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The Auspician's Handbook $4.99
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The Auspician's Handbook
Publisher: Drop Dead Studios
by Thilo G. [Featured Reviewer]
Date Added: 03/21/2019 08:27:59

An Endzeitgeist.com review

This installment of the Spheres of Power-expansion books clocks in at 40 pages, 1 page front cover, 1 page editorial, 1 page ToC, 4 pages of SRD, 1 page back cover, leaving us with 32 pages of content, so let’s take a look!

So, the Fate-sphere expansion – what does it offer? First of all, it should be noted that the GM advice chapter provides some advice on material that is supposed to have the curse descriptor. If you wish to add alignment descriptors to your Spheres of Power game, and advice on removing alignment, can be found. While Spheres of Power is thankfully (a huge plus, imho) less alignment-heavy than the base game, this does have a couple of more notes. Similarly, the pdf does cover hero points and their interaction with spheres of power, with the supplement offering a few feats to interact with these and the content within – the most interesting one herein blends words and hero points – more on that later.

The pdf contains 4 archetypes. The grim disciple mageknight replaces the first level talent and 2nd level mystic combat with the Fate Sphere and a bonus curse talent, as well as the neutrality drawback, which may not be bought off. Stalwart and mystic defense are replaced with the option to spend a spell point to reduce the casting duration of a curse by one step, to a minimum of swift action; this improves to allowing for the use of 2 spell points for the reduction of casting time by two steps at 11th level. Instead of marked, we get casting ability modifier as a bonus to attack and damage rolls versus cursed targets.

The second archetype would be the lucky bastard unchained rogue, who gains kismet instead of evasion. This ability is measured in Charisma modifier (minimum 1) points that may be regained on natural 1s on saves, attack rolls, and has the interesting notion to make an attack a gamble – this adds a d3 to the attack roll: On a 1 of the d3, the attack deals minimum damage, on a 2 normal damage, and on a 3, the lucky bastard regains 1 kismet point. The latter ability btw. THANKFULLY has a caveat that prevents abuse via cuddly kittens. Kismet may also not be cheesed prior to combat, as it caps at Charisma modifier. The archetype gets a selection of deeds, which include a custom deed at 2nd level that can negate AoOs, allowing for skirmishing. 4th level further expands that angle, and the risk/reward theme is also exemplified by a standard action strike vs. flat-footed AC that has the chance to deal extra damage, but at the cost of potentially being disarmed. This one is a bit ill-conceived, as it doesn’t specify whether the bonus damage is multiplied on crits. That being said, kudos for catching that e.g. locked gauntlets don’t help – if you can’t drop the weapon, you instead become staggered. Higher levels provide further deeds for use with the kismet engine. All in all, an interesting one.

The ordained hunter inquisitor is a mid-caster using Wisdom, with class level + Wisdom modifier spell points and 1 magic talent per caster level attained. The archetype gets the Fate sphere instead of detect alignment and discern lies, and track is gained at first level and slightly modified. Monster lore and the judgments are replaced with a Wisdom-based variant of the kismet engine noted above, which instead ties in with the Fate sphere for the purposes of gambling for regained points. (And yes, this also has an anti-cheese caveat.) While the engine at the base of this one is thus familiar, the execution is not, for the archetype receives more than a page worth of customary deeds for use with kismet, which include superior defenses against traps, an SR that fluctuates slightly based on kismet pool points, the option to spend kismet to temporarily gain pounce (behind an appropriate level cap), and e.g. high level teleportation tracking. The archetype also comes with a cool high-level replacement for slayer, which helps pinpoint even the most elusive of quarries, and the capstone also does its job. This is a really cool and encapsulates the concept it portrays really well.

The paladin may choose to become a Parzivalian Knight, who is a low caster using Charisma, but with full level + Charisma modifier spell points. Class level is treated as caster level for consecrations and motifs from the Fate Sphere, and the class may Charisma modifier times per day ignore a general drawback when using a consecration – or employ uses of this ability to maintain or create consecrations. This gets rid of lay on hands, though. Similarly, the auras of the base class are modified to instead behave akin to consecrations, which is something I enjoy – more agenda and tactics. Instead of mercies, we have the means to activate some consecrations chosen (more unlocked at higher levels, provided they don’t have a spell point cost to create) 1/round as a free action. The archetype also gets a wildcard motif talent with a cost reduced for self-target use, and the engine actually manages to blend consecration auras and motifs really well. Surprisingly fun archetype!

There is a new arsenal trick for new special weapon qualities (not italicized properly) and class options for investigator, rogue, slayer and unchained rogue to take chance feats. There is also a mystic combat that nets you a cù-sìth black dog.

All right, I’ve already been talking about motifs– so, what are these? Talents with the (motif) tag are cast as a standard action unless otherwise noted, and usually have a range of touch. Will save is the default means to resist them, and they have a default duration of 1 hour per level, but they may be discharged as an immediate action to gain a short-term effect. Motifs don’t stack with themselves. Motifs are based on Tarot cards in style (cool!), but as a nice boon, groups preferring the Harrow deck actually get notes that provide the equivalent cards. Cool! All righty, that out of the way, let us take a look at the talent section herein, shall we? As far as words are concerned, 12 talents are provided – these allow for the use of objects as holy symbols (or to align weapons – kudos for getting the rules right here!!), and there is an interesting one that allows you to reroll, but at the cost of then being haunted by bad luck in the roll’s category. Hand me my trusty bad of kittens – this needed a threat caveat. There also is a nice forced reroll for foes that offers a buff after such a reroll. There is a word forcing targets to classify themselves, and a risky conjunction of fates that allows you to tie stats together, but at the risk of the participants. A debuff word of enmity is solid, but personally, I liked the one that allows for the cloaking of alignment. There is also a really potent one that allows you to place a curse on a weapon, which makes the attack hit automatically. A word that allows for the use of smite etc. versus targets that would usually not be eligible for such abilities is brutal.

The pdf also provides talents that affect the meta-engine, like applying two motifs at once, ranged word use, or make a consecration remain in place, or centered on an object. There also are 5 consecrations, with an aura that can grant healing (spell point cost to make the aura selective). Sounds basically like infinite healing…or does it? Nope, thankfully, the author was smart – it caps at the amount of damage taken since the last turn AND since the creation of the consecration. This is really clever as far as anti-cheese caveats go – two thumbs up! Plainly visible alignment reveals, auras that debuff targets opposed to your alignment, etc. – some fun options here!

The majority of talents are, as noted, based on Tarot cards, and these do have some interesting tricks, like granting a floating pool of insight bonus-y pool points; we have means to gain a boost to a save at the expense of the other saves, better means to work alone, and the option to discharge these for unique benefits adds another level of depth to them. These rank among my favorites here – including for example the trick to discharge the judgment motif to pinpoint all invisible creatures in close range! Or, what about preventing death by empathic transfer to allies (can’t be cheesed?) – there are a lot of neat ones here, and the motif talents are indeed a great addition to this book and the sphere.

The advanced talents are 8 this time around: Long-term consecrations, bind possessing spirits, fortify a target versus a specific death – these really tie well into concepts like preordained destinies, wyrd, etc. when focusing on flavor, and to offer potent options when not doing so. I considered all of these well-placed in the advanced options array. The book also contains two mighty level 9 incantation – petition the fates, which allows you to even prevent natural disasters from wrecking the landscape (cool!), and a brutal, if ill-labeled Ragnarok. The latter is a one-mile kill stuff burst that also calls forth demons. Yeah, don’t see the mythological resonance either. The pdf also includes the new detect divinity ritual.

Beyond these, the book has a pretty neat feat chapter, which introduces, as hinted before, the new (Chance) feats – these feats net you a kismet pool, subject to the limitations as noted before in the archetype section. Doubling healing via kismet (Affecting you as well as the target), channel/kismet synergy…some pretty cool ones, though I’m not the biggest fan of the feat that nets you an additional attack after a critical hit. If it hits, the crit threat range is increased by 1, which explicitly stacks with other critical threat range increases. On the plus side, we get a cool Admixture feat for Fate/Destruction synergy that allows you to replace a second blast with a word, and the Battle dual sphere feat is pretty badass. The book also provides two nice traits, a new casting tradition (cartomancy) and 4 sphere-specific drawbacks.

The book also features a CR 10 Cù-Sìth and the ridiculously potent Mau (mummified cat/master of fate), which clocks in at CR 20!

Conclusion: Editing and formatting are very good for the most part on both formal and rules language levels, with precious few minor nitpicks to complain about. Layout adheres to the series’ two-column full-color standard, and the artworks provided are nice and a blend of stock art and new pieces. The pdf comes fully bookmarked for your convenience.

Jeff Collins’ take on the Fate sphere makes for a fun and interesting expansion for the Spheres of Power-system. The motifs are great and fun, and the options presented herein often allow for meaningful, fun options – which is particularly impressive when considering how the Fate sphere is certainly one of the tougher spheres to get right. As a whole, I can recommend this to fans of the system, particularly those that want to see divine/fate-themed angles realized in unique spheres-related ways. My final verdict will clock in at 5 stars.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
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The Auspician's Handbook
Publisher: Drop Dead Studios
by James E. [Verified Purchaser]
Date Added: 05/09/2018 18:41:19

Disclaimer: I support the Patreon creating these handbooks and paid for this product.

All right! Here we go with another Spheres handbook - and I'm not gonna lie, the Fate sphere was one of those most in need of the help. We open with four new archetypes for players.

These include the Grim Disciple (a Mageknight who draws power from fey hounds that signal doom), the Lucky Bastard (an Unchained Rogue who takes great risks for great reward... or great failure), the Ordained Hunter (an Inquisitor who uses kismet to track foes), and finally, the Parzivalian Knight (a Paladin empowered by their belief in stories).

We also get a scattering of additional class options, mostly allowing the archetypes to get a bit more access to fate-based powers.

The truly important part, as per standard format by now, is the Basic Magic that follows. This book introduces a new talent type - Motifs, which are talents that allow you to nudge fate in a direction of your choosing. In general, these are touch-range and cost a spell point, last an hour per level, and can be discharged for a short-term benefit.

New common talents allow for things like aligning weapons (which feels a little Enhancement-y, but Fate is the sphere that deals with alignment stuff), borrowing luck, forcing creatures to identify themselves, and a whole Tarot set of Motifs. For example, the Empress gives a pool of points (equal to 1+CL) that the target can spend to improve many types of rolls. They can also discharge it for a bigger boost that's affected by the number of points remaining. The Fool, on the other hand, imposes a -3 penalty to all saving throws (that goes down as your CL goes up), but allows each throw to be made twice. It can be discharged to roll three times, or simply ended with no other effect. If your games prefer the Harrow, alternative names are provided.

Following this, we have new advanced talents, including powers that let you compel things you've exorcised, avoid a specific threat, and create permanent curses. All told, pretty nasty stuff - not always the most immediately powerful in battle, but vicious long-term. GM's may want to make use of these for major villains.

New Incantations allow you to petition the fates or summon up a bunch of powerful fiends to lay waste to an area (stopping this is a quest in its own right!).

Following that, we get to our new feats. The Auspician's Handbook introduces a new type of feat: Chance feats, which provides kismet that can be spent to activate the effects of the feats. We've also got a variety of older feat types returning here, including new Metamagic (Align Spell), an Admixture feat (Auspicious Admixture, allowing you to hit foes with a word effect instead of a second blast type - this is GOOD for Destruction/Fate builds), and a Dual Sphere feat (Sanctified Vigilance, which is Fate/War).

Chance feats include things like automatically succeeding on Con throws to stabilize when you have kismet remaining, healing when you heal others, making an extra attack when you crit, and getting a large luck bonus when you roll a Natural 15 or higher on skill/ability checks.

Rounding it out, we get a few new traits, a new sample casting tradition (Cartomancy), and four Sphere-specific drawbacks.

Towards the end of the book, we get a few creatures (mostly tying in to the Grim Disciple) and a GM advice section that adds clarifications and suggestions. This includes notes on what actually counts as a curse, more thoughts on alignment, and what to do in games that use alternate rule systems (like not having alignment or using hero points).

All in all, this is a solid addition that makes the Fate sphere significantly more attractive for a variety of players. Whether it's Elementalists looking to slap on some debuffs with the Admixture talent or specialists who want to take control of the world around them, there's a lot to love here. I'm happy to give it a full 5/5 stars, and I'm already eager for the author's next release.



Rating:
[5 of 5 Stars!]
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