This massive racial book by TPK Games clocks in at 67 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving a massive 64 pages of content, so let’s take a look, shall we?
As has become the tradition with TPK Games’ race books, we kick off with a short introduction by the author and then an expertly-written fluffy introduction, which this time around works also as a kind of origin myth. After that, we’re introduced to the Mortiss, the dead that have escaped from Nergal’s underworld – and from the get-go, the design is interesting: Being essentially the dead, they hail from a variety of species and still, the designer did not forget random age, height and weight statistics etc. – nice! Also nice – a variety of favored class options that are neither too strong, nor, get this, boring – for each comes with a short, fluffy text that explains it. Call me any name you want, but this makes otherwise dry crunch so much more flavorful. Kudos! Now what do Mortiss do? Well, as escaped dead, they get +2 Str and Wis, -2 Dex, have no constitution scores and thus determine hp and fort-saves via cha instead and only get a base movement rate of 20 feet, which is not modified by encumbrance, though. Mortiss are full-blown undead – with all the immunities, less attributes to divide points by etc. They also get DR 3/slashing (which they can exchange with a 15 foot aura of 5-round nauseating stench or full 30 feet movement rate), always consider stealth a class skill, get darkvision 60 feet, a vulnerability to resurrection and positive energy etc. – and most importantly – they are destroyed upon reaching 0 hp, sans means of being returned from the beyond.
Yeah…that is interesting. Point-buy-wise, this race clocks in at 17 points, but the ARG’s guidelines are broken, so that does not for a good orientation point make. Whether you consider this class overpowered very much depends on the frequency of which you use fort-based afflictions like poisons and diseases and on the lethality of your campaign – if your game is rather cuddly, the 0 Hp = game over caveat may be manageable; If you have a rather lethal campaign, the fast final destruction is something that will take a lot of brains (and luck!) to avoid. On the other side, only having to buy 5 attributes makes for much more powerful characters. The best line I can come up with, would be Sentenced’s “Neverlasting” – “Burn the candles at both ends – you and I aren’t built to last.” The Mortiss are powerful, but quite probably, will be more short-lived than similar characters that are alive. Solid race, though not made for every campaign.
There also is a racial archetype, the boneblade magus, which gets diminished spellcasting and sacrifices 2 points from the arcane pool to permanently improve their blades with the holy or unholy property. Unfortunately all other abilities of the archetype fail the kitten-test, big time: AT 9th level, crits heal the magus for class level Hp -kill ‘dem kittens! At 12th level, the magus may regain aracana this way. Urgh. And at 13th level, each hit nets the magus 1 temporary hp, lasting 1 hour, up to a maximum of class levels temporary hp. That’s three gross failures of the kitten-test at its most basic level, which renders the archetype utterly broken and deeply flawed. Unfortunately, something similar can be said about some of the feats: Take “Feign Death”, which lets you collapse in a heap as an immediate action – nice. But it fails to specify what skill-check DC modifications this has to your bluff-skill at feigning death, rendering a cool feat concept useless as written. I won’t complain about a feat to offset the no-resurrection penalty, but one that makes fifth level + characters easily healed via positive energy isn’t too high on my list, since that takes away one of the most crucial vulnerabilities of the race. Granted, negative energy now damages the Mortiss, but still. Turn resistance, +1 natural armor and an achievement feat to slightly increase positive energy output feel a bit on the weak end. Two solid racial traits and a nice 3-level racial paragon class as well as two spells, a full-blown Mortiss settlement and a sample character (especially the latter two deserve credit) are also provided for an overall solid, if not perfect race.
The second undead race herein would be the Forsworn. These would be people, undecaying and less grisly than the Mortiss, who have forsworn life via a ritual and acquired the Cr+1 forsworn template – consider it a kind of reward, if you will. The race also comes with plenty of favored class options, gain darkvision 60 ft., +2 channel resistance, Bluff, Disguise and Stealth become a class skill, energy resistance 5 vs. lightning and cold, +2 to bluff and disguise checks and +1 natural armor. Oh, and if their origin isn’t making that clear enough – these guys and gals are EVIL. They also do not heal naturally, unlike what was implied and not explicitly stated, the Mortiss. (Who do not have that caveat…) The Beguiling Witch archetype gets diminished spellcasting and instead, a warlock-like blast ranged touch attack with a range of 30 ft. that deals 1d6 points of untyped damage, +1d6 at 3rd level and every odd level thereafter. This blast is useable class level + int-mod times day. The archetype also gets arcane armor proficiency at 4th level instead of a hex and DR 3/cold iron that increases slowly further instead of the level 8 hex. Solid blaster archetype, though calling the archetype “Beguiling Witch” feels like a massive misnomer to me.
A total of 18 feats (that, as written, don’t require the forsworn race – be very wary when allowing these!) are provided for the forsworn. Take “Bleak Spell” – The feat adds 1 negative level sans save to a spell, at +3 spell levels. Yes, that means NO SAVE for the negative level. OUCH. Combine that with unerring magic missiles, for example…rather easy to abuse and should probably have some caveat and instead a less severe level increase. The feat that auto-maxes the HP of undead you “prepare” is problematic – what does preparing entail? Do spawns qualify? If so, why does not every creature eligible have this? Seriously, this one is very strong and could use a tighter wording. Making your undead negative energy bombs is also interesting, as would be the ability to graft bone armor to undead. Greater Turn Resistance is once again flawed – “You gain DR 5/- versus channeled energy.” There is no such thing as “channeled energy” – there is positive energy and negative energy. And they, as energy would adhere to the resistance X-formula. Additionally, the feat, as provided, makes healing via negative energy 5 points less effective – intentional? The fortification-granting feats, while not getting the terminology for fortification right, at least are not ambiguous. Speaking of sloppy wordings – “Revivification” specifies “By expending two channel negative energy uses, destroyed undead in your area of effect are reanimated with half their normal hit points.” – what’s bad here? Well, it’s subtle. First, action type – I assume regular standard action, but I’m not sure. Secondly, do all the intelligent undead retain free will? Sans HD-cap? Instant perma-immortality for liches, undead dragons etc. Destroyed by pesky adventurers? No problem, loyal cadre of 1st level cha 13+ cultists and 1 (!!!) can INSTANTLY return you to life at half max hp. Though you’d usually be DESTROYED. This needs serious fixing, especially in the context of this book – if such a feat is inserted into the game with undead PCs, they can be brought back EASILY, for a regrowing resource, sans penalties. INSANE. Speaking of which – what about a feat that heals you when drawing negative levels from your allies, usable ad infinitum. Restoration and similar spells? Screw those. At least needs a daily cap. Worse, most of these feats have no racial prereq – avoid inserting them just wildly into your game.
The racial paragon-class is solid (though one ability has an annoying typo) and the write-up contains a cool level 17 grimoire in all glorious spell-lists, fluff etc., including a neat preparation ritual. We also get a shadow-themed unseen servant-style spell and a sample character. The forsworn are very powerful and lack any advice for DMs on how to judge this power in relation to other characters. The lack of ECL or RP-information makes clear these guys are intended for NPC-use, though the absence of guidelines in that regard for evil groups sucks. The base race is okay, if not intended for player hands, but the feats…oh dear. While almost universally cool in imagery, oh boy are their wordings SLOPPY. To the point where they contain a number of game-breakers. Avoid.
The third race, the Maghra are essentially degenerate half-ghoul barbarians, transformed by their deadly and strange practices. Theyare half-undead, get +2 Str and Con, -2 Int and Cha and come with full age, height, weight-tables, favored class options, +1 to fort-saves and immunity to paralysis, non-magical diseases and poisons, a bite attack for 1d6 (not specifying whether as a primary or secondary natural attack, though I assume the former), +2 to Knowledge (dungeoneering) and Survival checks made while underground. They also always treat Perception and Stealth as class skills and gain light sensitivity. They can also get claws for 1d3, but then reduce the bite damage to 1d3 as well – once again, failing to specify whether claws or bite become primary/secondary natural weapons when used in conjunction. Very cool as an idea would be the feats that net you to +4 to attribute-spells for eating elves or dwarves…but the feats fail to specify CL for the effects…and duration/whether it’s an extraordinary/supernatural/spell-like ability effect. This unfortunately holds universally true for almost all of the conceptually cool cannibalism-feats. “Blood Frenzy” is an interesting idea – when reducing a foe below 50% HP, the Maghra enter a frenzy for +2 to Str/Con, +1 to will-save for 1 round per level, useable 4+con-mod times, non-stacking with barbarian rage. per se, that’s awesome, though the 50% caveat is, as written, makes no sense – hand the barbarian a kitten for rage. Why not just eliminate the 50%.limitation? Gaining DC 10 +1/2 level +cha-mod paralysis for 1d3 rounds on ALL natural attacks is also insanely strong – Paralysis being one of the most crippling conditions in Pathfinder.
The bite-power enhancing 3-level racial paragon-class, the 6 new traits, the settlement, the sample character – all of these are nice, though. Urghs, this one was a pain – mainly because the base race is nice and only has very minor glitches, but the feats once again just are in need of a massive overhaul, breaking rules and sporting sloppy wordings left and right.
The fourth race would be Nergal’s servants, the deathless – another templated race at CR +2 who gets the full-blown undead-treatment, darkvision 60 ft, +2 natural AC, resistance 10 against cold, lightning and fire, fast healing 1, a slam attack at 1d6 (primary or secondary?), detect undead at will, +2 Str and Cha, +2 Perception + Sense Motive and Alertness, Toughness and Iron Will as bonus feats. Oh, and whenever they die, they automatically respawn after 24 hours, with one point of permanent Cha-drain that can’t be mitigated. The ability unfortunately fails to specify WHERE the deathless respawns, whether s/he takes his/her equipment to Nergal’s realm to be admonished etc. The 4 racial feats give you negative HP (and being staggered), allow you to conjure forth a +1 undead bane dancing scythe that can, with another feat, made brilliant + ghost touch (very strong at low levels) and one “kill foes to heal”-feat that once again gloriously fails the kitten-test. The undead knight-style racial paragon-class is neat, as is the bone armor spell and the sample NPC. So, depending on your perspective, this is the race for the player who doesn’t want to lose his PC…or for the munchkin. The Deathless, as a templated creature, makes for a superb adversary, but lacks crucial information regarding balancing it with non-deathless characters. I would STRONGLY advise against using these in any but the most high-powered of games as PCs…but they do have a glorious usage: Remember Dark Souls/Demon Souls? Yeah. Make an exceedingly, mega-deadly campaign and see whether the PCs manage to conquer it – coincidentally, you could also take the Souls-series’ reclaim mechanics for gear instead of for full hp… So while I’d never allow the race in a common campaign, it does have its uses! Apart from minor gripes, neat!
The final race would be the Nephandim, once again a non-templated race, these guys are the pale, small servants or Nergal – they get -2 to Str, Cha and Con, +2 Int and Wis, are small and slow. Tehy are humanoids with fire resistance 5 (or DR 3/slashing), +2 to saves against death effects, +2 to will-saves to resist enchantment (charm + compulsion)-spells and effects and may save again. They may also, 1/day, reroll a Bluff/Diplomacy-check when proclaiming their service to Nergal. Additionally, they may 1/day cast bleed, chill touch, detect poison, touch of fatigue as a spell-like ability if their wis is 11 or higher, deathwatch at will, +2 to their channeling DC if applicable, 120 ft darkvision, light sensitivity and also have negative energy affinity, making them great allies/healers of the undead. These lack the RP/build-information, though. Generally, the Nephandim feel a bit overburdened to me – the spell-like abilities, the better channeling sans alternate racial trait to switch out…depending on the build, these guys can be extremely strong. For my taste, the race is too strongly geared towards the caster-direction and a tad bit too strong, though not to the point where I wouldn’t allow it after shearing some of the various bonuses to saves or similar ones, trimming a bit of the fat of the class.
The Sequestered Cleric archetype is a less paltry version of the concept of the cloistered cleric – d6, poor BAB, but +Int skills, the knowledge domain as a third domain, scribe scroll and 1/2 class levels to knowledge-checks (and the ability to make them untrained) – solid. The 4 new feats – are universally nice, though the achievement feat (of which there are a couple in this book) granting animate dead at will feels a bit excessive. The 3-level racial paragon class learns to ignore turn resistance and generally is solid. The spells are nice, though death conduit, which allows you to share hp with an undead within 50 ft. you control as a swift action makes for a powerful option that can be a bit strong for a level 1-spell. The Nephandim settlement and sample character are neat.
That’s not where the pdf ends, though – we are also introduced to the CR+1 Bonescriven template and an extremely brief write up of Nergal, God of Death -who gets btw. access to RGG’s superb Hellfire domain from the “Genius Guide to Hellfire Magic” – don’t fret, though – the domain information is included.
Editing and formatting are okay – not particularly flawless, though – there is quite a bunch of punctuation errors, inconsistent formatting etc. to be found here – mostly not influencing the ability to understand the rules, though. Layout adheres to TPK Games’ elegant, printer-friendly 2-column b/w-standard with glorious pieces of original b/w-artwork. The pdf comes fully bookmarked for your convenience and unobtrusively hyperlinked.
TPK Games’ mastermind and author Brian Berg knows dark fantasy and knows the undead – his prose is exquisite and while most campaigns will balk at reintroducing an iteration of the death-god Nergal into their pantheon (and thus lose some of the cool fluff’s bonuses), the races per se can be easily transported into a setting. And the base races per se are interesting – while I would not advise on flat-out making the book available to PCs, the races support diverse playstyles, even offering new options for campaigns (deathless souls, baby!) and are diverse enough to feel very distinct from one another. While the templated races require special playstyles, the others feel like they can fit in respective campaign niches and while the wording of their write-ups has a flaw here and there, the problems per se are not that pronounced. The archetypes are a mixed bag, the racial paragon-classes on the nicer end of the spectrum.
But alas, there are problems. This pdf’s issues can be summed up in one word: Feats. If I didn’t know any better, I would think that a completely different author wrote these. Brian Berg usually tends to get feats right, but the ones herein brim with issues – breaking balance, failing kitten-tests left and right, sloppy wordings – these feats often utterly break otherwise nice, balanced classes, providing sometimes a power-level that is ridiculous, sometimes failing to specify their limits/benefits and one even breaking potentially any campaign’s logic. Yeah, that bad.
So on the one hand, we have some truly awesome prose, cool concepts and neat ideas with minor issues and then a whole class of crunch that is almost universally flawed in its execution. This book has potential, oh yes, it does, but it also feels rushed, like it was abandoned halfway through. As much as I love some of the content, I can’t rate this higher than 2.5 stars, rounded up by a slight margin to 3 for DMs. As for players – you MUST ask your DMs, who should consider carefully which part of these rules to allow in your game…low-powered games and those very conscious of precise wordings should round down instead.