic) with reduced arcane spell failure due to armour, better chances of afecting evil creatures with spells (and avoiding good-aligned creatures) and their own spell list beginning with 4th level spells (casting 3rd level spells is one of the requirements of the PrC). * Knight Of The Pale - knights who revere saints of the past and hunt demons and undead in their name. Each day the knight chooses to benefit from the powers granted by a particular saint. As the knight progresses, he gains access to more 'suites' of saintly powers and can eventually forge a holy avenger sword. Chapter Three: Feats This chapter offers a number of feats designed for characters with either noble or holy blood. Those designed for the noble are called Oath Feats and, as the name suggests, require an oath from the character to achieve a certain task, obey a certain character, etc. The character gains benefits whilst performing the task, serving the character, etc. but suffers penalties should he break the oath. Examples include Oath of Combat, and Oath of Fealty. Feats for the holy are termed blessed feats, and give supernatural abilities to those who take them. Some require forfeiting daily 'turn undead' attempts, whilst others are similar to an oath, but are termed a Vow, and give similar benefits to Oath Feats. Examples include a vow of silence, and vow of chastity. There are also some more general feats, including abilities to reform evil characters (and vice versa), and to improve the effects of the ranger's favored enemy abilities. Chapter Four: Spells Over forty new spells, mainly designed for characters who cast divine spells. Examples include Blazing Light (a beam of holy power used as a ray attack), Godspeed (speed increases to 60 ft, AC increases by 2), Illuminated Weapon (infuse weapon with daylight), and Redemption From Evil Power (undoes any spell with the Evil descriptor less than 7th level). There is also a new domain - Light, only two spells of which are taken from Core Rulebook I; the rest are from this product. Chapter Five: Magic Items The chapter begins with a number of special qualities for weapons and shields (e.g. faith, courage, crystal), along with some specific weapons and shields (e.g. holy avenger of purity). There are also a few other magic items such as a helm of flame and a ring of neutrality. Chapter Six: Creatures This chapter concentrates on celestials, focusing on Angels of the Elements (along with their special qualities), and Blessed Children (celestials that are spirits of good unborn children - the opposite of undead). Conclusion Bristling with rules and ideas for running paladins, and clerics of good alignment. Less useful for druids and rangers, but still some good ideas. The writing is clear and practical, the rules balanced and well thought out, with little redundancy. [/QUOTE]
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