Vigil Watch: Secrets of the Asaatthi

Cold. Cunning. Masters of sword and spell. Such words describe the serpentfolk called asaatthi, yet still little is known of their ancient history, their rich culture, their once-influential role in the world... and their plans for the future.
This second volume in the Vigil Watch series for the Scarred Lands explores the mysterious asaatth race. Also discover trips for using these serpent folk in any d20 campaign, from details on the creatures' culture and lairs to unique magic and prestige classes.
 

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Vigil Watch: Secrets of the Asaatthi is a 120 page Sourcebook for Sword and Sorcery Studio's Scarred Lands setting. The Cover shows a female Vigilant (conviently dressed in a full body leather get up, coming apart suggstively around hip level ^_^ ) fighting off two of the Asaatthi, one casting a spell the other using a sword.

What no introudction is this book? I like it already.

Chapter 1: History of the Asaatth
This chapter is told through an Asaatthi historian who met, and suprisingly didn't attack, a group of Vigliants investigating them. The history of the Asaatth is a complicated matter, but the gist is this... They are the first born of Mormo's creation and spent years living underground till the Epoch opf Mormo when they emerged and using weather controling magic established 6 great cities all over the world. Eventually though they fell to infighting (they are snakes after all) and Mormo withdrew her favor... in the resulting Chaos Barbarians destroyed the empire. (Bare in mind the story is being told by one of their own, odds are they weren't giving the other races enough credit). Then the epoch changed and forced with a cold even they couldn't combat they withdrew into hibernation. During that time Mormo blessed a group of creatures namng them the Yuan-ti and they became the second born, from the Yuan-ti the Gorgons were born . Eventually the ice thawed and the Asaatthi woke themselves up, needless to say they weren't happy to see Momo having gone on without them, but they pulled themselves together just in time for the Divine War... then Mormo was defeated. Since then they've just been biding their time.

Chapter 2: lands of the Serpentfolk
This chapter details, more than a little dryly, the two major places on Ghelspad that the Asaatth still live. The first are the Swamps of Kan Thet, they are a collection of providences surrounding Liar's Sound. Despite the less than frienly conditions this group represents a culture clearly patterned after Feudal Japan. Each province is ruled by a Lord and a Warmaster. The various lands represent three different clans within the Kan Thet swamps, Ssruutek (the Warrior Clan), Mormus (The Clan of Druids), and Caallek (nominally the lower clan, but no where near useless) This group makes a great deal of use of the Samurai class from Oriental Adventures to drive home just how special the Asaatthi are.

The other major gathering of Asaatthi dwell in the Ukrudan Desert. They are centered largely around their last great city (defended with magic so powerful even they can't get back in) and the rest of the tribes are entirely nomadic. The groups here are rules by Liches who can remember life since before the hibernation. The chapter rounds out with a few places where one is likely to find smaller numbers of the race.

Chapter 3: Life of the Asaatthi
This chapter deals with the basics of the race, their life cycles, mating habits, psychology. This sections one so much insight into the Asaatthi as a race that anyone would have no problem Role Playing them.

Next we're given "breeds of Asaatth" while what most people know of as Purebloods are most common they also have River Dwellers, Infiltrators (able to take human form), Misbred (those with a parent of another race), and Rrassek (those with genetic defects). Next we move into feats, the basic feats are a short list and most require an Asaatthi psyhology. What is of more interest are the Technique feats, each is a combat style that is done as a series of feats, each feat gives you another new attack to make.

The Alyeeth Kassuk Style- This style focuses on deception. using fients and quick movements to catch foes off guard, and at its peak, move in such a way as to make a foe think they're in another world (granting the user a HUGE bonus).

The Taasuden Style- This style focuses on moving the blade so quickly that the wielder gathers a pocket of condensed air at the tip of his blade. At it's most powerful it gives an average weapon extra reach and can deflect attacks.

The Utaan Ite Style- This is a two weapon style and when mastered allows the warrior to hypnotise foes within 60' rendering them unable to attack.

Next we're given Weapon Familars in which a weapon takes on the role of a Asaatthi's familar. Various feats are available that further enhance it, some geared toward combat, others toward magic. All in all a very fun concept.

Finally there are Loci feats, where the Asaatthi store a bit of magical energy inside themselves for future use.

The chapter rounds out with a few new spells, weapons, and magical items, even a couple of minor artifacts.

Appendix I: Masters of Sword and Spell

Of course, the prestige classes... 1-10 and a blurb

Ancestral Warrior (7)- Someone who calls on their ancestors to improve their abilities in battle.
Dragon Warrior (6)- Mystics who channel the power of ancient dragons in combat
Locus Master (6)- The logical extemsnion of the Loci feats
Ornamancer (5)- because these snakes like their gems, a spellcaster who focuses on them.
Paragon Warrior (7)- Master warriors who try to become symbols of their race's might.
Relic Hunter (4)- Not to be confused withthe TV show or Tomb Raider

Average? 5.8, eh not great, some good ideas, despite what the book says most of these Prestige Classes are for Snake people only.

Appendix II: Adventures Among the Serpentfolk

They should say Adventure (singular) this chapter is dominated by a detailed adventure in which the Vigils of Vesh, Calastian Battle Mages, and a group of Asaatthi are all about to stumble onto an ancient secret tied to both the Asaatthi and the ancient Slarecians

Appendix III: Lexicon

Because dang they need it

Final Verdict: A very good book, the usefulness cannot be understated. If you're going to use the Asaatthi this is the book for you. On the other hand they have alot of white spaces (especially around the prestige class) and almost none of this "Vigil Watch" is told from the perspective of the Vigils. With Warrens of the Ratmen we got a great view of the Knock Down drag out fight the Vigils were in against the Ratmen, compared to that the Asaatthi seem more like a curiosity. That keeps this book from being a 5.
 

Just a little "Sage" note: I believe the reason the Vigils view the Assatthi with less fear is distance. Let's face, the Ratmen/Slitheren are CRAWLING all over the place. The Assatthi are basically isolated and holding on lands no where near Vesh. While there is some interest for Vesh to understand them, I don't see them giving them as much weight as fighting say the drendali, the Calastians, High Gorgons or even the orcs in the Plains of Lede.
 



Yeah I doubt that we'll see Gorgons next, got to spread the love around (or is it hate >.>)can't have two books about Mormo's childern right next to one another.

I'd like to see a take on Gnolls (a sentance I never thought I'd say)for the scarred lands. I'm sure it would prove interesting.
 

Okay quick, name a race of lizard or serpent like creatures that ruled a vast empire before the current timeline? It is the Naga from Legend of the Five Rings, the Lizard Men from the Forgotten Realms Campaign setting or the Warhammer setting or the Asaatthi in the Scarred Lands? Well, it's all of 'em but this review focuses on Vigil Watch Secrets of the Asaatthi.

On the back, it notes “discover tips for using these serpentfolk in any d20 campaign, from details on the creatures' culture and lairs to unique magic and prestige classes.” Now that's a tall order.

The book is broken into three chapter with three appendices. The first chapter covers the history of the creatures and is short. Being an ancient race, they suffered the wrath of the gods so to speak and slumbered. Sleeping serpents must be a theme as that's one of the Naga's traits from Legend of the Five Rings. The second chapter is a little meatier, Lands of the Serpentfolk. The overland maps are well done but lack any real detail. What does a typical asaatthi house look like? What are their towers like? Do they need any special building rules or materials? One of the things I liked about the Diamond Throne was that the giants were such a force on that setting that their allies build their own houses bigger to accommodate them.

Won't find that information here. What you will find are details of their homes in the Swamps of Kan Thet and the Urkudan Desert, as well as quick snippets of what they do in other areas.

The largest chapter, not because it's the most detailed with sample characters and ritual information, but game information, is Chapter Three, Life of the Asaatthi. Most of these serpentfolk are still faithful to their matron titan Mormo and their life heavily reflects that. One interesting aspect of these creatures is that they're honorable, but only to one another. What's the point of having honor with a lesser reptilian race or a human? The good news is that with a few tweaks, a lot of the background can be used in a standard game but no actual tips are provided, no generic serpent gods or domains favored by the asaathi. For example, who would they worship in a Forgotten Realms setting and why?

One of the weaknesses of the book is the breeds. Several new variants of the core asaathi from the Creature Collection Revised are present but don't seem to do too well. None have racial hit dice, feats, skills or other features innate features. This means that a pureborn Asaatth with a level adjustment of +5 is woefully underpowered. What's worse, there are no notes for CR. As a humanoid race, knowing what challenge rating to assign to a character that players will fight is important. Knowing what it's real level adjustment is (or if you use the base CCR version's hit die information), it's true effective character level are, will prove difficult.

The true strength of the book is in the feats. These come in a variety of flavors including technique feats. These techniques are a group of feats related that hail back to the good old days of martial art mayhem. For example, the Utaan style allows its user to master two weapons with feats like As Night and Day, Pattern of Twin Heavens and Two Suns Rise. These abilities include hitting with both weapons as long as one hits and preventing all opponents with fewer hit dice than your own from attacking you. I know, powerful stuff, but with some high requirements.

Another great idea is weapon familiars. Here, the asaatthi awakens his weapon and gains numerous abilities including sentience and depending on the weapon, bonuses, as a familiar, to the master. The dagger grants improved initiative while the greatsword +2 to Sense Motive. As the character continues to rise in levels, his weapon continues to gain in power. Those wishing to increase their weapons power even more can take weapon familiar feats, another strong feature, that include various Eye of and Fortune of feats. The abilities granted by these feat range from allowing your weapon to detect magic to granting its spell like abilities to the wielder.

The last of the different types of feats is loci. These loci are limited in some ways. First in the requirements. A loci is incomplete spell energy, a mixing of different energies that are left in a spellcaster's mind after using his magic. So to have loci feats, each one requires different spells. Hand of Radiance requires light (x3), Knowledge (arcana) 5 ranks and Spellcraft 5 ranks. For having this, you can touch an object and give it a glow of natural light or even sculpt light.

The feats are a good deal in that they expand upon normal feats in different ways but have limitations and aren't likely to be used by every character. Some of them are perfect for characters who have distinguished skills that might not be perfect for battle, but make great encounters.

For those more interested in in spellcasting, the section on asaatth magic isn't broken up by caster, level and spell, but does provide some high powered spells that can add flavor to a campaign. For instance, Life Transfer, a 9th level spell, steals a target's soul even as Amnesia causes memory to fall even as bladeturn reflects attacks aimed at the caster. For an empire whose very lifeblood is magic, the spell selection is limited.

GMs looking to customize their creations have new equipment and magic items. One thing that the authors wisely did was weapon equivalents. This means that there isn't a lot of space wasted on weapons that do the same thing as others. Unfortunately, they're not illustrated. For example, it's good to know that a sithaas is basically a double katana or doublebastardsword, but what exactly does that mean in terms of weight and appearance as there is no double bastard sword? Would it be two exotic weapon proficiencies to use it?

Those looking for prestige classes will quickly flip to Appendix One. Not only do they include several new PrCs, but they discuss how Oriental Adventures would fit into the asaatthi culture. An excellent resource if it had been updated to 3.5 but with a few sentences on how being a samurai or blade dancer works for these creatures, doesn't do much except take up space.

Better are the PrCs. These range from ancestral warrior, asaath who master ancient family weapons, to the relic hunter, seekers of ancient knowledge, these 10 level PrCs come with everything you need to use them in your SL campaign. Each is a full 10 level PrC with special abilities, background, requirements, and abilities. Some of them come with new information. The relic hunter for instance, has a whole table about different things they can learn of relics ranging from a DC 10, common myths and legends, to a DC 30, obscure knowledge like the name of a mistress to a powerful lorde.

One area that the book is weak in is encounters. While Appendix Two, Adventures Among the Serpentfolk, gives you some tables and ideas on what to do with these creatures, they don't detail any NPCs. Now that's important for a few reasons. The first is that because the racial stats are a little dubious, it'd be good to see examples of how the authors used them. The next is that like the drow, unless your just running standard encounters, it takes a lot of time to customize each NPC. This is true even when the book provides an adventure like Awakenings. The stats are minimized to race and level for many of the NPCs while common monsters are fully listed.

I wasn't happy with a lot of the book. I pretty much summed up my negative feelings in a thread on the board and I'll repeat those issues here:


1. This book is overpriced compared to other SSS books.

2. The books overall utility is diminished due to having to own the Creature Collection Revised for the normal hit dice, feats, skill points, base attack,etc... of the variants.

3. There is too much white space.

4. The whole all purpose d20 feel is not there. Almost anywhere you look, the heavy hand of the SL setting is upon them ranging from where they live being influenced by the Divine War to how they live, being heavily influenced by their worship of Mormo. It's a SL book.

5. This doesn't count the fact that none of them have level adjustments as opposed to just effective character levels and none of the subraces have a CR.

6. As humanoids, each encounter has to be customized and there aren't any examples asatthi from low to high.


The good parts are that as a SL book, it does a fair job of bringing subraces of the asaatthi to life. It allows a GM who has Oriental Adventures and a fondness for the Yuan Ti to tie them into the Scarred Lands setting. It introduces a lot of great feat types and ideas. The prestige classes, spells and magic items can help round out any encounter with these creatures. It provides good background information for GMs able to immerse their players in the asaatthi lifestyle. Due to the other issues though, I'd say that this book is really only good for those who are definitely going to use the Asaatthi as the focus of a campaign, and are going to do so in their native setting of the Scarred Lands.
 

Hey, you missed the Ssethegorans of the Arcanis setting, and the Serpent People from the Cthulhu Mythos!

The world was ruled by lizards once. All gamers know this.

:)
 

I guess that was another part of my problem with the book. The yuan ti have sometimes also had an 'OA' feel to them and while it's nice that WoTC let them be mentioned here, nothing was really done with that connection. In short, the whole idea of an ancient lizard/serpent folk race isn't new and a book devoted to trying to make it new beats another book on drow, but there aren't a lot of lizard folk books out right now so perhaps that would've been one way to go. (And better layout, pricing, etc.. etc.. etc...)
 


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