It Came From the Stars Campaign Guide
Full
disclosure: I was a patron of this kickstarter, but I did not contribute
anything to this book. When this review refers to the dead tree version, I mean
by that the limited edition full color hard-cover. It should also be mentioned
that this kickstarter massively over-delivered, providing MUCH more content
than was promised.
The pdf of
this massive book is 135 pages long, 1 page front cover, 1 page editorial, 1
page ToC, 1 page SRD, leaving us with a whopping 131 pages of content, so let's
take a look, shall we?
We kick
this pdf off with player-races that set an appropriately weird theme for the
whole book, first of which would be Amoebians. Yes. Humanoid one-cell
protoplasm amoebians. As a player race. Awesome! Mechanically, they get +2 to Str
and Con, -2 to Dex and Wis, slow speed, low-light vision, have a reach of 10
feet due to their elastic membranes, can squeeze through very small spaces, +2
to grapple-CMB and escape artist checks and DR 1/-. They do pay these powerful
basic abilities with a vulnerability versus slashing damage, though, which
deals an additional +50% damage - OUCH! Overall these should make for weird,
yet balanced options - kudos!
The second
new race would be the enlightened - essentially the book's take on the Grey.
They get +2 to Dex and Int, -2 to Con and Cha, normal speed, low-light vision,
+2 to a knowledge-skill of their choice, are mute (and thus cast spells as if
modified by the silent spell feat sans level increase), telepathy of 5ft. per
level and may 1/day enter a state of hyper-evolution, turning into incorporeal
pure thought for int-mod rounds. While in this state, they get +2 to Int and
may 1/round cast levitate and mage hand at CL equal to class level,
adding fly and telekinesis to this arsenal at 10th level.
The
Star-touched are the descendants of one of the conquests of the aggressive
interstellar magnetar-race (more on that one later) and have since developed a
highly militaristic society under the auspice of their creators/masters. They
get +2 to Cha, -2 to Int and Wis, darkvision 60 ft. +2 to Craft (armor) or
Profession (soldier), a magnetic deflection-shield of +2 to AC versus metal
weaponry, resistance 5 against either fire, cold or electricity and may 1/day
unleash a 30 ft-ranged-touch plasma bolt dealing 1d6+1 for every 2 character
levels damage which consists half of fire and half of electricity. Generally,
plasma always deals half electricity and half fire damage, should you be not
familiar with this convention - hence, while the book always specifies this, I
won't - when this review from here on refers to "plasma", you'll know
what I mean.
The final
"regular" (as if this term could be applied to any race herein) new
race would be the Tachoid: These beings are alien self-replicating robots that
have travelled back through time to escape the heat-death of the universe,
hence experiencing time in a nonlinear fashion, making for truly interesting
challenges for dedicated roleplayers out there. Tachoids get +2 to Int and Wis,
- 2 Cha and Str, darkvision 60 ft., can't be flanked, get +2 to Knowledge
(history), +2 to initiative and Tachoids of Wis 11 or higher, they also may use
augury 1/day as a spell-like ability.
They also get resistance 5 and whenever you take cold damage, you get +2 to Int
and Dex for 1d3 rounds, but take +50% damage from electricity attacks. Again -
balanced race with interesting mechanics to back them up - but speaking of
interesting mechanics. Next up would be the most complex options.
Coalescent
characters get no modifications to any of their attributes in humanoid form -
and then there's the second form: The swarm. Yes, this race allows you to play
a sentient, hive-mind-swarm of diminutive creatures. In swarm-form, str is
decreased by -12 to a minimum of 3. Coalescent characters have slow speed, are
aberrations and, since swarms are rather unique and powerful, also get a
10-level racial paragon class to properly develop their abilities. At 1st
level, this class is mandatory, offering basic swarm abilities like distraction
(with the dazzled condition) and learn to switch into your humanoid form,
netting you 30 ft. speed and at least the option to pass off as something akin
to a humanoid. Coalescing requires a check of d20+character level+ con-mod
versus DC 10, with each consecutive minute requiring a DC 10+1 per number of
previous checks coalesce-check to maintain the illusion of (relative) normalcy
- while this may seem beneficial at first or like a minor thing, it actually
makes for a very powerful limiting factor to the coalescent character's power.
The racial paragon-class get 3/4
BAB-progression, good will-saves, d8, 4+Int skills per level, no proficiency in
armor and shields (which you may only use in humanoid form) and only
proficiency with simple weapons. They get 1d6 swarm damage at 1st level and
increase said damage by +1d6 on every odd level. Conversely, on every even
level, starting with the second, they get +2 to Dex. Also on every odd level,
the distraction ability increases in power, increasing the negative condition
imparted of up to "stunned" at 9th level. Now unlike regular
diminutive swarms, coalescent characters are not immune to weapon damage,
instead gaining DR equal to level, up to DR 10/- instead when in swarm form.
Now over the levels, the coalescent swarm may learn new modes of movement,
learn to exclude allies from your swarm damage or similar defensive tricks and
increase your swarm damage via energy damage, make your attacks count as
magical and even heal via your attacks. And yes, learning to cast while in swarm-form
is also one of the options the coalescent may learn. Highly complex and yet
balanced, this race is perhaps my favorite among the cool new ones, offering
for a thoroughly unique playing experience indeed - how can this one be
balanced, you ask? Well, as a swarm, the coalescent is never treated as one
creature as a target - this excludes them from receiving most forms of magical
healing and buff-spells, requiring wholly new tactics - a unique drawback and
one that will provide a complex change of pace.
Next up
would be the new classes, starting off with the Moon Child. The Moon Child gets
d6, 2+Int skills per level, proficiency with simple weapons, 1/2
BAB-progression, good will-saves and full prepared int-based spellcasting of up
to 9th level. Unlike wizards, though, spellcasting for moon children is less
flexible and not determined by spellbooks, but instead by so-called houses.
These net access to a list of spells that become available to the moon child
upon choosing it. At 4th level and every 4 levels after that, moon children get
an additional house. Each house also allows moon children to learn
sorc/wiz-spells of certain descriptors. 5 sample houses are provided, with the
final two one being in the extra-pdf - something to be aware of. Each house
also nets access to a so-called sign, which offers a passive bonus that scales
up over the levels. Each house also nets access to 4 different so-called
aspects - an aspect is chosen at 2nd level and at every even level after that
from among the houses available to the moon child. At 10th level, these lists
are expanded by 4 advanced aspects per house and finally, at 20th level, each
house offers one exalted aspect as a kind of capstone to choose from. Bestowing
false bravado (the target thinks it receives only half damage) to adding cold
damage to your spells or creating singularity shield (which may increase
encumbrance of targets - cool mechanic!), the respective aspects are rather
cool - and yes, there is the house of the Starry Eye, which allows you to impart random insanities on foes or strike foes with
a mutating curse that changes each day... The moon child also gets a so-called
hungry shadow as a familiar and an additional such shadow at 9th and 17th level
- essentially, your shadows are weaker familiars, but you get more of them. All
in all, a more than solid base-class with some delightfully lovecraftian/weird
options. It should also be noted that a sidebox in one of the adventures
mentions that aspects can be influenced via feats as if they were hexes.
The second
new class provided herein would be the Starseed, who gets d10, 6+Int skills per
level, full BAB-progression, good fort and will-saves, proficiency with simple
and martial weapons and small and medium armor and 4 levels of prepared spellcasting
via Int at 4th level. Now the central mechanics would be Psychic Tendril - this is treated as a melee weapon with a
range of 60 ft (!!!) that deals 1d6+cha-mod, crit-range 20/x2. Psychic Tendrils
may be used versus adjacent foes and are treated as ranged weapons when determining cover and it requires somatic
components to be wielded and is treated as a light weapon. When using these
tendrils, starseeds use cha instead of str to determine atk and damage and may
even undertake str-checks via cha instead. Manifesting one or two of the
tendrils takes a standard action - if two are manifested, two-weapon fighting
rules apply and tendrils can be wielded as either primary or secondary weapons
in addition to regular ones. They also utilize cha to calculate CMB when
attacking, but (and that is important!) NOT CMD. Furthermore, the tendrils do
have a weakness - sundering. With only 5 hp and a 20% miss chance, but no
hardness and a reform duration of 1 minute, one well-versed in sundering can
easily take them down. What's a bit of a pity is that the ability does not
specify whether tendrils can eb disarmed, though logically I assume they can't
be. Now where things get even more interesting regarding this very unique class
feature would be at 2nd level - starting
then, they qualify for both being treated as ranged and melee weapons for the
purpose of feats, but not as a specific weapon - which would preclude you from
taking e.g. Weapon Focus, Rapid Reload or any form of unarmed attack with them.
Now it is here I expected the rules-language to stumble and it didn't - you
either can make them benefit from feats based on melee weapons OR from feats
based on ranged weapons, but not both - interesting indeed, since it allows for
very distinct, different fighting styles. Deadly Dance also offers bonus feats
throughout the levels, but only as long as you wear light or medium armor or
none.
Starseeds
also get a Void Pool (and no, it's not the 3.X L5R Void Pool) at 3rd level
equal to 1/2 class level + cha-mod. These points can be used to make your
tendrils invisible for a round, enhance will-saves, negate temporarily being
flanked and also provide passive benefits as long as you at least have one
left. (There also is an instance of two blank spaces missing between words in
the text, but the glitch shouldn't deter from understanding the rules.) Void
Pools stack, if multiple pools are available (e.g. via the extra pdf's
Untouchable), though having no points left should be avoided (haha) - the
repercussion would be a negative level that can only be removed via rest. Now
where my OP-radar first went off with a loud bang would be at 4th level -
starting this level, tendrils can be used to execute combat maneuvers. Ranged
combat maneuvers. Now usually I'd be breaking off on a tangent how broken they
are - but here, that doesn't really apply. Why? Because the balancing factor of
maneuvers would be AoOs - and since most maneuvers require melee attacks,
tendrils are treated as melee weapons for maneuvers - I.e. they still provoke
AoOs and the tendrils are fragile - making for an interesting balancing factor
in addition to the limited 60 ft. range.
At 5th level
At 7th
level and every two levels after that, starseeds may choose from 12 different
talents (called Void Insights here), which allow you to either use void points
to negate fire or cold damage or increase e.g. tendril damage to 1d12 damage.
Also interesting mechanics-wise - there is a talent that allows you to rerolls
of mind-affecting effects when your void pool is empty. Another talent allows
you to utilize disable device and sleight of hand via your tendrils - sans
cost. There is quite some variability here and the respective talents are
rather cool - though pressure wave is a bit overpowered - for 1 void point, it
can prevent all foes within tendril range. from closing any distance toward you
- no save, no CMD-check, no scaling, flat-out, no save. That particular insight
requires a hard hitting with the nerfbat. Worse, for 3 points, you can execute
a combat maneuver versus all foes within range - and that makes for an even
more broken and jarring ability in an otherwise more than solid execution of a
complex, cool and highly imaginative class.
We also get
new archetypes, first of which would be the Manyskins Dancer for the Druid (or
any other wildshaping class): These druids gain 5 times the allotment of wild
shapes, but the wildshape lasts only 10 min/level. As a further balancing
feature of the archetype, failure to spend time in your base form may result in
the temporary loss of proficiencies, languages and penalized skills - a cool
archetype that can be easily used to supplement other archetypes for a more
fluid shapechanging experience with a cool balancing factor. The second
archetype would be the Symbiote-Synthesist for the summoner. The name is
already a hint - this archetype endeavors to refine and modify the
Synthesist-summoner - which introduces some balancing factors to the otherwise
OP archetype that introduces a separate alignment (of the player's choosing) to
the eidolon and makes the fused amalgam of both count as both outsider and
aberration - a subtle, not crippling weakness and increased roleplaying
potential make this take on the archetype superior, if not 100% fixed, then
vastly improved version of the archetype.
Now almost
all crunch-books add new feats to the fray - It came from the Stars also has
new feats, but goes a very interesting way by introducing [Symbiote]-feats.
Symbiote feats are broken down in 3 categories, minor, medium and major
symbiote feats. An unlimited amount of minor symbiote feats can be taken
without any adverse effects and they are required to gain access to the more
powerful medium and major symbiote feats. Taking medium symbiote-feats might
result in temporary blackouts and major symbiote feats offer the most
significant benefits, but also the most pronounced effects regarding the
symbiote's power. Now, I've mentioned blackouts: Each Symbiote-feat comes with
a symbiote point score. Once per month, a character need to make a will-save
versus 10+ number of symbiote points acquired to prevent a blackout that lasts
for 1d8 hours - somewhat akin to experiencing lycanthropy. Those that take
major symbiote feats instead need to make such a save once per week. Due to the
VERY limited amount of time lost and the storytelling potential, these
symbiotes work not only mechanically well, but also fluff-wise. Whether for
NPCs or players who enjoy a slew of the bizarre - poisonous sprays, tentacles,
clusters of eyeballs on the major side and subtle bonuses (or e.g. green
photosynthetic skin!) on the minor side - symbiotes work for everyone and )I
hope we'll get more symbiote-feats in future installments/pdfs. We also get 6
new spells, some of which use gravity and temporary increases of encumbrance to
their benefits. We also get a void suit as a "vehicle", which can be
used to navigate the airless, soundless void and upgraded with gravity boots
and similar enhancements - and if you need some ideas on what to do with suits
like this, take a look at the Dead Space-series...
We also are
introduced to 9 so-called void-tech items - thankfully in line with magic item
creation allow you to bend space to threat spaces, improve your psychic
tendrils or utilize gloves for gravitation manipulation, negate some falling
distance or reposition foes with gravitational whips, store void points or
unleash plasma bursts.
Thus end
the Player's section of the book - hence, with the gamemaster-section following
now, the SPOILERS reign. potential players should definitely skip to the
conclusion.
All right,
still here?
We kick off
this chapter with the one resource that, at least in my opinion, trumps any
other component in roleplaying games and fiction-writing per se: Ideas. To be
more precise: Prospective DMs are introduced to a veritable treasure-trove of
ideas for planets that could have come from science-fiction literature (with
silicate-based lifeforms, for example!) up to those simply WEIRD: What about a
planet with sentient clouds following you around, for example? Narrow habitable
zones due to multiple suns/slow rotation (Hello, Twinsun! Anyone played that
one?) go hand in hand with morgueworlds and from aficionados of hard scifi to
those just embracing the concept-wise weird, we get more ideas in a scarce few
pages than one usually encounters in whole campaign settings. Yes, that
enriching. For me, this small section proved to be more inspiring than just
about every other book I've read this year so far. What about e.g.
monochromatic planets that feature a caste or predators that prey on colors?
There are WHOLE CAMPAIGNS worth of ideas contained within these pages - even
before we are introduced to hazards like crystal storms, semi-sentient and
deadly solar flare birds and yes...time warps. Let's do the time warp
again -and go!
Now as some
of you may know, the disaster-book "When the Sky Falls" is probably
my favorite 3.X-book - and thankfully, we get full-blown disasters here as
well, all of which could spark whole campaigns or books: From varied Auroras to
Lunar Changes, Space Debris, Radiation (yes, including gamma radiation
sickness) to solar changes and solar flares (which may greatly influence how
magic works via a large table), the disasters here are GLORIOUS. My only gripe
is that they all demand to be used, nay, expanded into massive books of their
own- This section, once again, had me glued to each and every page.
Of course,
we also get a bestiary of new creatures, each of which comes with a glorious
full color artwork - from the organized, warlike stellar fey, the Astreid to
Space Remoras and 6 variants of elder ooze (which can absorb creatures and
grow, becoming much more deadly - best take on the space-blob I've seen so far
since it comes with a significant amount of absorbed special abilities
depending on its prey...) to the Magnetars, which probably are one of the true
signature enemies of this book: Magnetars are militaristic, intelligent
elementals that get their own subcategory and armor training as well as the
option to add plasma damage to their attacks and manipulate gravity. Magnetars
are extremely dense fragments of stars that clad themselves in armored shells
of various forms, allowing for maximum customizability in their aesthetic
depiction. The Magnetars offered range from CR 1 to 9 and come with two
statblocks each, one for the armored and one for the unarmored version - and
all are awesome and on par with classic, iconic monsters like beholders or
illithids. Yes, I consider them that cool. But even the other monsters rock -
take the memory-consuming mnemovores, clad in illusions, which make for deadly
kidnappers that keep their prey alive while draining their very personalities
away. Or the mockings - intelligent interstellar mushrooms that can create
duplicates of the creature sin contact with their spores, generating deadly
mockeries of what they consumed, all obsessed with spreading their brand of
life - until they encompass all. And then there are the Star Beasts -
interstellar dragons (like the one you can see on the cover) bred on dead stars
and accompanying supernovas and the like, each of them has unique properties
and personalities, though all are frightening indeed - from the CR 12
Betelgeuse to the CR 20 Wormwood, all have different unique qualities and ideas
for 7 others are given. I love their concept, though personally, I'll upgrade
them - as written, their crunch doesn't live up in deadliness to their
awe-inspiring background. Still - one glorious bestiary!
And then
we're off to new adventures, first of which would be Colin McComb's
"Hearts and Minds". Yes. the Colin McComb. And you'll see FAST upon
reading this adventure why he is gushed about. Now the basic premise has been
seen in CoC, for example: A particularly fertile area (lavishly mapped with and
without keys in gorgeous full color in Paizo-level quality) has recently seen
archeological activity and cattle disappearances. And that is about all the PCs
need to know to kick off - they are depicted in STAGGERING detail, not
regarding statblocks, but regarding personalities, developments and characters.
As a true investigative sandbox, structure-wise, the whole area goes through
escalating stages of weirdness that can be implemented by the DM as s/he sees
fit: The archeologists have become thrall to a world-devouring crystalline
entity seeking to expand its consciousness into the world by drinking the
lifeblood of sentient beings via an immobile crystalline array. With each
sacrifice, the strange influence and mind-control the entity exerts grows
through the vale, with more and more falling under the being's control. The
local sect of weirdoes make for a thankful red herring and in the end, player
characters may even succeed in this module without killing a single being - as
they should. Slaying enslaved innocents is not a heroic thing to do. This
module is, in one word Extraordinary. Detailed, legendary, awesome and not only
fun in PFRPG, but also awesome in just about every other rule-set, this
intelligent investigation is simply glorious both to read and run - and sets
the bar extremely high, proving that intelligent horror works just as well in
Pathfinder as in other rules-systems.
Well, let's
just say that master of the macabre Richard Pett takes up the gauntlet and
delivers with his very own blend of horror: Journeying to an island, the PCs
are confronted with a mocking enclave seeking to utilize the PCs to spread
beyond the confines of their island and exterminate an insane mutant of their kind.
The mocking have completely subjugated and replaced - with the exception of a
loner hermit and a faithful dog. Defeating the dread mutant only kicks off the
inevitable, l0ooming and subtle build-up towards a wickerman (the classic
one)-like struggle for survival on an island that is strange and disquieting in
more than a couple of ways - disturbing, creepy and thoroughly estranging, this
module is more action-packed than the first, but also oh so glorious - even
among Richard Pett's oeuvre, this one stands out as one of his best. Yes. That
good.
John
Pingo's offering, the third herein, thus has some insane standards to follow -
can it live up to them? Well, let's just say that it's a different breed -
contacted by one Zephyr Star-caller, an oracle, the PCs are introduced to an
order of secretive beings, the Empyrean Bulwark. The founder of these beings
has stumbled across a crashed prison-ship that held terrible entities and
created the order as a safe-guard versus the otherwise unopposed threats from beyond
the stars, trying to safe-guard the wounded algae-like intelligence that
suffuses the ship. As soon as the PCs settle in the monastery, things start
getting ugly - fast. Alerts are sounded and the PCs will have to contend with
sabotaged teleporting platforms and alien prisoners (both of the malign and
deadly and of the desperate, but talkative), hopefully not botching: Not
stopping escaped fugitives from releasing magnetar might e.g. result in the
initiation of the ship's self-destruct sequence. Navigating Zero-G-areas,
featuring void suits and finally culminating in the PCs trying to keep a dread
creature from the Dark tapestry contained, this module is essentially a weird,
fast-paced dungeon-crawl that is a free-for all and introduces A LOT of content
from this book, all for the DM to cherry-pick for staying in the setting and
including content from the extra-pdf. Different and more conventional than the
first two modules, but full of style nevertheless.
Even on the
SRD-page, we get some adventure hooks and aforementioned beautiful maps for all
3 modules are included in both a version with letters and a key-less one to be
handed out to players.
Conclusion:
Editing and
formatting are good, though not perfect. While significant glitches are absent
from this book, small ones like a "#" for a CR, missing blank spaces
etc. can be found here and there - not many, mind you, but they stick out due
to the overall quality of this book. Layout adheres to a two-column portrait
standard in the print-version and to a 3-column landscape-standard in the
pdf-version, both of which come in GORGEOUS full-color, or at least my
hardcover (no 21 of 100, btw.) does. The pdf comes excessively bookmarked and
the hardcover comes with thick, high-quality paper and good binding. Layout
adheres to a glorious full-color standard and the book is FULL of original
pieces of full color artwork - more so than in almost any comparable book I've seen
and while I admit to at first needing to get accustomed to the unique graphic
vision here, it grew from "jarring" to "wouldn't want it any
other way" over my lecture of the book. More impressively than the
distinct and courageous graphic vision, "It came from the Stars"
massively over-delivered regarding page-count and actually...well. Delivers.
The
player's section manages to astound me with unique races that actually offer
intriguing balancing-mechanisms for their distinct and lien abilities that set
them apart beyond fluff and mirror their alien powers in their crunch. The two
new classes follow this lead: Whereas the Moon Child is relatively
conservative, the Starseed is ambitious in the extreme and while it does have
its own minor issues and rough edges, it is an iconic concept that in my playtest
proved to be rather exciting, yet not overpowered to play - thanks to the
distinct Achilles heel integrated into the design. The symbiote-feats are
glorious and the archetypes offered provide great roleplaying experiences.
Indeed,
that's what this book is all about - wonder, excitement, roleplaying. This is
about flirting with the Other, with the Uncanny, the Alien. It came from the
Stars" could have taken ideas from other more out there supplements and e.g.
expand meteorite impact-rules, as updated by Rite publishing or take ideas from
Louis Porter Jr. Design's NeoExodus-setting (LPJr joined this book by the
way...) - instead, the creative team around Zombie Sky/Broken Eye mastermind
Scott Gable went one step further - when I was done with the Player's section,
my mind was abask with possibilities, to quote Garth Marenghi (kudos if you get
the reference), reeling with ideas to integrate this content into my campaign.
And then
the DM-section hit - the ideas herein are mind-boggling, versatile and quite
simply superb. The bestiary offers various signature abilities and features not
a single filler beastie. The hazards and planet-ideas contain literally years
of campaign-ideas and the 3 modules...are stellar, one and all, excellent
offerings, each in their own distinct way. I feel like I've been launched into
outer space. And yes, there are minor glitches here and there -but you know
what? I don't care. I have almost NEVER, in my whole career, not only as a reviewer,
but as a roleplayer, read a book that blew me away like this one did.
Roleplaying is a game of ideas supplemented by math and a codified language to
me and this book is so rich in ideas it boggles the mind. This book (get it in
hardcover if you can!) may be a small step forward for the designers, but for
the cosmos of a reader's ideas, it's a huge step forward. If I could, I'd
immediately rate this 6 stars, but since I can't, I'll instead settle on a
final verdict of 5 stars + seal of approval.
One final
note, if I may: Get the extra-pdf as well - the Moon Child practically requires
it, which is a slightly unfortunate caveat.
You can get this superb campaign book here on OBS and here on d20pfsrd.com's shop!
It Came From the Stars Extras
The
Extra-pdf for "It Came From the Stars" is 34 pages long, 1 page front
cover, 1 page editorial, 1 page ToC, 1 page SRD, leaving us with exactly 30
pages of content, so let's take a look, shall we?
We kick
this off with a new base-class, the Untouchable, who gets d8, 4+Int skills per
level, no armor or weapon proficiency,3/4 BAB-progression, up to +5 AC, CMB and
CMD while unarmored and unencumbered and have all good saves. Being touched by
the weirdness, the Untouchable is surrounded by a nimbus that provides
torch-like illumination and negates your need to eat, but also makes it
impossible to trigger, ingest or gain any benefit from a magical item that you
must hold or wear and can't make direct attacks versus foes, including AoOs -
no spellcasting with attacks rolls, no unarmed strikes, but you do count as
having Improved Unarmed Strikes for feat prerequisites. With the class being
prohibited from making any attacks, the class needs another feature - the
extraordinary ability Revanche. Revanche uses Dex instead of Str, but otherwise
is handled like regular attacks, including rules for iterative attacks etc. If
you have revanche attacks remaining, you may 1/round as an immediate action
attempt to parry an attack versus you or an adjacent target - if your attack
surpasses that of the incoming attack, you manage to deflect it. At 11th level,
you may even thus parry spells and spell-like abilities requiring attack rolls.
Furthermore, you may attempt to deflect an attack thus parried to the originator
or another adjacent source via your revanche attack -this follows the formula of immediate
actions without explicitly being one - a concept that might take a bit to wrap
your mind around. Alternatively, you may also execute a combat maneuver in lieu
of your regular revanche attack. Executing more than one revanche attack per
round counts as a full-round action.
In order to
make proper use of this ability, the Untouchable learns to execute an
additional move action per round, which would make this class grossly
unbalanced when multiclassing - thanks to the compulsory nimbus, this pitfall
is averted, though. At 2nd level, the Untouchable learn to provoke AoOs on a
failed save, also imposing increasing penalties on the target. At 3rd level,
instead of regular revanche-attacks, you may CMB your adversaries with meteor
swarms as a result of being attacked, resulting in a devastating throw that
deals damage that scales up to 10d6 on 19th level and you also learn to execute
a 5-foot step in lieu of a revanche attack or swap places with an ally as a
move action. At 4th level, the Untouchable also gets a void pool similar to the
starseed, though one that is more defensively inclined, offering a 50%
mischance [sic!] for one round or temporarily increase AC and skills. Like the
starseed, expending the final point results in a negative level. Also at 4th
level, class level instead of BAB is used for CMB and CMD. At 6th level,
redirecting ranged attacks becomes possible (with scaling ranges throughout the
levels). You can also clad yourself in an either cold or fire damage-based aura
by expending void points or grant yourself scaling DR. At higher levels, you
may turn invisible or suppress sound and at 16th level, you may even extend
your evasion to your allies - or make foes more susceptible to failed saves - a
kind of anti-evasion, if you will. Have I mentioned the level 18 ability to
create a singularity to pull foes towards the Untouchable?
After this
extremely uncommon class, we are introduced to 2 new Moon Child houses, the
House of the Flaring Sun and the House of the Hidden Moon - Sculpting frozen
light and using holograms/illusions or creating a limited clone of yourself
(e.g. for spying purposes) and similar stealth-associated abilities - now added
to the arsenal of the Moon Child.
We also get
new archetypes, with the summoner now being able to become the "Mouth of
Mad Ruin" - tapping into the cancerous ruin of a vanquished, desolate
reality beyond our perception, these summoners may 3+Cha-mod times per day tap into
this broken reality to enhance their
eidolon - at a risk that potentially even may kill the summoner, but also offer
vastly powerful benefits -a risky gambit
for fans of chaos magic, if one that could have used more entries than the 15
on a d20-table provided. Druids may now opt to become Doorways to the Howling
Other - and oh boy, I love them - suffused by an elder star's seed and nature,
these druids can no longer be healed by regular means other than their own
healing and, when utilizing their abilities to heal the wounded, these beings
are tainted temporarily by mutations, More importantly, summoned creatures are
further enhanced by new abilities from a selection of unnatural adaption
effects that reflect the creature's otherworldly alienness. Full of
story-telling potential...
We also get
a new trait with "Erupting Flesh Mastery" for the
Symbiote-Synthesist-summoner: The trait allows the compound creature to be
treated as a variety of creatures in addition to counting as outsider and
aberration, whereas the second option may force you to summon your eidolon - as
a benefit for either of these drawbacks, the summoner may call his eidolon
+1/day as a move action.
Next up
would be 3 new feats, one that unlocks a slot for untouchables to use either one
type of wondrous item or potions. The second feat allows the new Druids that
act as doorways to alien vistas to add an additional unnatural adaption-benefit
to their summons and one that nets +2 to Craft (void Tech) - since the skill
has never been introduced and only acts as a substitute for
Crafting-feat-prerequisites, this one is filler at best and not up to the
coolness prevalent in the rest of the pdf. 3 new major symbiote feats are
included as well, allowing for a detachable symbiote familiar, wings or an
extra head with an additional bite attack, should you already have one.
5 new
spells allow rangers to strike down foes with added gravity added upon impact
and others to conjure forth zones of frigid vacuum or summon alien parasites.
Net Throwers, Rock Shooters, the new materials (frozen light and void metal), 4
new magical weapon qualities as well as 4 new void tech items furthermore await
your perusal.
Gamemasters
also get more tools - from ideas for Battleworlds, domed planets, worlds where
flight is common, we get even more glorious ideas to develop adventures around
than the basic book offered. Beyond that, we also get 4 different alien flora
and fauna hazards - constricting mold, living ice, insects that consume your
brain and take over with hiveminds or hallucinogenic pollen releasing plants
make for neat hazards to add to your array.
The bestiary also offers some interesting new critters with the CR 4
asteroid-eater swarm that survives the void with asteroids to the 5 types of
falling star fey (spanning CR 2 to 15), fey bonded to a star and glistening in
their star's fire. Finally, we get the CR 19 Deadstar Golem, crafted from the
superdense core of a white dwarf - an engine of destruction that will put
adamantine golems to shame and is surrounded by a gravity well.
Conclusion:
Editing and
formatting are good, though not perfect - I noticed some minor glitches, though
none that kept me from properly appreciating this pdf. Layout adheres to the
glorious 3-column landscape standard in full color used in the main book. The
pdf comes fully bookmarked and, as a first for any
"web-enhancement"-style pdf, this one is full of awesome original
pieces of full color artwork - among others, original pieces for the new class,
some items and one for every new creature - kudos! On the down-side regarding
layout would be the tendency to leave 2/3 of a page empty at the end of a
chapter.
I'm not a
big fan of the fact that the 2 houses of the Moon Child had to be delegated to
this pdf, but seeing their quality, I won't complain here. The archetypes are
cool, as are the other tidbits herein. Now the Untouchable...is perhaps the
strangest class I've reviewed so far
-complex, strange and VERY specific, it is definitely not for everyone
with its weird restrictions and uncommon mechanics. that being said, I really,
really like the execution - but there is one major issue I see with its
design -it's terribly linear, more so
than even the starseed and I wish it had codified its abilities in a way that
allows for more active decisions of the player. That being said, it still is a
thoroughly innovative class that dares to offer something rather radical and
that is something I can get behind - while not for everyone, it will be
exceedingly fun to play for mechanically versed players.
The
creatures and ideas herein are cool one and all - and in any other context, I'd
probably be gushing about this pdf. When taken back to back to "It came
from the Stars", this pdf feels like the B-side: Good, if a bit
experimental, it enhances its base product, but doesn't reach the abject level
of awesomeness of the base book. That out of the way, it should be noted,
though, that this raises the bar regarding expansion-books of bigger/patronage
projects, offering great artwork and production values. This pdf should be
considered the mandatory expansion of the main book - you want to have this as
well and it in the end, offers a lot of bang for your bucks. My final verdict
hence will clock in at 4.5 stars + seal of approval, rounded down to 4 - Note,
though: It should be used in conjunction with the main book, as an extension
and really, as part of it - If you do get both, just take this as the expansion
that further improves your overall experience -
may there be more "Weird Cycle"-books soon!
You can get this pdf here on OBS!
Thanks for reading my ramblings,
Endzeitgeist
out.
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