Villain Design Handbook

This Kingdoms of Kalamar supplement is perfect for the Dungeon Master who wants to easily create fantastic villains with detailed histories and motives. This is more than simply a book of NPCs! This handbook contains dozens of new villain archetypes that DMs can use as a foundation for creating their own villain, prestige classes, feats and anti-feats, as well as information on giving villains real motivations and obsessions, the criminal psychology of the villain, the villains place in society, building levels of intrigue, how to avoid common stereotypes, prestige classes, feats, anti-feats and more! A new Kingdoms of Kalamar adventure is also included!
 

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Reviewer's Note: This is not a playtest review, nor did I receive the book as a review copy. It is, however, a sort of karmic payback for me never writing a review of Midnight's Terror, which I did get free from the Kenzer folks.


Overview

The Kalamar Villain's Design Handbook is much like the characters and magic items described in its pages: fascinating ideas, but with some deep flaws.

Physical Appearance
$24.99 - 176 b&w pages, hardbound, including an 11 page index (very complete) and 2 pages of ads in the back.

Although the book is not printed on the glossy paper that WOTC and other companies tend to use for their hardbacks, the paper is high quality and feels very sturdy (and it doesn't show fingerprints like the glossy stuff, either). The art is fairly infrequent and no particular pieces stand out in my mind as being notably good or bad.


Advice

The book starts out with some excellent broad advice on what makes a good villain and how to tweak classic fantasy stereotypes to make them a bit more interesting. The 'villainous classes' information that follows, on the other hand, is not as good - mostly very obvious blurbs such as "Fighters make excellent villains in combat heavy campaigns" that seem to exist to fill space. How about showing us how to turn those stereotypes around? Hints on how a fighter could be used as a villain in a non-combat campaign would have been far more valuable.

There's also a Good aligned villain section - depending on your views of alignment, you may like it or hate it. It falls into the 'alignment is relative' theory that caused so much debate in earlier editions - are good intentions enough to make one 'good', even when they lead to acts like genocide, poisoning and the like? I don't think so, but the authors seem to.

There are 6 villain archetypes detailed, although each has a variety of sub-archetypes and even sub-sub archetypes, making for quite a few more. The main archetypes and sub-archetypes are well decribed, with notes that highlight the unique factors of each, and differences from the other archetypes. Each sub-archetype comes with a sample villain complete with descriptions and discussions of exactly why they are villains - these "Why?" sections range from the thought-provoking to the blindingly obvious. Stat blocks for the sample villains are neatly tucked into an appendix.

There are also discussions of villain motivations, henchmen, settings (discussing what types of villains are more appropriate to urban or wilderness areas) and organizations. The organizations section could have used a little more meat: it is basically a paragraph covering the type of organization in broad strokes, and then a set of 5 feats for a 'typical' villain from that organization. If you're not a Kalamar player, note that these feat paths do tend to include feats from the KoK Player's Guide. There's also a section on placing your villain inside an organization, with questions to make you think about his relationship with the organization and what that might reflect about the villain.


Mechanics

Feats

There are several new feats in the Villain Design Handbook, most of which look relatively balanced - many of them I would only take if it were strongly appropriate for the character in question, which is a decent enough measurement. The one that gives me pause is Spell Swap, which lets a wizard trade in a spell to spontaneously cast another spell which he has memorized. There's a Spellcraft check involved, and failure means the loss of both spell slots, but it's fairly powerful as it lessens one of the major advantages a sorcerer has over his wizardly cousins - the tactical flexibility of choosing the spell mix at casting time.

Anti-Feats

Then there's the Anti-Feats. An interesting idea, anti-feats are 'disadvantages' that can be taken, one per level. Two anti-feats will get you a regular feat. While it's an interesting concept, it has some fairly major flaws, and is probably one of the more disappointing parts of the book.

First, the anti-feats are randomly rolled on a d1000 table, meaning that you could easily get results that are no penalty at all.

For example, take a wizard with four anti-feats. 145: Craft Drilbu - my crafting and XP expentitures for drilbu go up to 125%. Oh, the humanity. 1000 - Zen Archery, I've got to subtract my Wis bonus from ranged attacks within 30 feet. I suppose that might come up. 231: My familiar loses the ability to fly. If it weren't a toad, that might have hurt. 879: Spirited Charge - I do only half damage when mounted and performing the charge action. Must remember to merely do normal attacks from horseback, I suppose.

Second, some of the conversions from feat to antifeat are particularly ill thought-out - take the Psionic Weapon anti-feat, for example: "Your melee weapon deals 1d4 fewer points of damage when you pay the cost of 1 power point." Others are useless, like the Ability Focus anti-feat, which merely says "Choose one of your special attacks. This attack is less potent than normal."

I have to wonder how well this table was reviewed by both Kenzer and WOTC when things like that get past. There's the core of an interesting idea here, but the execution is, sadly, very sloppy.

Prestige Classes

After that we have some Prestige Classes. Blackfoot is a 5-level 'revolutionary' class with mob-inciting abilities. Blue Salamanders are much like rogues with some added psionic abilities (although added as Spell-like abilities and not actual psionics.)

The first of the 'problem' PrCs is the Unchainer. It's a 5 level class that doesn't require any spellcasting to enter - but under it is a chart marked 'Unchainer Spells Known' and directly under that 'Free Domain Spells Per Day' (huh?), which lists spells for levels 1-20. I am completely baffled by this table. Under the 'free domain' class ability you get to pick a domain from a short list, and your caster level is your Unchainer class level plus your cleric levels - but does that mean a Clr15/Unchainer5 would be able to cast her free domain spell 5 times per day for levels 1-5 and 4 times a day for levels 6-9, in addition to the spellcasting ability of a 15th level cleric? That seems a bit excessive, especially considering that one of the available domains is Celerity (a Prestige domain from Defenders of the Faith).

The Darklight Wizard is even worse. A 10-level prestige class that can potentially be entered at 2nd level (requirement: 5 ranks each in 2 Knowledge skills), which strips you of all of your levels when you enter it (but not ability scores, skills or feats), this PrC lets you get a new spell level with each level. Not a new /caster/ level - you'll be casting 9th level spells at your 9th level of darklight wizard. Well, you would if there were any 9th level spells on the darklight wizard list. Plus, you get class abilities like animate dead and control undead as well as 3 times the skill points of a normal wizard. Way too over the top for my taste, even if the list of spells is severely limited. The table here also has the 'spells known' header directly above the 'spells per day' header. Cut and paste error again, I suppose.

After this, things calm down again with the Sentinels of the True Way (5 level PrC member of an anti-magical organization) and the True Disciples of Avrynner, a psionic group. Last is the veteran officer, which is a great concept that is crippled by the entry requirements - 8 ranks total in class skills plus 4 ranks each in 4 different Knowledge skills means that your typical fighter (the apparent target of the class, since it requires Weapon Specialization) can't get into the class at all - it would require all 20 levels of his skill points, unless he was human or had an Int bonus. Meanwhile, a fighter/wizard multiclass would be able to enter at 6th level. I'm not sure this is exactly what was intended.

None of these groups or classes, by the way, seem all that inherently villainous (with the exception of the Darklight Wizard and the Blue Salamanders) and many could be used as 'good' organizations or PrCs.

New Spells & Magic Items

The new spells cover a wide variety of territory. Some seem overpowered (like arm, which gives you an extra arm for 2 hours/level - this does not seem like a first level spell to me - or ball of disruption, a 4th level spell which does up to 15d6 damage and causes a variety of detrimental effects on spellcasting for the next 10 minutes in the area of effect). Some are underpowered (boil really shouldn't be a 2nd level spell - the ability to boil 1 quart of water per level is pretty minor all things considered - or personal combustion, a 4th level spell that does less damage than a fireball and hurts the caster as well). Some seem fine (like night watchman, a sort of combination alarm and unseen servant). Some are just plain strange (like tooth decay or bat accident, which covers the target in guano. No, really.)

The next rulesy section is on magic items - mostly items with curses or drawbacks. There are a few rules hiccups here, like the arrow which compels its firer to go retrieve it after it is shot (with no save apparently possible, and apparently ignoring the fact that magic arrows are basically only good for one shot anyway), but for the most part the items are well done - and you won't have to worry too much about your players wanting to keep them.

Etc.

The rules finish up with some new monsters - the Darkling Snatcher (a goblinoid) and the Guardian Effigy (a sort of mini-golem), plus a set of undead templates - renamed wraiths, ghouls, mummies, vampires and wights, intelligent skeletons and zombies, and of course the lich. Each of the templates has a detailed description of the ritual needed to add it, and the templates themselves look fairly reasonable.

There's also a short 'adventure' in the book (although it's more just an 'encounter') - a simple run-in with some slavers.


But what about Evil?

So, the question that is no doubt on everyone's mind after all of this is, "How does it stack up against AEG's Evil?" The two books share such a similarity in focus that a comparison is inevitable.

Evil is ~$5 cheaper, but almost 50 pages shorter, and with larger type to boot. It's also a softback. The evil in Evil seems more vile - it handles topics like selling your soul, demonology and the like that the Villain Design Handbook hardly touches on. It also has much more of a focus on running evil PCs and/or an evil campaign, so if this is what you want, definitely pick this book.

The Kalamar book, on the other hand, is much more concerned with the villain as opposition to the PCs. The personality archetypes are more detailed than those in Evil, and there's definitely more rules based stuff - most of which is pretty good, with the major exceptions noted above. Oddly, the PrCs, magic items and spells seemed more flavorful to me than the ones in AEG's book, despite AEG's viler evil in the early sections. If you're not as interested in running evil PCs, I would lean more towards the VDH - even with the mechanical problems, it's got a lot of good raidable rules stuff.

I would love to compare this with the old 2e Villains book, but unfortunately I don't have a copy of that work.


Wrap-Up

All in all, I was left feeling slightly disappointed by the Villain Design Handbook. After hearing so many positive things about the Kalamar line, and knowing that it was endorsed by WOTC, I expected great things from the book. And really, it could have been great. It had the right ideas, but it fell short of their execution in too many ways.

Still, it is definitely raidable for ideas. The advice and planning tips are sound, even if the mechanics are not always, and that definitely keeps the book from falling into too low of a rating.
 

(comments from the discussion boards)

WizarDru said:
Insofar as it will get counted along with the other reviews I scan to determine what I think of the book. Am I correct in understanding that there are 1000 different antifeats, or a significantly large number to justify a d1000 table?

There are not 1000 different anti-feats, no - usually each one takes up 3-4 numbers on the d1000 table.

Renshai said:
I would have liked to have seen you mention the overpowered combat maneuvers in the book... they were very over the top.

Dear Lord. How did I manage to miss those? I must have skipped them on my way to anti-feats. Er, yes. The overpowered combat maneuvers certainly are - they're basically a called-shot system. Blind, forehead swipe, cripple, decapitate - they look like they belong in a much grittier game. To give an idea of these maneuvers, Decapitate is roughly equivalent to Devastating Critical from the ELH - although it can only be used on opponents who are coweering, stunned, helpless, etc, and they do get a Fort save.
 

As some may know, I’ve been gaming for a long time. One of the problems a lot of older gamers like myself have with 3rd edition is that despite an overabundance of garbage for 2nd edition, there were some fine gems out there too. In my opinion, the old blue book, The Complete Book of Villains, was a strong offering of rules and ideas on how to incorporate villains into your campaign. Well, that was 1994 and 2nd edition and the 3rd edition has needed something similar for GMs for a long time. Enter Kenzer and Company with the Villain Design Handbook. Suffice it to say, this is a worthy successor in almost every way.

The book starts off by turning some of the old stereotypes of fantasy role playing on their ear. For example, instead of adventurers beginning in the tavern, the town dislikes adventurers and sets up taverns as a trap to get rid of these bothersome mercenaries. How about the damsel in distress? I actually disagree here though as its hard to see an actual damsel in distress who isn’t some shape changed demon. How about a good warlord, leading his people to freedom? The section hits more often then it misses and provides the GM several ideas on how to insure that player’s don’t moan when they hear about some necromancer that’s supposedly evil or some Halflings that aren’t thieves.

In actually crafting the villain though, the genesis of creation is chapter 2, Archetypes. There are six broad categories, deviant, devoted, fallen, inhuman, power mad, and visionary, with subcategories within them. For example, under Fallen, we have Forsaken, Nihilist, Polarist, and Thanophile. These sections provide the GM with good ideas in a board sense and a narrow sense. They use specific examples and explain why said example is a villain. They include sidebars that have variants so that GMs unsatisfied with the core idea can move onto another type. For example, the Necromancer has three variants. The Academic, the Megalomaniac, and the Undead Hunter.

Does it hit all the broad types? No. I didn’t see anything that would cover something like the Hulk, a misunderstood monster who causes destruction but doesn’t mean too. Such a archetype might be questionable as a villain though as it’s not really out to get you. I was also a little disappointed not to see something under the Fallen where they were cursed by a powerful magic item they owned and if they only got rid of it, they could redeem themselves.

The definitions here are easy to read and apply. GMs who don’t like one idea can flip to another rule. For me, perhaps one of the strangest types is the Polarist, a being who feels that there can be no great good without great evil and so makes himself that evil to draw forth the goodness in people. I suspect that I’m a little influenced by anti-heroes who want to do good and feel that if they cant’ be the hero, they might as well help others become it.

Chapter 3, Inside the Mind of a Killer, continues the building of the villain. It’s different than Chapter 2 because it provides more details, more ideas on how to mold the villain after its broad archetype has been selected. It help answers why the villain is the way he is and how he does his villainy. Need to know how much wealth a villain has access to and how much henchman services are? Need to know what levels of technology the villain has access to? A brief look at some tables here and you’re all set.

Just as important as the villain though is his lair. What good villain doesn’t have a memorable base of operations? It provides ideas on what type of home individuals have, wilderness and urban, as well as how much such places tend to cost. The table breaks down costs by climate and location, starting with a simple 100 gold pieces per 10 X 10 room, modified by climate and location.

Chapter 5, The Heart of the Serpent, starts to mix advice with rules as we get different types of villains and a typical feat progression for them. Each type of organization lists what it does and then a list of the common feats to members of that class. Need to see what feats thieves usually take? How about Hatchet Men? For those not in the know, it’s a person that makes problems go away. How about military forces? I found that this feat progression table, coming after solid advice about how to use each type of villain, very useful and appropriate. It helps to ground the evil NPCs and makes a GMs job easier.

The book closes up with advice on how the villain fits into the organization, as well as how to build levels of intrigue. It’s pretty boring if the players go after the main bad guy and get him on the first shot without having to go through his lackeys, henchmen and personal protectors first.

For those who live for crunch, Chapter 6, New Villainous Rules, introduces new feats and other goodies. Ironically, here’s where the villain part of the book fades a little into the background too. For example, Craft Trinket is an item creation feat that empowers a minor magic item. Not necessarily an evil thing eh? How about Parry? With this feat, you can make an attack roll to cancel out an opponent’s attack once per round. Something most characters would want to take I’m sure. A whole slew of Enhance Familiar Feats are included that power up a caster’s familiar including Darkvision, Poison, and Spit Poison. While some of them may be questionable for good players, there are many that are just at home in the hands of good characters as evil ones. Some though are indeed villain feats. Take Love of Slaughter, where you gain a will bonus for every person that you kill. How about Strike the Innocent, where you can do a Coup de Grace against characters with a base attack bonus of 0?

One of the biggest things I was looking forward to reading about was the variant rule, Anti-Feats. I was a little disappointed with it. Once every level you can roll for an Anti-Feat and for every two Anti-Feats you get, you can select a feat. The Anti-Feats work just the opposite of Feats so for Anti-Toughness, for example, you lose three hit points. Now the bad news is that these Anti-Feats are random, the roll of 1d1000. How can they have a roll like this? Well, there are Anti-Feats for just about every official feat there is from the official webside, to Dragon Magazine, to the various WoTC Splatbooks, to the Forgotten Realms book, to the Kalamar’s Player’s Guide. That’s a lot of goods and it’s very complete and provides a GM with a lot of d20 material, a good guide on how to craft your own Anti-Feats. I guess if I was designing the whole Anti-Feat thing, I’d put the Anti-Feats in progression so that they didn’t effect what you studied, but had an effect on you. For instance, a fighter wants to master ranged attacks? Fine, he get’s Anti-Melee list starting with Anti-Power Attack, Anti-Sunder, and a few others based on melee. It’s effecting his combat ability but not the field he’s specializing in.

More impressive to me are the variant combat maneuvers. By takeing a penalty to your attack roll, you can inflict some interesting wounds on our opponent. Some of these may be overpowered for some campaigns. Take the Decapitate maneuver. If a target is denied it’s dexterity bonus, you can attempt this attack. You have to declare it, get a critical strike, and the victim must make a Fortitude save of DC 15 + Strength, + magical bonus with failure resulting in death by beheading.

Chapter 7 continues the rules expansions with 7 new Presgie Classes. Once again though, not all of these are exactly villains. While the Blackfoot Society seeks to undo all forms of government, and the Blue Salamanders seek to master the entire world, the Brotherhood of the Broken Chain seeks freedom for slaves and the True Disciples of Avrynner seek to defeat those who hunt psionicists while Veteran Officers are, well, veteran officers. By making more appropriate villain PrCs like the Darklight Wizard, the book would have a more unified feel to it. It’s too bad that they couldn’t have swapped the Unchainer from this book with the Slaver from the KoK Player’s Guide.

Now Chapter 8, New Spells, includes lots of spells for the core classes, including the variants in the KoK Player’s Guide, so those Basiaran Dancers, Shaman, and Spellsingers now have more goods to add to their arsenal. Once again though, the rules aren’t aimed squarely at evil. After all, why do you need nine new paladin spells in a book about villains? And what’s so evil as excavating dirt and adding water to create a moat? The spells are all useful though and fill more needs than just blasting your opponents to dust. I’ve already had several players whose characters are paladins bother me about One on One, a spell that prevents interference in one on one combat, as well as Sacrifice, where you trade places with someone who is dying an unnatural death. For those looking for evil though, spells like Venomous Serpent Arm make your arm into a poisonous serpent, while Bat Accident sprays bat guano over an area. I think that this section would’ve benefited more, for villains at least, if it focused on assassin and black guards instead of paladins and bards.

Chapter 9, Wicked Things, is like a collection of magic items from various Kingdoms of Kalamar modules, and even some older Dragon magazines. Does anyone outside of me remember the cursed sword of Everstriking? It’s returned as a Vampiric Sword. For those not in the know, this sword never misses and drains the user’s hit points to account for the difference in what was rolled and what was needed to hit. How about the Orb of Midnight, making its return from the module, Midnight’s Terror. How about Siren’s Prize from, yes, the Siren’s Prize adventure? How about The Coin of Power from the trilogy of adventures or the Darklight Codex from that Deathright module? That’s not to say that everything here is reprinted, and for those who don’t own all the modules, the collection of items is great.

One of the most redeeming features of this section though, to me, isn’t even the items. It’s the rules of binding and summoning. The rules include circle information for either imprisoning a summoned creature or putting yourself in the circle to protect yourself. Modifiers on how to control them are based on your charisma, the offering, alignment, type of outsider, and other goodies like knowing the creatures true name, having the appropriate items, and the type of circle you’ve used. One of the more interesting aspects though is that almost any one can use these rules from fighters and rogues, to mages and shaman. Also important is that you’re not limited to summoning evil outsiders and can seek aid from celestials as well.

Now Chapter 10, Dangerous Denizens, provides the GM with only two monsters, the Darkling Snatcher, a goblin relative, and the Guardian Effigy, a small construct used to guard items, but it provides a ton of undead templates. Want to become a free willed zombie? How about a lich? How about a powerful wrath? These rules are included and allow those villains too stubborn to die another crack at the characters. It provides the rules for the rituals needed as well as the template statistics.

Now normally, a book should be done here, but there are several appendixes to help the GM further. For example, Appendix A provides stats for all those example characters used as examples early on in the book. Did you want to know more information about Baletak, a half-fiend, half-human blackguard? Do you want the stats for Miznamvho, a druid who attempts to make heroes greater by truly testing them? How about the adult gold dragon who guards the city that pays him homage?

Appendix B provides a Glossary of Terms that’s useful for those running a Kingdoms of Kalamar game, while Appendix C is a two page villain character sheet with space for anti-feats, henchmen, objective planner, and fatal flaws. Appendix D is a brief adventure, “A Change of Plans”, which is really an encounter with some slavers. The book closes out with a twelve page index, providing quick measure to finding anything in the book.

Art is great and the cover is a good indication of the type found inside. Text is fairly widely spaced providing the GM an easy read on the eyes. Text has a high margin at the top as an indicator provides information on what chapter the DM is reading, and a low margin, perhaps a little too low actually, at the bottom. Editing is good and game mechanics seem sound but I need to playtest more to verify that.

In short, the book provides the GM with all the tools he needs to have fully functional villains in his campaign through a series of articles that advice and more articles that provide game rules. The book falters a little in it’s presentation of non-villainous material and perhaps reprints too much material from other resources but it’s low price, $24.95 for over 170 pages, makes up for this. The Kalamar references are there but are not overwhelming and can often be ignored for those not playing in that setting. The book is aimed at GMs of all levels of skill and provides simple tools to help them run their campaign and any GM having issues with crafting good nemesis villains should peruse this book at their earliest opportunity.

REVIEWER'S NOTE: After more in depth use of the material, I find that there are some game play issues, especially with the anti-feats and combat moves, that lowers the overall utility so I've adjusted the score.
 

Villain Design Handbook

The Villain Design Handbook is a supplement for Kenzer & Company's officially licensed Dungeons & Dragons setting Kingdoms of Kalamar. The book contains both DM-advice type material pertinent to the creation and running of compelling villains in a Dungeons & Dragons campaign, as well as a number of new mechanical elements - feats, spells, magic items, creatures, and templates - for use with villainous NPCs.

The book is written by D. Andrew Fergesson, Brian Jelke, Don Morgan, Mark Plemmons, and Jarrett Sylvestre.

A First Look

The Villain Design Handbook is a 176-page hardcover book priced at $24.99 US.

The cover of the book is black and has a leathery look to it. The front cover has an illustration plate with the look of parchment to it, depicting a man armed with a sword grimacing as well as various items from the book. The art is by Arnie Swekel, whose work you should recognize from the sketchy looking illustrations at the beginning of every chapter of Wizards of the Coast's 3e hardcover books.

The interior is black and white. There are a wide variety of interior artists. The use of art is a little light and many pages have no art at all. As with many Kalamar products, much the art has a sketchy pencil-drawn look. The art varies in quality from fair to good.

The interior text is small and the paragraphs are closely spaced, but the leader space is a bit large, knocking the word count per page down a little.

The writing style is generally good, with a few grammar gaffes (for example, when speaking of a villain, the book says that a PC could peak his interest, vice pique his interest.) The biggest problem editorially speaking is that much of the material seems to be missing some explanatory text. For example, some prestige classes are missing paragraphs defining the their spellcasting advancement, and the combat maneuvers are just introduced in the rules chapter with no introductory text explaining what they are.

A deeper look

The Villain Design Handbook is arranged into chapters. More generally, the first five chapters are primarily GM advice and the last five chapters are primarily mechanics.

The first chapter is entitled Stereotypes and Beyond. It begins the discussion of villain creation by analyzing several classical villain syndromes including some stereotypes that you might want to forgo to make interesting villains. A few purported stereotypes you might want to challenge are the "damsel in distress" and "necromancers are evil."

Much of the rest of the chapter discusses ideas for villains fitting into various categories, such as the villain's race, class, or alignment. For example, the section on alignment provides some ideas for making good-aligned villains.

The chapter also discusses a few methods for tracking villain XP, including options linking it to PC advancement rate or basing it on what the villains underlings do. Generally, I think that some of the more exacting methods may fall by the wayside; few DMs have the time and patience to track NPC xp in as rigorous fashion as PC xp.

The second chapter is entitled Archtypes. It defines six villain archtypes (deviant, devoted, fallen, inhuman, power mad, and visionary). For each archtpye, 2-5 subtypes are discussed. For example, the power mad archtype includes conquerers, cult leader, dictator, puppet master, and warlord. Further, each subtype has three variant personality profiles to give you still more ideas, and most of the subtypes include a fully decked out stat block example of the subtype in the appendix, including some prominent figures from the Kingdoms of Kalamar campaign setting. This chapter is perhaps the strongest in the book, providing a rich variety of ideas for villains.

The third chapter is entitled Inside the Mind of a Killer. It briefly delves into villain motivation and mindset, goals and schemes. Towards the end it discusses villain resources, including costs for henchmen and an alternate scale for wealth of a villain. Much like the discussion on experience, I sort of doubt many DMs are going to so painstakingly track a villain's money.

The fourth chapter is entitled Where Monsters Dwell. It is also somewhat brief, and discussed the environment that villains dwell and are encountered in. Both urban environments (with an emphasis an the seedier side of the city) and wilderness locales, as well as rules for lairs and strongholds.

The fifth chapter is entitled The Head of the Serpents and discusses villainous organizations. Not much time is spent on the conceptions of organizations, but a few examples are provided such as assassins' and thieves' guilds, merchant bands, governments and so on. Each organization has a 5-feat progression describing typical members of the organization similar to the Kingdoms of Kalamar Player's Guide.

The sixth chapter, New Villainous Rules, begins the more mechanical section of the book in earnest. The chapter features new feats, "anti-feats" and combat maneuvers.

An example of some of the new feats are:
- Craft Trinket: This feat allows the character to craft a number of items that provide very minor bonuses. This feat seems dubious to me; I don't understand why you couldn't just use a standard item creation feat for this purpose.
- Destiny: If the villain has a specific attainable goal, the villain receives +1 to all saves in the course of attaining that goal.
- Extract Information: This feat is a very shortcut version of torture rules; it requires that the villain have heal, intimidate, and sense motive skills and lets the villain force a captive to make a save or answer a given question truthfully.
- Insidious Mind: The villain has a mind that works in strange ways, giving the villain a bonus to saves against spells that "determine the villains' true self" and opposing sense motive checks.
- Lust for Glory: If the villain succeeds at a critical hit, he may take an additional attack at his lowest attack bonus by forfeiting all attacks of opportunity for the round. While not a bad basic concept, basing an ability on a characters's lowest attack bonus is not a good idea since the feat can get worse as the character goes up levels. For example, if a character goes from having a BAB of +10 to +11 when gaining a level, the character's bonus with the attack granted by this feat goes from +5 to +1.
- Nefarious Visage: The villain gains +4 on intimidate checks and +1 on the DCs of fear or scare spells. This seems a bit out of line with skill bonuses granted by feats, which typically only grant a +3 if it affects a single skill if the application is not limited; that this feat also adds to the DC of spells should limit the bonus to intimidate even further.
- Prey on Fears: In using this feat, the villain forces a victim to save against 10+the villain's sense motive ranks or the villain discovers the character's deepest fear. Later this can be used to cause the effects of a fear spell with a DC of 10+intimidate ranks+wisdom modifier. As skills typically advance at twice the rate of saves, this too seems way too handy for a villain to have and makes the saving throws involved too difficult.
- Strike the Innocent: This feat allows the villain to perform a Coup de Grace on a character with a base attack bonus of zero, letting the despicable villain quickly do away with minor NPCs.
- Metamagic feats (increase arcane spells, increase wizard spells, increase divine spells, spell swaps: The first three feats are similar to feats like extra spell in some WotC books and the last feat allows the character to attempt a spellcraft check to change prepared spells. However, none of these feats are properly metamagic feats as the book implies.

Anti-feats are probably the most controversial new mechanic in this book. In essence, each anti-feat provides a penalty equivalent and opposite to the bonus granted by the existing feat. For example, the anti-feat of toughness subtracts three HP from the character. For each two anti-feat the character takes, the character gets a bonus feat, and can take an anti-feat at every level. Further, the anti-feats are determined randomly. The book provides a table of feats with feats from many WotC and Kenzer D&D products, complete with a short description on how to apply the anti-feat.

Disadvantage type mechanics can be troublesome even if handled well, but anti-feats don't even earn that accolade. Since the feats are determined randomly, it is quite possible that the villain will receive no feats that hinder him in a significant way, and there are many such anti-feats. Further, I have always been dubious of disadvantage mechanics that allow a character to get a bonus in exchange for taking a penalty in a skill that the character never uses. Do you really think a lumbering warlord type villain deserves a benefit for having the anti-feat of stealthy (giving -2 to hide and move silently checks)? I don't. Further, the statement that anti-feats must be random seems like it would actively interfere with the design of the villain. I could see using these as character flaws for villains by allowing selection and grant no or minimal benefit for the character.

There are a few new combat maneuvers. There is an implication that these are "taught", but there is no mechanism (like a feat) to represent this. They seem to be very similar to the "called shots" of AD&D 2e in that they exchange a to-hit penalty for the chance to gain a significant benefit. I find most of these maneuvers dubious in either or both their mechanical execution or balance. For example, disembowel allows you to attack a lightly armored character at -2 to force them to make a fortitude save or have their guts spilled on the ground. The DC for this save is based on what the attacker needed to hit, meaning that the better defended the character is, the harder it is for the character to save!

Chapter seven introduces new prestige classes. Most of these correspond to groups in the Kingdoms of Kalamar setting, but in most cases these concepts are portable to groups with similar aims in other settings.

The first thing that struck me is odd is that the class abilities are listed alphabetically instead of in the order the class earns them. Though this is not a huge problem, it will take some getting used to since this is not the normal way to arrange such abilities.

A few of the more noteworthy classes are as follows:
- Unchainer: The unchainers are members of a brotherhood dedicated to the elimination of slavery. This seems like an extremely strange class for a book on villains, but the explanatory text suggests they might be used as "good villains", nominally good characters who have a worthy cause, but cross the line in achieving their goals. One thing about the unchainers that is unclear is the spell abilities. The unchainer gets a free domain and the text says that the unchainer's caster level, and there is a chart that is labeled "free domain spells per day" that goes up to level 20. So do spellcasters continue to gain spellcasting levels in normal spells or not? And why so many free domain spells - as described, the chart would double the number of spells that the character can cast if these spells are in addition to non-domain spells. Alas, there is no "spells" description block to clarify exactly what is up with this.
- Darklight Wizard: This class is the result of reading the Darklight Codex, an artifact first introduced in the Kingdom of Kalamar setting book. Characters who take this class lose all other class levels. This is a little drastic, but okay for NPC use. However, the problem does not stop there. The class has a condensed spell progression, shooting up from 1st to 9th level spells over 9 levels. In other words, a nominally CR 9 character is casting 9th level spells; this is problematic. Another problem is that this class has its own spell list, but does not list any 9th level spells.
- True Disciple of Avrynner: The Disciples of Avrynner are a secret society of psionic characters in the Kingdoms of Kalamar setting. The so-called "True Disciples of Avrynner" is a villainous splinter group. The class is alright, offering abilities that assist in psionic combat. Unfortunately, the class subscribes to the older method of making psionic classes that has them start earning abilities from first level; the approach of adding manifester levels is usually more appropriate, and it seems it would be in this case as well.
The eighth chapter introduces new spells. Some of the new spells are as follows:
- Body wrack: This 5th level spell inflicts 10d6 points of damage on an opponent with a touch attack, with a fortitude save negating. If this damage reduces the victim below 0 hp, the victim dies. However, the caster permanently loses 1 hp for each 6 rolled on the dice. I don't see the point of incurring an hp loss here as the spell is not especially powerful for a 5th level spell; in fact it is rather weak for a 5th level spell.
- Dragon Radar: This spell allows the caster to detect dragons. However, I found the use of the term radar out of place.
- Electrical Form: This spell allows the caster to change herself or another character into a cloud of electricity, providing damage reduction and allowing only slow movement. By expending constitution points permanently, the character can inflict 1d6 points of damage per level to anyone in the cloud.
- Forget Spell: This 1st level spell causes a character to "forget" one random spell (in 3e, there is no "forgetting" or "memorization" of spells; it is preparing spells.) This seems a bit powerful for a first level spell, and redundant with the more balanced (and properly phrased) spell stupor in the Kingdoms of Kalamar Player's Guide
- Resistance to acid: This 1st divine level spell grants total immunity to acid for 2 rounds per level. This is an extremely effective defensive spell for 1st level; the spell energy immunity in the Tome & Blood is not available as a divine spell until 6th level. Even though this spell is less flexible and a shorter duration, it certainly seems as if it deserves to be higher than 1st level.
- Sacrifice: This spell allows the caster to change places with someone whose death is imminent. Though not a bad concept, it seems like another bad fit for a book about villains. Further, the spell has a duration of "permanent," implying that its effects can be dispelled, which I doubt was the intent. It should have been "instantaneous."
- Swap: Now here is a real spell for a villain! The swap spell allows the caster to exchange an item in hand with one of similar size or weight that an opponent is holding. The effect is suitably insidious for a villain with the right use for it. The limited range makes it a balanced spell for 4th level.
- Tooth Decay: This spell is not approved by 4 out of 5 dentists... and probably as many villains.

The ninth chapter is entitled Wicked Things, and provides a variety of new magic items for villains, as well as spell-free rules for summoning. Most of the magic items are useful, but most have some manner of drawback. As such, villains without reservations for such things as swords that penalize a users allies will get better use out of these than most PCs. For those who like to throw a few kinks in their magic items, this should be fun.

Examples of a few magic items from the chapter are:
- Axe of Slaughter: The perfect trinket to give your troublesome henchmen, this axe has an instant death effect, causing a character to save or die when hit. However, if the target saves, the wileder must make a similar save!
- Rod of the Necromancer: This rod allows the user to create and contril undead. However, the user of the rod is cursed with black eyes and a fearsome aura.
- Ring of lies: This ring provides a +5 bonus to bluff checks, but compels the user to lies.

The rules for summoning allows non-spellcasting characters to summon evil outsiders. The rules are very similar to the ones already in place for when magic circle and binding spells are used, but the implication is that the price is much higher.

The tenth chapter, Dangerous Denizens, introduces new creatures and templates. The new creatures are the darkling snatcher and guardian effigy. The darkling snatcher is a tough goblinoid creature with spell-like abilities. The guardian effigy is essentially a very small (Diminuative) golem.

The new templates are all undead templates. Mode detail is added to the process for becoming a lich and vampire, but the remaining templates (which are similarly detailed) are essentially template versions of familiar undead creatures. The templates and their equivalents are:

Avildar - Wraith
Guraah - Ghoul
Kyseth - Mummy
Reliqus - Skeleton
Vostarr - Wight
Xenoa - Zombie

The book has four appendices. Appendix A contains example stat blocks for most of the villain subtypes described in Chapter 2. Appendix B is a glossary explaining terms from the Kingdoms of Kalamar setting referred to in the book. Appendix C is a villain-specific character sheet. Appendix D is a short adventure, A Change of Plans.

Conclusions

I found the Villain Design Handbook to be a bit of a mixed bag. Some of the villain design advice is pretty good, particularly that in Chapter 2. Some of the rules material is fairly good as well. Though the magic items are a bit monotone in concept, they are still interesting, and the templates could add some variety to powerful undead villains.

However, many of the rules leave something to be desired. I found many of the rules explanations a bit muddled, particularly the prestige classes and the combat maneuvers. Many of the spells and feats I would not use due to balance and concept problems, and I found the implementation of anti-feats particularly problematic.

-Alan D. Kohler
 
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I do have book of Vile Darkness. Better depends on what you want to use it for. I still find the advice sections of this book useful, but find the mechanics of the Book of Vile Darkness much more functional.
 

I was thinking less on the advice and more on the mechanical as well as some fluff/campaign help...I know BoVD has some great mechanics...but not always that good at making interesting villians.
 

By Steven Creech, Exec. Chairman d20 Magazine Rack

Sizing Up the Target
The Villain Design Handbook is a campaign resource book published from the folks at Kenzer & Company. This 174-page hardcover, which retails for $24.99, is meant to provide GMs with the tools to make good, memorable archvillains and nemeses to use in their campaigns.

First Blood
I'm glad I had my glasses handy for this book because the 174 page count is a bit misleading due to the smallness of the print. If the font size was the normal size you typically see, this would most likely be a 200 plus page book. There is a lot of information squeezed into these pages.

Chapter one addresses villain stereotypes and gives suggestions for moving beyond them and thinking outside of the box. Here you find discussions on various races as villains along with the role alignment plays. Chapter two looks at six distinct villain archetypes: deviant, devoted, fallen, inhuman, power mad, and visionary. Each archetype (and subtype) is closely detailed and includes examples of such. Chapter three explores the psychology of a villain. Motivations, obsessions, and thought procesess of villains are discussed. Remember, there are real emotions behind a villain, he shouldn't be a cardboard cutout of nothing but stats.

Chapter four examines the villain's stronghold or base of operations. Logical placement is critical for developing a support structure of minions and a flow of income (by various means). Chapter five tackles secret societies and organizations and how your villain may fit in. The Black Market, guilds, the military and religious organizations are all addressed. Chapter six goes into new variant rules that may be utilized including enhanced familiar feats, new villain-specific feats and anti-feats. Anti-feats are disadvantageous traits a villain may take in order to acquire more feats.

Chapter seven is all about villainous prestige classes. There are six prestige classes in all with a few requiring membership in an organization. Chapter eight introduces new spells appropriate for villains, while chapter nine delves into magic items that will give your villain an edge. (Chapter nine also covers summoning an outsider and barginning with it.) Finally, chatper ten discusses new monsters and templates tht can be attached to your villain.

Critical Hits
This book succeeds on many levels. It gives DMs solid suggestions and tips to be considered when crafting a villain. It points out the more common traps and pitfalls that often occur when creating a villain and offers ways to avoid them. The alignment use discussion is good, as is the chapter on archetypes. Many of the new spells are interesting but the magic items have a coolness factor all their own.

Critical Misses
Unfortunately, much of the information is campaign specific to the Kalamar world setting rather than going with a more neutral approach. However, a good GM can get around this fairly easily. The prestige classes are tied directly to Kalamar and will require some extensive work to adapt them for other worlds (some more so than others).

The chapter on lairs and strongholds, while respectable, could have gone into more depth. There are a lot of generalizations present. It would have been nice to have had a blueprint sample map for each lair type (stronghold castle, wilderness lair, underground or sewer location).

The anti-feat concept, while a good idea, tends to be unbalanced. The disadvantages acquired are often more debilitating than the benefits gained by the bonus feat because of the two for one rule. On the other hand, some anti-feats like the item creationones offer no real penalty if your character never plans to craft an item.

Coup de Grace
All in all, Villain Design Handbook is a good resource for GMs. There are several excellent tools for developing good villains that will live on in your campaign world. The suggestions and tips help GMs avoid many villain retreads and the repetitous "I'm going to take over the world" raving villain. It has no open content since Kenzer has licensed the D&D rules and therefore, does not fall under the OGL. It really is a GM only resource book that will not benefit players, in general. Despite its faults, this is a book worth having and I do recommend it.

To see the graded evaluation of this product and to leave comments, go to The Critic's Corner at www.d20zines.com.
 

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