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Demon Hunter's Handbook
So, you want to be a Demon Hunter?
Just how you answer that question really determines whether or
not this product is for you. If you said yes, or want to run a
D&D/d20 game based around the concept of demon hunting, then
this book, Demon
Hunter's Handbook from Goodman Games, is worth
buying, though it's probably not the definitive work on the
subjective.
While I'd be lying if I said I were an expert on this subject
(Demons), I do have a semi-strong interest in the subject matter.
I've read the Exorcist and books about the case it was supposedly
based on, seen countless B-movies and trashy horror books
involving demons and possession, and I own Tubular Bells 1,2, and
3. (In fact, the first track from Tubular Bells 2 is my favorite
song. Or tied with it). So I have semi-high standards when it
comes to something like this.
Frankly, when I first heard of this book, I was expecting
something of a "splatbook", along the lines of say,
Mongoose's Quintessential Series or Green Ronin's class books.
Which is neither inherently good nor bad, just somewhat
formulaic. The reality turned out quite different. While it's got
some crunchy stuff, it's really more a "theme" book,
reminding me more of a Gurps Supplement than anything else, which
in my view is a good thing. (Though note that you might get the
impression otherwise from this review, since I will mostly cover
the crunchy rules stuff, I just do that because it's hard to
review non-rules stuff)
The first chapter is on characters. This is a big section of the
book (almost a third), but the crunchy stuff is minimal. 4
prestige classes, 1 variant core class. Most of the chapter
discusses how various existing character classes can go about
demon hunting. Basically they get a description of how they fit
into the demon-hunting mold, various character concepts for them,
and skills and feats appropriate for smacking demons down (or
something like that)
The variant core class is the "Planar Cleric",
basically a normal Cleric but instead of being able to turn
undead, they turn outsiders.
The most interesting prestige class, I thought, is also the
first, the "Bound Spellcaster". Basically, very very
slowly, the character turns himself into an evil outsider. It's
not bad, but at the same time, I'm not sure anyone would take it.
It's for arcane spellcasters mostly, but essentially costs them 4
levels of spells. So basically a 20th level character with 10
levels in that cast would be the equivalent, spell wise, of a
16th level wizard (or sorcerer). Which means giving up the most
powerful spells, 9th level ones. In return they mostly get
physical enhancements (more or less turning into the half-fiend
template, plus various sorts of damage resistance)
Beyond that prestige class, there's the Preserver class, which is
a demon fightin' druid. Which I personally find ironic, but is
plausible the way it's written up.
Also the "Righteous Sword", basically for
paladins/clerics. Basically they get all sorts of extra smiting
abilities.
The Reformed Cultist seems a mite powerful to my eye. They get
the best Base Attack Bonus progression, the sneak attack ability
(maxing out at +3d6) or another goody at every level, and they
get 8 skill points per level. On the downside, they've lost their
soul and so can't be raised from the dead by any means. It's a
Rogue class.
The second chapter pretty much contains the crunchy stuff in the book.
It's on new Demon Hunter abilities. New feats, uses for skills,
spells and equipment. Perhaps more importantly, rules for
possession by outsiders and the exorcism of them.
Possession by an Outsider and exorcism pretty much works the
same, game mechanic wise. Basically two skill rolls in a row have
to be made. There are some additional complications, but that's
the gist. Now, it's pretty simple, but for me, it passes the big
test. Can it duplicate the definitive movie about possession, The
Exorcist? The answer is yes, it does.
It also provides pretty decent guidelines for targets of
possession. That's one of the puzzlers about demonic possession -
if there are so many demons, why don't they possess everyone? Now
in the real world version, I've read various explanations: coming
in contact with mysterious idols, playing with a ouija board,
buying a Slayer album, having someone say the devil can take
them, and a few other ways. None of which made much sense.
There's a number of new spells, around 20. Not surprisingly, most
of them have to do with smiting or damaging evil outsiders.
Some seem a bit odd, causing the soul to explode. Maybe it's just
me, but I always though the whole sort of point of a soul was
that is was unaffected by matter one way or the other. So it
seems unlikely that they could explode and damage people. But
maybe that's just me.
Most are pretty good, though. Many seem to remind me of spells
from console video games, with lots of visual effects. For
instance, "Heaven's Tears", which brings a celestial
rainstorm. Or "Natures Retribution", where
"Clenching your fist, you cause streamers of vivid green
energy to come pouring forth from the ground..."
There's also the reverse of one of my favorite songs,
"Heavenly Bells". Doesn't quite roll off the tongue
like it's netherworld equivalent, but the spell causes evil
outsiders to be annoyed and distracted.
As near as I can tell, pretty much all of them are in line with
the ones from the core rules, in terms of damage and effect.
There's about 5 pages of new gear.
One piece of armor, the "Armored Ankle Coat". Basically
a big long black coat. This provides minimal protection (+ 1 AC),
but has very little drawback, either (basically the same stats as
padded armor). The only real notable thing is it stacks with
normal armor. Which means if you allow them in your game,
everyone will wear them, since eh, free +1 AC. While not exactly
a gamebreaker, they should have had some penalty when wearing it
with armor, like the similar "Bishop's Mantle" in Arms
& Armor 3.5, which besides the +1 AC, has a - 1 armor check
penalty, and drops the max dex bonus by 2. Either that or just
say that wearing a long black coat adds a +1 style bonus to AC.
Besides that problem, I would have liked to have seen a more
realistic take on an armored long coat. Generally speaking, while
it's true that light long coats provide no drawbacks, movement
wise, once you get even slightly heavy, they can be problematic.
I have a long duster that I use as a raincoat and while it's not
bad when it's dry, once it gets wet (and thus heavier and
slightly sticky) it can be tricky to move quickly in it, not
hard, but slightly harder. I think an armored version would be
more like studded leather in terms of protection and ease of use.
A fair amount of new weapons. Most are sort of "gadget"
weapons. Holy symbols with spring loaded blades, holy water
shooting gauntlets, holy water containing bolts/arrows, and my
favorite, the "Throwing Cross". Actually, it can be
made in a version for any holy symbol, presumably except that of
the Goddess of Nerf. (For whom a funny name I can't come up
with.)
The weapons all seem pretty balanced, mechanic wise, and
seemingly correct for how much damage they should do.
Lots of non-combat stuff, too. Lots and lots of candles, oils,
incense, like a Pier 1 almost. These actually have a purpose
besides stinking up the place and/or impressing women, they help
out various religious or demon hunting tasks. Some contain cleric
spells, like commune, to get godly advice. Some help with
exorcism.
There's even a section on making the most out your demon corpse.
Which is a bit icky and probably for non-good demon hunters, some
of it can be useful.
Chapter three is about running a demon hunting campaign.
Basically themes, types of campaigns, advice, and quite a few
plot seeds. Most of this is pretty good stuff. This is arguably
the most interesting part of the book (at least I would so
argue), but also the trickiest to summarize. Basically though, it
pretty much covers most questions and problems a DM might run
into, and how to go about achieving the right feel.
The fourth chapter is on organizations. Cults, Demon hunting
organizations, that sort of thing. First off an overview of the
various different types of groups and their motivations
Then there is a way to describe and build them. Not exactly
stats, more like categories. Type, Goals, Size, and Resources.
While I've seen more detailed ways of doing it, this does the job
pretty well. There are a few samples of organizations.
The last chapter introduces a few new demon types and some NPCs.
Because most of the standard D&D demons tend to be the combat
monster variety, as opposed to the subtle, seductive demon, this
book tries to fill in with the latter type.
There's the "Sin Eater" and its superior form, the
"Corrupt King". Basically they sort of implant impure
thoughts into people.
Also the "Curse Bearer", which I'm not quite sure I
get, but sort of tempts people with really cool stuff that also
happens to be cursed. Like James Dean's death car, or a book of
forbidden knowledge, or the Broodwich (sp?)
You also get stats for some NPCs, including the covergirl, Magdalena. She's going for that Solomon
Kane, brooding pilgrim look, albeit with a pointy hat, not the
standard squarish flat top pilgrim hat. Curiously, while she's
partly a paladin, she's Chaotic Good (which I guess explains the
pointy hat, she's a pilgram rebel!). A couple other demon
hunters, including an excellently named kid who lives in an evil
orphanage.
Besides Demon Hunters, there are some demon cultists. Including
the headmistress of said evil orphanage.
The book is fairly average looking, not bad or good. Fairly atmospheric looking, with an upside down pentagram as background art on each page, and a fair amount of reasonably creepy artwork. But nothing great.
I didn't notice any typos, but did spot one rather amusing auto-correct error.
"If this occurs, then a portion of the DirecTV's essence is sent to fester on the mortal world..."
It should be Dretch, and in fact is, in every other mention in that section. Just a slight boo-boo.
It's a good book, but nothing in it really screamed "Wow,
this is great!". Also one area that doesn't seemed to be
covered is actually getting evil outsiders to fight. Pretty much
every demon/devil of note has the ability to teleport or
planeshift at will. While this generally gets sort of ignored to
make winnable fights for PCs, if a DM plays an evil outsider
intelligently, they are very hard to beat, unless this ability is
negated. I thought this should have been addressed.
Another thing you would sort of expect in a book like this, is
info on magical wards and protections and such like the
pentagram. Now I can see why they might not want to put that in a
book prominently, even though it's 25 past the old hysteria days,
I think it might have been touched upon a little.
While I generally liked the author's writing (some parts were
funny) and agreed with his roleplaying advice, I did differ with
him on several opinions. For instance, he writes
"How much worse is a mortal who commits atrocities not
because he seeks to honor his chosen god, but for no other reason
than wealth or personal power?"
Personally, I would say none. If anything, I tend to think the
wealth/personal power motive is at least understandable, since
greed is something most feel, while honoring a demon-god is not
(unless you believe Geraldo).
There are a few other examples like that. While a book like
probably actually is the place for philosophical arguments, I
think both (or more) sides could have been presented, though this
doesn't detract from the book's utility.
All in all, I'd call it a B.
Content gets a 4,
and while the style isn't bad, it's not remarkable, either (so
unremarkable I forgot to comment on the looks/art/layout until I
put it in the form), so that gets a 3,
average.
(Also, just as a note, it's very definitely just for D&D. The exorcism rules would pretty much fit any d20 game, but the vast majority of the book is meant for D&D.)
Anyway, like always, if you have comments, questions, be sure to email them...
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