Home Post new thread What's new Latest activity Authors. Wiki Pages Latest activity. Resources Latest reviews Search resources. EN Publishing. Log in Register.
|Published (Last):||19 November 2015|
|PDF File Size:||11.96 Mb|
|ePub File Size:||14.20 Mb|
|Price:||Free* [*Free Regsitration Required]|
The introduction contains an intelligent discussion on the merits and flaws of having half-breeds in your campaign world. Each half-bred race introduced by the book has an introduction which explains why or how the half-bred race came into being divine magic, polymorph spell, sexual compatibility, etc , a nicely written description which accompanies excellent artwork for each , plenty of information on the racial demeanor, typical backgrounds for members of the race and their role as adventurers.
The stats include favoured class often the first thing forgotten by third party publishers and level adjustment notes for powerful half-breeds. No one will call the houri half elf, half nymph , piper half halfling, half satyr , or trixie half gnome, half pixie freaky though.
I already look out for the name Macbin on books chiefly thanks to Spaceship Zero. The Specific Half-Breed chapter is about half of the book.
That means a level one Wyrd is about equal to a level 7 "normal" character. One of the reasons your players will read the book and opine "Cool! The good news for the GM is that all these ELs are nicely summarised in tables at the back of the book along with other charts. The most important thing, in my mind, in the Specific Half-Breed chapter is that, again and again, I found myself thinking o O "Yes, I can see that half-breed in play.
I can use that. This is an important success. The summary tables at the back and the high Effective Levels are just two symptoms of this. The templates cater to the stranger of the half-breeds differentiating between half-bred and crossbred, even. I scoffed at the half-elemental too and then read it. The making your own half-breed chapter can be rather succinctly summarised as "use your best judgement.
Bastards and Bloodlines offers up some help, some guidance and then swiftly moves on. Buy the book for the specific half-breeds, the templates, the new magic rules, prestige classes and feats — but not for the making your own half-breed rules. There are new feats and prestige classes in Bastards. These feats and prestige classes are undeniably best suited to half-breeds. The premise is simple; you have to have the right heritage to cast the spell.
A great GM tool to boot. Bastards and Bloodlines is a rare thing. Apples and Oranges. EA: Crossbreeding is about wizard PCs putting together crossbred creatures, Bastards and Bloodlines is about playable character races. JoeGKushner First Post.
The work of Owen K. Stephens isn't unknown on the net. How does the actual book hold out in play though? It gets off to a good start with some ideas on how and why to incorporate these new races into the campaign, as well as some ideas on how to model a new campaign based off the strangeness of the races presented here.
The majority of the book is dedicated to providing us with new half breed races. Each race starts off with name, parent races, size, common information, appearance, demeanor, background, adventurers, and ends with racial traits. Most of these headings are self explanatory. Adventurers provides a paragraph or two about how these characters might start their adventuring career and how they fit into a regular party.
The racial traits include the stat modifications, size, base speed, special abilities, favored class, and level adjustment. Special abilities are fairly standard in most casses like racial bonuses to skill checks or minor spell like abilities as a free action. The breakdown happens at higher levels. Because all of the races here are 1 HD races, unlike Ogres, Trolls, and Bugbears who get bonus hit points, feats, and skill points, the creatures are perhaps a little too easy to kill.
Take the Jovians. Game Masters might want to add some base hit points and abilities to these creatures. Not necessarily a bad thing, but when the author does templates like half-titans, they get a CR rating and a Level Adjustment.
Rarely is this number the same. Big difference in the experience awarded for killing the creature and for one trying to gain levels. The book doesn't just focus on templates and races though. We also get ideas on how to make our own half breeds with advice on advancing challenge ratings and level adjustment factors, as well how how to determine if a race is suitable for players. Those looking for more mechanical crunch will enjoy the bloodline feats. Most often these act to augment part of a being's natural arsenal like bite or claws or to grant the character the abilities of one of his parent races like Elven Senses.
Those looking for prestige classes to truly make their characters different have more options here. The Autarkic is a survivor with abilities geared towards avoiding being hit and the hit points to survive being hit. The Brood Sorcerer blend their heritage towards new abilities in the field of magic and get brood powers every other level. These abilities function as metamagic feats. The Brood Champion, a leader whose abilities with her natural heritage makes them dangerous combatants are the opposite of the Changeling who seeks strength in having numerous forms.
While the section on spells and magic items isn't vast, it does provide new options. The Blood Spells require the caster to have a specific ability or heritage and add a nice touch to the game without being overbalanced. The weapon properties include Angered, an orc property, that provides a bonus to strength and constitution when in a barbarian rage to Strafing, a halfling property that allows the thrown weapon to utilize the full attack action.
Editing is good as is the use of white space. Layout is standard two-column. What makes the book are the visuals. James Ryman, Toren Atkinson and Julian Allen don't provide a single bad or even 'okay' piece of work.
Those looking for new options that weren't satisfied by the Book of Templates should definitely consider this book in their quest. Simon Collins Explorer. This is not a playtest review. Font and margins are fairly standard, though the font used for titles and subtitles takes the equivalent of two or three standard lines. There is little wasted space one ad at the back.
As the back cover proclaims, the art is very evocative, and the various half-breeds are all illustrated alongside the text sections. The writing style is engaging, and the editing generally sound. Chapter One: Halfbreeds In Your Campaign This chapter looks at the logistics behind the existence of more half-breeds than just half-orcs and half-elves. Further discussion looks at the role of the half-breed in society and offers a dozen or so roleplaying archetypes e.
Unlike Mongoose's archetypes, these have no game-related advantages or disadvantages. Chapter Two: Specific Half-Breeds This chapter offers twenty-eight specific half-breeds and includes information on appearance, demeanour, background, suggestions for why these half-breeds might be found adventuring, and game rules for racial traits including favoured class and level adjustment.
All of them are based on at least one humanoid parent. A set of tables at the beginning of the chapter summarises ECL, Ability adjustments, parents' races, lifespans, and height and weight. Chapter Three: Making More Crossbreeds Most of this chapter uses templates to create such crossbreeds as half-beholders, half-doppelgangers, half-vampires, and half-elementals. The remainder of the chapter gives advice on designing your own half-breeds, discussing the differences in outcome between using the template system as this book does or an averaging of stats which Mongoose's 'Crossbreeding' product does.
The advice mainly centres on template design with a few generalised paragraphs on melding creature's stats. Chapter Four: Using The Blood This chapter begins with a range of bloodline feats - feats that are usually taken at 1st level and are only available to certain races.
D&d 3.5 Bastards And Bloodline.pdf
Or, if he doesn't mind a totally mediocre anime, he could try Demonbane, which is literally Lovecraftian robots. Seconding Getter Armageddon and Gunbuster, though. Only when a halfling wizard heroically sacrificed himself by merging with the Overwhale were they stopped. Unfortunately, this has created a horrifying monstrosity that looks like a small whale, but with hands instead of fins, and their skin is human toned. They are constantly torn between their desire to explore and their desire to commit genocide. When their blood mixes, it creates the Ice Burn, a troubled outcast of the planes who seeks only to be loved. They can shoot burning ice or cold fire, depending on the sex of their parent.
Bastards & Bloodlines
There are lots of game rules for new half-bred races, a new type of magic and plenty of templates. Despite all the numbers and dice in the pages the book is pleasant and easy to read. The introduction contains an intelligent discussion on the merits and flaws of having half-breeds in your campaign world. Each half-bred race introduced by the book has an introduction which explains why or how the half-bred race came into being divine magic, polymorph spell, sexual compatibility, etc , a nicely written description which accompanies excellent artwork for each , plenty of information on the racial demeanor, typical backgrounds for members of the race and their role as adventurers. The stats include favoured class often the first thing forgotten by third party publishers and level adjustment notes for powerful half-breeds.