Showing posts with label classes. Show all posts
Showing posts with label classes. Show all posts

Thursday, February 4, 2016

Questions about Class: the Magus


Once again, a warm welcome to you, readers! We are creeping up on Valentine’s Day, and magic is in the air. Things are getting hot enough to melt the snow away. To clarify, the heat is pouring from our presses and the magic you feel is emanating from an exciting double-bill of products. Of course, I’m referring to the upcoming releases of Into the Breach - the Magus: 2nd Wave and Tides of War – Magus/x: Multi-classing Feats for Magi.

So, to get us warmed up for these fun and powerful books, we have fellow Pincushioneer Dylan Brooks to give us a little more insight on the Magus class.

DM: First off, thanks a lot for taking the time to let us pick your brain.

DB: You’re welcome! The magus is one of my favorite classes, and I’ve got a lot of content in the upcoming Into the Breach – The Magus: 2nd Wave book. I’m happy to chat about it.

DM: Please, tell us a little about yourself and your contributions to Flying Pincushion.

DB: I’ve been a gamer for longer than I care to think about, ever since the old Gold Box computer games back in the 90s. I’ve been playing and running games since then, in a wide variety of systems over the years. My mainstays these days are Pathfinder and Savage Worlds.

I started with Flying Pincushion when Frank invited me to join based on some stuff I posted on the Paizo forums, where I go by SteelDraco. I’ve also been in Wayfinder several times. Personally, I live in the Great White North of Anchorage, Alaska with my girlfriend and several pets, and work in IT.

DM: So, what exactly is the big draw of the Magus class; what makes a player say “I want to play a Magus”?

DB: Because they want to be awesome, of course! All of my favorite characters have had some mixture of fighting ability and magic – I find I don’t really like playing characters who can do only one thing, and I like having lots of tactical options and choices I can make, especially if I can be clever with how I use powers. Magi are great at that. Is this the right round to buff yourself, blast fire all over your opponents, or hit one target for a pile of damage? How about using a spell in a clever way, or take control of the battlefield? The right magus can do all of that.

DM: From a roleplaying standpoint, how easy (or difficult) is it to integrate Magi into a campaign as a PCs, or even NPCs?

DB: I don’t find it’s difficult at all from the RP side. Magi can fit well into any setting where arcane magic has been around for a while, and that includes most Pathfinder settings. The magus is someone who’s perfected a blend of magic and combat ability; the magus fits anywhere that a wizard does.

You run into trouble if magic is still new or mysterious. A magus doesn’t fit as well in something like Conan, where magic isn’t well understood and is mistrusted. That kind of a lower-magic setting tends to stick closer to the “squishy wizard” tropes, and so the magus doesn’t fit as well there.

In setting, I expect elves are the most magus-oriented of the common races. Elves almost always have a strong magical tradition in Pathfinder, and are usually good with a blade as well. The magus fits that archetype perfectly – just look at the Elf from the old D&D arcade game and you can see how far back the magus goes.

One thing that I’ve found difficult is that there aren’t established traditions for how you expect a magus to look and act in settings, unlike both warrior-types and wizards. You know what a fighter’s training yard or wizard academy should look like, and there are examples of that sort of organization all across the hobby. There’s no similar idea of a magus school, so the GM has to add that sort of thing to his setting. That can take some effort, but I think it’s really cool when the GM takes the time to add that level of detail. For example, in one game I was playing, the GM and I worked out two opposing schools of orcish magi. Since orcs thought of the traditional wizard as a weakling, the magus became the most important arcane caster to them, and there were several different lodges of them – the Lodge of the Burning Blade focused on fire magic, while the Dead Brothers preferred necromancy. Those two traditions made their way into ItB: Magus 2nd Wave as the elemental champion and ebon blade archetypes, respectively.

DM: From a technical standpoint, do you feel there is any “wrong” way to optimize a Magus?

DB: Well, the magus class as it stands makes a lot of decisions for you. You can’t typically fight with a two-handed weapon or a shield unless you’re using an archetype because of how spell combat works. You need to use a melee weapon to use spellstrike, so you can’t normally use a bow or a thrown weapon as your primary fighting style. So that means mostly you’ll be using a one-handed melee weapon.

Spellstrike strongly encourages high-crit weapons, like your rapiers and scimitars. The Dervish Dance feat means that a vast number of Pathfinder magi are followers of a certain deity – while this is a powerful option, I don’t think it’s that interesting. I like a rapier or bastard sword more for my magi, though the one I’m currently playing is actually an arcanist/magus who uses a battle axe and switches all his magic to cold spells. Certainly not optimized, but I had a miniature I wanted to use for him and he’s a lot of fun.

One of the things I love about Pathfinder is that there’s a way to build just about any idea you want and make them contribute, so it’s more than possible to play the shield-magus, or the archer-magus with the right archetype. That means it’s hard to say any particular way is “wrong”

– just different preferences.

DM: Magus arcana help provide the players with a wide variety of ways to make their Magus unique. What is your favorite Magus arcana?

DB: That’s a tough call, and it varies considerably between the magi I’ve played. Accurate Strike is really good, especially with my high-Strength, Power Attacking half-orc magus who could tear through just about anything. Arcane Dealer makes the magus into a very cool and flavorful version of Gambit from Marvel Comics. The one I’m most excited to try out right now is Flamboyant Arcana, which lets you combine the mechanics of the magus and the swashbuckler.

DM: Did you ever feel intimidated by the idea of playing a Magus before actually trying it?

DB: Not at all. I read Ultimate Magic and within a few weeks I asked my regular GM if I could switch characters (from an elven ranger/wizard/arcane archer to a half-orc magus). I really liked playing that magus until the campaign ended, at 15th level. We had to hash out how a few things worked (like switching the grip on your weapon from one-handed to two-handed, and how many attacks you get when you spellstrike) but I very much enjoyed it.

Most of the early issues I experienced have been clarified now, by the way. Switching your grip on a weapon is a free action, and spellstrike means you can get two attacks (the free touch attack you get from casting a touch spell can be made with your weapon via spellstrike, and then you get the normal weapon attack).

DM: You’re trying to sell someone on the idea of trying a Magus, but they seem reluctant. What do you tell them?

DB: I would say that the magus can be made to do just about any “magical warrior” concept you might want to play. Do you want to be the big, hulking warrior with a few tricks up his sleeve? You can do that. How about the swift, clever elf with a quick blade and magic to hop all around the battlefield? You can do that. The dwarven runemaster, infusing his weapons and armor with powerful magic to beat his foes into submission? Yup, got you covered there too. If your character concept includes both kicking ass and casting spells, the magus is the class for you.

DM: What do you feel is, bar-none, the most useful class feature of the Magus?

DB: That’s tough. It’s either spell recall or spell combat. Spell recall gets you more spells, which is huge. Spell combat is probably the most efficient action economy boost in the game, as it lets you make a full attack and also cast just about any spell you want. Most other action economy boosts in the game like that are limited use (like Fervor from the warpriest) or are severely limited in what they apply to how how easy they are to get (like Pounce, which is usually really tough to get). A magus can spell combat with every spell they cast in the day, and honestly they have a pretty good reason to do so.

DM: If there was one thing you could change about the Magus class, what would it be?

DB: I would probably expand the weapon properties you could add to your weapon with the arcane pool ability. There are a lot of very useful non-core weapon abilities that could be added to the list. I’d also consider some kind of protection from dispel magic built into the class, as right now they’re very vulnerable to anyone who can dispel their buffs.

DM: Well, thank you, Dylan, for taking the time to chat!

DB: You’re very welcome, David! I encourage everybody to check out the magus and play one if they haven’t yet!

Tuesday, October 27, 2015

Questions About Class: the Inquisitor



Welcome back readers! Here is another entry in our Questions about Class series, this time focusing on the inquisitor. As you may (or may not) know, Flying Pincushion Games is about to release its next book, Into the Breach: The Inquisitor.  So we thought it was a good time that I, Kiel Howell, sit down with fellow Pincushioneer Jeffery Harris to talk about the class.

KH: First of all, thank you for taking the time to sit down and answer these questions!

JH: My pleasure Kiel, thank you for taking the time to lay down some excellent questions about the inquisitor class!

KH: Can you give the readers a little about yourself and your role at The Flying Pincushion?

JH: Well sure, I am of course Jeff Harris, co-owner, CFO, sometimes editor and lead designer here at The Flying Pincushion.  I have been gaming for more than 24 years, but have only been in the industry officially for about two and a half years.  I am married to a lovely wife and live in a house with as many cats as there are core classes.

KH: So what exactly is an inquisitor? Is it someone who tortures folks for religious reasons (ala Torquemada and the Spanish Inquisition)?

JH: The Spanish Inquisition is likely the default, go to, idea that many folk have.  Thankfully the inquisitor in Pathfinder need not fall into this trope.  While they can be zealous religious fanatics, there is an infinite variety of ways to see the class.  From skilled detectives of the many goods, to vengeance sworn monster hunters.  With the right inspiration and  careful building/character design, inquisitors can be nearly anything the player can brain storm up a story for.

KH: Why does this stand as a whole class to you? Would it have been better as an archetype of the Paladin or perhaps a type of Cleric?  Personally I think the inquisitor stands up very well as a class of its own.  

JH: While a paladin could be a zealous hound of the faith, their paladin code would restrict them from accomplishing any dirty or nasty deeds that need doing.  Conversely clerics seem to (as a class) trade much of their ability to be a skilled character out for their powerful magic and domain powers.  That is not to say a cleric cannot be a skilled character, as a class it is simply not their main focus.  Thus the inquisitor seems to fall somewhere in between, with more divine power than a paladin in terms of spells, but less combat ability, and far more skill breadth than a cleric, but with less divine magic.  Overall the class seems to have a little bit of both paladin and cleric, merged with the practical mindset and broad skills set of rogues.

KH: What exactly are judgments and what are they supposed to represent?

JH: As far as I can tell, a judgment is meant to represent an inquisitor calling down divine justice (or vengeance) against their foes or providing divine reward to themselves or allies.  In general I suspect judgments are the physical manifestation of the inquisitors faith in his or her god, and the rewards for said service.

KH: Some of the abilities seem a little out of place, like Monster Lore and Slayer, what are your thoughts on the cohesiveness of the class?

JH:  To me this is an issue stemming from what fantasy settings commonly employ.  Because it is not just humans that populate the world, it makes perfect sense (in the context of say, Golarion) that inquisitors would have to deal with monsters and non-human foes as part of their gods church.  Slayer, while mechanically sound, perhaps suffers from a less than perfect name for the ability.  To recap the questions, I am fine with Monster Lore and Slayer, I see them as just extension of placing a real world influenced class into a fantasy setting, and its adaptation to that move.

KH: This class seems to suffer from lone wolf syndrome, in that there are abilities that allow the inquisitor to treat allies as if they possessed (without receiving the bonuses from) any teamwork feat she possesses, so she can effectively act alone. Does this work? Is it going against the flavor of the class?

JH:  The “lone wolf” issue is one that I also see as a bit of a problem.  From a theme perspective, the “lone heretic hunter” works nicely, but Pathfinder and table-top RPG’s in general are not solo games, and more than ever now in Pathfinder teamwork is a must.  So, from a game perspective, the thematic power of solo tactics is less than ideal.  It can be worked around, and worked with, but it does leave a bit of a bitter taste in the rest of the parties mouths when only Bob Lone Wolf the inquisitor benefits from his Teamwork feats and everyone else is just a placeholder.  That said, if the players decide to more heavily invest in Teamwork feats, the pain can be mitigated somewhat.

KH: The way the class itself reads, there isn’t much flexibility for what type of character you can play...

JH: I personally feel that while this is true, the build of a class does not prevent interesting and unique inquisitor characters.  I tend to feel that if the chassis is a bit limited, which here one could indeed say that, then it is HOW the inquisitor progresses, and how the player RP’s their character that will make them stand out.  The same issue could be said of a fighter, but there are many levels of detail available (nearly limitless really) beyond just what the inquisitor class ability table provides that can and does make inquisitor characters interesting and unique.  I feel behind every inquisitor is a great story of WHAT made them into what they are, and given the class focus and flavour, those stories can indeed be amazing.  I dare say that is just as valid, perhaps more, than flexibility that is built into the class design. The option of taking specific inquisitions can help support a detailed and interesting inquisitor, and provide more support for their detailed backstory and personality elements (more about that in a later question though.)

KH: The inquisitor gets spells from both the cleric list and the sorcerer/wizard list (such as true strike), yet they are obviously a divine inspired class. What’s the deal?

JH: I suspect this is another of those issues that comes from the mechanics aspect of the game rather than fluff or source material.  In order to provide a list of spells that fits with the class theme it would seem that both lists were scoured and then combined into the mongrel spell list the inquisitor uses.  As I do this often when working on archetypes and class design, I can’t really fault Paizo for doing so, and overall feel the spells are appropriate, even if in the back of my mind I know that they are not all divine in origin.

KH: Should the inquisitor be a d8 hitpoint class or should they be more of a d10?

JH: Given the scope of their class skills, spells, judgments, and other abilities, I feel a d10 would be going too far. Having a d8 for hit die suites me just fine, I might well think differently with d10’s, which also tends to come along with a full BAB class.  So nope, I think they (inquisitors) have the correct HD for what they are and for balance purposes.

KH: What would you change about the base class if you were given free reign?

JH: Solo tactics is my pet peeve, I would want more teamwork focus, rather than benefits for the inquisitor only.  Heretics are dangerous, one would think that friends would be a good thing in the battle against them.

KH: Have you ever had to ban or have you seen the class banned at a table?

JH: I have never banned the inquisitor, though I freely admit nearly none of my players tend to favour the inquisitor class.  I suspect that somewhere someone has banned it, but given that I do not see endless ban this class threads either on Paizo’s forums, or in PFS, I would think its banning is rare in general.

KH: What is your advice for building a successful inquisitor?

JH: While I could go through lots of game mechanics and discuss how to make a deadly awesome murder-hobo inquisitor, in my personal opinion, the best way to make a successful inquisitor is build something that is at least mechanically sound, then FOCUS very hard on roleplay and character motivation/personality.  Because this class has mechanics that to me scream, “there is a really good story behind why I can do this”, it deserves to have those aspects played up.  I dare say that it is the intangibles that make inquisitors memorable at the table.  I suggest picking an inquisition rather than a domain and then writing a hell of a story about the why your inquisitor has said inquisition.

KH: Thank you for taking the time to have this chat, Jeff!

JH: As always, it was my pleasure Kiel, it was a fine set of questions you wrote for this installment of “Questions About Class.”  I hope we have shed a bit of light on a class that is often in the shadows.

Tuesday, March 24, 2015

Questions about Class: the Cavalier

Image taken from www.deviantart.com and by biotechbob

Welcome back readers! Here is another entry in our Questions about Class series, this time focusing on the Cavalier. As you may (or may not) know, Flying Pincushion Games is about to released its next book, Into the Breach: The Cavalier.  So we thought it was a good time that I, Kiel Howell, sit down with fellow Pincushioneer Jeffery Harris to talk about the class.

KH: First of all, thank you for taking the time to sit down and answer these questions!

JH: My pleasure Kiel, thank you for taking the time to lay down some excellent questions about the cavalier class!

KH: Can you give the readers a little about yourself and your role at The Flying Pincushion?

JH: Well sure, I am of course Jeff Harris, co-owner, CFO, sometimes editor and lead designer here at The Flying Pincushion.  I have been gaming for more than 24 years, but have only been in the industry officially for about two and a half years.  I am married to a lovely wife and live in a house with as many cats as there are core classes.

KH: So what exactly is a cavalier? Isn’t it just a Paladin on a horse? Minus the curatives?

JH: For those who are not aware, the word cavalier in our real world actually means: Cavalier (/ËŒkævəˈlɪər/) was the name used by Parliamentarians for a supporter of King Charles I and his son Charles II during the English Civil War, the Interregnum, and the Restoration (1642 – c. 1679). Cavaliers were also known as Royalists.

But for our discussion purposes here, the cavalier is much more than just a magicless paladin with looser ethics.  To me a cavalier in Pathfinder is something of the quintessential hero, or villain.  Charging, challenging, holding the front line, or bolstering allies with tactics, are all things that great heroes and villains do in fantasy literature, and the cavalier does on the battle matt.  While paladins gain power from divine sources, a cavalier draws inspiration and power from dedicating themselves to an ideal, except that ideal need not be honorable or goodly.  In short cavaliers gain their power by belief in the tenants of their Order.

KH: Why does this stand as a whole class to you? Would it have been better as an archetype of the Fighter?

JH: The cavalier is to me a very different animal from the fighter.  Fighters are martial characters, just like cavaliers, but the main difference to me comes back to motivation.  Fighters can certainly have a number of motivations for fighting, but there is no inherent code or motivating factor built into the class, players usually decide why their fighter fights.  A cavalier however comes with a built in ethical and moral compass, which a fighter does not.  Because of the edicts of conduct attached to each order, cavaliers automatically come with some type of ethical motivation, be it personal glory for the Order of the Cockatrice, all the way to defending the common people as with the Order of the Land.  Basically cavaliers take the great role play and ethical/moral aspect of paladins, add all the shades of gray that lie between black and white, and put the end result on a war mount and say “once more unto the breach!”

KH: What is a class that is so dependant on a mount supposed to do when they can’t have their mount?

JH: That is a great question Kiel, as just such an issue often arises for those playing a cavalier in dungeon or narrow terrain heavy games.  The Flying Pincushion deals with this issue in the forthcoming Into the Breach: the Cavalier by providing cavalier archetypes that trade out or alter the mount class feature.  For instance one of our new archetypes trades your mount for an animal companion that you cannot ride, but who makes an excellent combat partner, while another trades your normal horse for a ghostly one, which narrow walls bother not a bit.

However, that answer does not address all of the cavaliers who have a large sized horse or mount, but really want to get into that narrow dungeon.  I suspect this is where clever thinking or a little help from your parties wizard comes in handy here.  A quick casting of carry companion or similar magic can help keep your mount with the party.  Also small sized cavaliers on medium sized mounts are not only interesting to play, but work just fine in most dungeons, I highly recommend trying one out, I happen to know from personal game experience that they can be very fun.

KH: Can you explain Cavalier Orders a bit?

JH: The best way to think of a cavalier Order is as an ethical or moral stance from which all cavaliers of that order work.  They may do things a little differently from person to person, but their strong belief in the tenants of their order make cavaliers what they are and influence how the character interacts with the game world.  

KH: This class seems to suffer from what I’ll call GM arbitration issues. As in, judging when a cavalier character is keeping to his Order’s edicts. Yet there are no rules for “fallen” cavaliers. What do you think?

JH:  On one side, this open area is role play opportunity and wiggle room for the player, but for GM’s it boils down to a judgement call.  If I were GMing a player whose cavalier has very clearly and often violated their Orders edicts, I would have that player lose their Order abilities until he or she undertook making reparations or returns to following more closely the edicts of their Order.  Falling further out of line with ones edicts could well also cause an alignment change or invoke the wrath of that Order, again, it falls to the GM to deal with such an issue as they deem appropriate.  However it does pay to remember that cavaliers are not paladins, and as such likely do not need a “fallen” template.  Also, if a player cannot or does not follow the edicts of their current Order, the GM and player may well just want to sit down and perhaps find an Order whose edicts are more in line with the players style.  This is a spot where communication is likely key to keeping the game fun for all while keeping with the spirit of the cavalier’s Orders.

KH: The way the class itself reads, there isn’t much flexibility for what type of character you can play...

JH: At first glance, that looks very true, as on the surface the cavalier seems very much a “challenge BBEG, charge BBEG.  However, not only have we attempted to broaden the horizons of the cavalier class with our offerings in Into the Breach: the Cavalier by reimagining what the scope of a cavalier is, but just like any other class, how you build and play it define it.  Sure you can just go with the change on a mount basic build and optimize that all day, but taking time to really imagine a unique and personal take on the cavalier is likely more satisfying.  Being size Small opens up quite a few interesting options, as does experimenting with styles that may not be perfect, but that are interesting and flavorful.  As with any class, a cavalier is only what you make of it.

KH: Should the Cavalier get some sort of Weapon Training ala the Fighter?

JH: From a strict balance perspective, I would say no, simply because there is a plethora of feats, traits, and other options that are just as good as Weapon Training that the cavalier can already obtain.  From the theme perspective the cavalier is more than just a fighter on a horse, he can be a general, an outrider, a robber knight, and much more, all just by using the features that class already has.  The answer is not always giving a class something more, it is making what they already have go further.

KH: Challenges are interesting enough, but they seem limited in both number of uses and number of creatures affected. Your thoughts on the mechanic?

JH: I cannot speak for the Paizo design staff, but the limits to challenge make sense to me.  In keeping with the flavor of the cavalier, challenge is likely very much limited in target scope to further play up the heroic and brave/egotistical and brash aspects of a cavalier.  Challenging the BBEG or BLGG (big lawful good guy) and going at him one on one, is cavalier in the extreme (as in, having a cavalier attitude).  Limiting the number of challenges a cavalier gets per day, just like limited spells, or limited channel bursts, is just that, a balance factor, as in the end, Pathfinder is still a game that needs balance to its rules in order to function, and here we see just that.

KH: Should the cavalier be a full BAB class?  Most cavalier type stories I can think of don’t revolve around being able to attack a whole bunch of times...

JH: Here again the choice of making the cavalier a full BAB class is a balance choice in my opinion.  Fiction tells tales of one great charge, hundreds of horses hooves churning the ground and their riders in gleaming plate lowering lances in unison to devastate a massed foe on foot.  However fiction does not have a complex system of rules, which must balance out against each other.  As a martial class the cavalier falls in line with all other martial classes, which means a full BAB.  Sometimes reality needs to be ignored in order to retain balance.

KH: What would you change about the base class if you were given free reign?

JH: I would expand the available mount options for cavaliers, especially for Small sized characters.  However as it sits, cavalier is near the top of my list for favorite martial class to play.

KH: Have you ever had to ban or have you seen the class banned at a table?

JH: At least from personal experience I have never had an issue with a cavalier character at my table, and have not seen any sort of article alluding to there being a ban.  That is not to say it has not happened, but as a martial character, the cavalier lacks many of the “game breaker” factors of certain other classes that will remain nameless.  The GM may feel differently when a cavalier impales his four hours worth of work BBEG with a lance using Spirited Charge, but generally that just means you doing something right.

KH: What is your advice for building a successful Cavalier?

JH: The best advice I can give is be flexible, build smart, and pick a few things you want your cavalier to do well, and build towards those.  The cavalier has plenty of class features that work fine when not mounted, and there are plenty of ways to work with or around the limiting factor of mount size and dungeon/tight space areas.  While mounted charging does lots of damage, I urge people to explore and play with the other features of the class, like Tactician and challenge.  And of course, if you want new and interesting options for the cavalier, pick up a copy of Into the Breach: the Cavalier, as it has lots of new twists and takes on the vanella jump on a horse with a big sharp stick cavalier.  Cavalier is an attitude along with a class, and the The Flying Pincushion writers have really put some ‘tude into their work on the Cavalier.

KH: Thank you for taking the time to have this chat, Jeff!

JH: Not a problem, as it has been an honor to respond to your insightful and interesting set of Questions about Class this time around.  And I hope this discussion helps folk better understand a great class and that its just not for horse fans anymore.  If you like playing a martial character with a reason for being that has nothing to do with gods and lots of attitude, the cavalier is most definitely for you.

Sunday, July 27, 2014

Recession Reviews - Thunderscape the World of Aden Campaign Setting

Review written by Richard Litzkow

Thunderscape the World of Aden Campaign Setting
Written by: Shawn Carman & Rich Wulf (Kyoudai Games)
Page Count: 227
Throw Away Pages: 8 (2 cover pages, 1 toc page, 2 backer list pages, 1 OGL page, 2 Index pages)
Golden Pages: 11 (Races), 73 (New Classes and Alternate Classes), 5 (New Feats and Skills), 47 (Cosmology and Geography), 29 (New Equipment and Rules), 11 (New Monsters and Antagonists) total 179

Cover price: $19.99
Price per page: $0.09
Modified price per page: $0.09, cover price/pages + golden pages – throw away pages = modified price per page
Crunch to fluff ratio: 1.32 to 1
Our rating out of 10: 9 (highly reusable classes, feats, new equipment and races. Concepts like the Fallen class and it’s versatile and clever approach to combat, or the Ferran race are things that have been largely missing from core Pathfinder and are worthy imports into any home-brew or established campaign setting - either wholesale or with minor tweaks).

Description
For nearly a thousand years the world of Aden knew peace, technology and magic flourished and the realms grew rich and fat. Then one day, with no warning the sun disappeared and the world was plunged into darkness – as if someone had switched off the light. And in this darkness emerged the Nocturnals – the nightmares of every sentient living creature made real, and though the darkness lasted only a short time when the sun appeared again the Nocturnals were still there. Killing, feasting on an unsuspecting world – millions fell, others gave in to the madness and terror giving their souls over to it to become another horror. 10 years after the Darkfall the world struggles grow against a land overrun and tainted by the Nocturnals.

This is the premise for Thunderscape the World of Aden a godless world where magic and technology are synonymous. The book features all new classes, races, feats, other uses for skills and an entire section to new mecha-magical equipment and the rules surrounding it.

It also adds a terrifying new monsters, and an even more horrifying template – Nocturnal, that allows you to turn old monsters into new sinister specimens for your party to fight.

There are 7 new races in the Thunderscape campaign setting as well as the classic Dwarves, Elves, Humans and Half-Elves. Many of these new races are evolved forms of classic fantasy races. Goreaux are hyper intelligent goblins, Jurak are more civilized descendants of Orcs, Faerkin are gnomes who have crossbred with fey to such an extent that they often manifest outwardly fey traits. Rapcians are almost a south american themed lizardfolk. The new original races are the Echoes – featureless humanoids with an inky exterior that can adopt the shape and features of the deceased. The Illithix Exiles, a insectoid species with the hybrid features of bees and ants and the Ferran. The Ferran are a species of anthropomorphic animals, with three different racial packages – Ferran Predator, Brute or Sneak allowing players to decide what category their Ferran wants to come from. Mice Ferrans are probably sneaks, likewise Foxes, but there are no hard restrictions.

The classic fantasy races listed follow many of the original tropes, Elves as aloof and distant, Humans as versatile. Dwarves get a new backstory though, originating beneath the earth they eventually dug to the surface whereupon they believed themselves to have 'dug into heaven', fully three quarters of the race went back underground decrying those that stayed as heathens and waging a secret war on them.

Racial abilities are fair and balanced, with interesting note to the Jurak who gain a bonus to damage against any foe that has injured them within 3 rounds. Echoes likewise must make poppets incorporating material from the deceased they wish to appear as.

There are 9 all new core classes to play as, Arbiter, Entomancer, Fallen, Golemoid, Mechamage, Seer, Steamwright, Thaumaturge and Thunderscout. Very few of these will feel familiar, one could loosely compare the Mechamage to a Wizard but the focus on building familiar-esque golems and modifying them is a big enough difference to be worth read over a few times.
    The Arbiter is an Int based shield and weapon fighter with rogue like elements thrown in with their 'Strategic Maneuvers' picked every 2nd level after 3rd level.
The Entomancer is almost a sort of totemic druid that venerates insects, they too chose at every odd level an insect themed power from a series of lists including 'The Way of the Mantis', 'The Way of the Bee'. While they can take powers from any list they can only access the greater powers by having a certain number of abilities from within a single Way.
    The Fallen is perhaps one of the most unique classes to Thunderscape, they are those people who have been corrupted by the Darkfall but are often the anti-heroes that use their sinister powers to fight the darkness. From the 1st level of the Fallen class a player must choose one of 6 'Stigmas' (Befouled, Behemoth, Horror, Incinerator, Madcap and Seducer) these stigmas mark you are tainted but are also your source of power. As you level up you gain powers associated with the stigma you chose and each functions differently.
    As a class the Fallen is about combination, a default ability native to any Fallen is the ability to inflict a form of psychic torment on an opponent as a swift action. Opponent so marked save vs a status effect (like Shaken) and whether they save or not against the status effect are marked as 'tormented'. Tormented subjects take additional damage from the Fallen and are subject to a variety of other effects based off that mark.
    An example would include the Madcap stigma ability to be invisible to any tormented foe, allowing a Madcap to use another ability to inflict an area effect burst of torment so that a room full of enemies cannot see him until either the tormented condition runs it's course or he breaks the invisibility by attacking – at which point he becomes visible to that particular victim.
By far this class is one of the most clever in the entire book as each stigma has different ways of inflicting area affect torment as well as offering other unique debuffs that go along with their tormented condition.
    The Golemoid is another thoroughly unique class, they represent people who have either willingly or unwillingly become hosts to mechamagical implants (called manite implants) that reduce their life-span but become a part of them. As they level so given over to this magic they begin to grow new implants, shedding their organic heritage to become living constructs.
Almost all of their implants function off a grit like system called 'Steam' gaining an amount equal to their Level + Constitution modifier. This spendable resource allows them to activate many of their implants or gives them the ability to detect magic, buff their AC for a round, help them make acrobatics checks or break objects.
    Similar to a fighter the Golemoid chooses early on a specialty, in this case a form of combat. Steam powered weaponry, ranged combat or natural weapons. Their implants reinforce these decisions with a Gunner specialty Golemoid likely taking an internal ammo belt and finger guns for an optimal build. But implants are not limited by specialization allowing the player to customize as they see fit.
    The Seer is another original class, functioning as a close range bard who altered reality around her with her prophetic auras. Many of these auras allow a save, and an enemy that saves can be forced to make another save if they leave and re-enter the aura. Possibly subject to abuse by Seers who dance backward and forward to trigger a new save. The auras are unique offering things like 'decrease the amount of healing an enemy receives by the Seer's Wisdom modifier, while increasing ally healing by the same amount', or even allowing her to give additional actions to allies with her new but limited spell list.
    The Steamwright is another new class, as cutting edge techno-mages they invent volatile gadgets that only function a certain number of times per day but offer a fair bit of bang for their buck. These inventions can be modified, limited by whether it is a primary or secondary invention and by the class level of the Steamwright. Inventions include new weapons; like the Belcher (cone effect elemental damage), Grenade Launcher (the envy of alchemists everywhere) or even small auto Turrets. Utility inventions include rocket packs, translation goggles, trap detectors and so on.
    In addition Steamwrights may over-charge their weaponized inventions adding a pool of damage dice that they must declare beforehand. A Steamwright with a grenade launcher by level 5 could in theory deal 2d10 + Int mod AoE with an additional 2d8 firepower damage. In addition to deploying an auto turret that fires independently for 1d8 + Int mod. In terms of game-play balance Steamwrights pose a bit of a balance issue, outclassing all other similar level classes in raw damage even with a limited number of uses per day.
    After the Steamwright is the Thaumaturge, a reimagining of the Magic of Incarnum supplement for 3.5. The Thaumaturge has a deliberately abominable stat line, because all their power comes from drawing about legends and their aspects. These change your base saves, BAB and even give you temporary hit points. A Thaumaturge might never be able to cast spells but if you need a stand in Fighter, Rogue or Ranger then they are the Swiss army knife of classes.
    Finally the last new class is the Thunderscout, and one that impressed me least. They are small vehicle driving rangers meet 3.5ed Scouts and for certain nations they fit well with the fluff, so they make sense contextually. But mechanically compared to any of the other new classes they are far more boring. They get spells earlier but a limited selection and they are designed as swift moving vehicular ranged support. They don't have the interesting combination build up tool box the fallen have, or the customizability of the Golemoid. They don't bring highly modified golems to the party, or super-tech inventions. They aren't as flexible as the thaumaturge and they don't buff their allies as well as the Seer. Thunderscouts are a great fluff class and mechanically they are what Rangers dream of being but that doesn't make them as interesting – only competent.

    After the new classes there are explanations for how all the old classes fit in, including a bunch of new archetypes to make regular classes work in Thunderscape. This is also where the first mention of godless clerics and paladins come up. See if Thunderscape ever had deities, then they aren't there now. The World of Aden lives and dies on it's inhabitants, divine spellcasters still power their spells through faith but no-one is answering any calls when they try to start up a conversation.
    Additionally we learn that Detect Good/Evil, etc spells only function on the supernatural. Monstrous Humanoids, planar beings, all detect as an alignment, but ordinary beings don't. This is because as a setting Thunderscape focuses on surviving and thriving in a world being devoured by nightmares. Mundane evil is as invested in their own survival as they are mostly avoiding corruption and losing their mind. This means that a game revolves less around party alignment and more about prevailing what ever the cost.
    An important note though about the base classes in Thunderscape, guns in Thunderscape are treated as highly common to the point where many of the base classes gain a firearm proficiency or two, the twist is that guns, work like bows. So Gunslingers are problematic as many of their abilities function on hitting touch still. Either you nerf them, or you let them out class almost every other class.
    The new feats are all fairly standard, with exceptions like the feat Studied that grants additional free skill points base on your current level and gives you 1 additional skill point each level thereafter. This could be prone to abuse, but it also indicates that the writers wanted characters not to ignore skills as is commonly a problem.

    The remainder of the book covers a detailed historical timeline of the setting, a large section dedicated to each of the countries and a section dedicated to new weaponry and rules. Including the effects of manite implants on living beings – a fascinating read and delightful new mechanic. The Bestiary section is only 11 pages long and could do with more substance, and after that the index section (along with the original table of contents) is all nicely hyper-linked – like all proper pdfs should be, allowing easy navigation of the book.

Overall
    At the end of the day I love this book, it is well thought out and while there are minor editing oversights (some inconsistent phrasing of pathfinder core rules) or omissions in detail (regarding the new spells for animating constructs) the editing and presentation of the book are superb. The art is a bit of a mixed bag with many internal chapter pages having gorgeous tableaus but other art being markedly less high in quality (most commonly in the races section).