The classes include all relevant tables and information you'd expect. There are level restrictions presented if you're using the optional rules for character race and class being separate things. I'll briefly talk about each below. I will give all of their features, but an overview.
Avengers (chaotic) are anti-paladins. While they are strong and can fight as well as their holy equivalent, they are often craven and excel in deceptive tactics. They can back these up with some divine magic. These bastards are iconic and make perfect foils for typical adventurers.
Bandits (chaotic, neutral, and lawful at the referee's discretion) are a ranger variant. They excel in hit and run tactics, being masters of ambush and evading pursuit. This is one of the classes that can work will in a traditional party (and not even because lawful Robin Hood-types are possible).
Bounty Hunters (chaotic, neutral, and lawful at the referee's discretion) are a combination of assassin and ranger. They are great with disguises and have the uncanny ability to render foes unconscious. I think this is another class that can work in a regular adventuring party with little work.
Cultist (chaotic) are a vile combination of assassin and cleric. Having to hide their profane magic and operate in secrecy they can be quite stealthy, but also have divine spells. One of my favorite features they have is the ability to temporarily turn any sash or rope into a strangling cord. These folks don't really work in traditional parties, but are really flavorful. I love them.
Dark Creepers (chaotic) are demihuman thief variants that dwell dark caverns. They enhance their thieving abilities with the ability to manipulate the darkness to their advantage. Given their habitat, alignment restriction, and habit limits their use, even in most chaotic games. They're still a fun variant though and I'm sure referees can find a use for them.
Dark Mages (chaotic) are a unique type of magic-user. They harness energies from nightmarish planes to cast their magic. They are versatile like sorceress of later editions and don't have traditional spell slots. Instead they must sacrifice their own hit points to cast spells. This horrific magic takes a toll on their body and causes it to decay. Dark mages have their own spell list and unsurprisingly its all nasty stuff (or spells that aid them in practicing their forbidden magic in secrecy). Much like the avenger this class is perfect for foes of traditional parties.
Death Knights (chaotic) are essentially a fighter version of lich. They are undead, have access to arcane magic, can control their undead brethren and decay more as they gain power. Death Knights are iconic villains and I was happy to see their inclusion. Again they make iconic villains and I could see having an early villain killed by players rising as a Death Knight and seeking revenge.
Demonists (chaotic) are a variant summoning cleric. They can understand divine magic and use magic items tied to it, but don't cast traditional spells. They have a chosen weapon that they focus their dark magic through. They can imbue the blade with power and use it to summon a fiend. Since their are no official OSE stats for them, base stats are given with a chart that is used to customize the summon. Depraved souls that call upon nether creatures for power are a staple of fantasy. Referees can get a lot of use out of this one.
Duelists (chaotic and neutral) are a lightly armored fighter variant that know the values of a blade. These brave warriors specialize in fighting with multiple weapons and are essentially swashbucklers. While I understand not allowing them to be lawful, this class seems more chaotic in a love of freedom rather than malicious way. Of the classes in the book its the one that I think fits best in a standard adventuring party. Definitely making this one available to players when I run Secrets of the Black Crag.
Houris (chaotic or neutral) are variant magic users that rely on seduction, deception, and enchantment magic. They have a mesmeric sway and can produce various effects with their kiss. This class would be excellent in urban focuses games. It's also one I could see making some players uncomfortable.
Jesters (chaotic and neutral) are variant acrobats that excel in mockery and being flashy. This can lead to them being underestimated by foes. Like the duelist, this seems more chaotic in a freedom-loving way to me, making it appropriate for traditional parties.
Red Wizards (chaotic) are magic-uses that lust for power and specialize in destructive fire magic. They have their own fiery spell list. Red wizards never ask how big the room is before casting fireball.
Witch (chaotic, neutral, and lawful at the referee's discretion) is a classic variant magic-user. They have familiars, use arcane magic, and can brew special potions. They have their own unique spell list. I haven't compared this one to Tim Brannan's witch, but it seems like a solid class and I can see using it my games. This is also another class that works great for villains but is also suitable for players.
The book has a nice layout. All of the art is appropriate and invokes what the author was going for. I'd say this is one that all OSE referees could find useful. Even if you don't plan on running a chaotic campaign or want your players to use them, this is a great toolkit to make villains and rival adventuring parties.
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