This massive installment of the neat Porphyran Player’s Guides clocks in at 73 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 69 (!!) pages of content, so let’s take a look!
Okay, so first of all, we begin with a well-written little piece of prose that introduces us to the Seven Principalities and life there – these 7 islands (+one below the waves) are a pretty unique environment and the roles assumed by the races within the respective contexts are explained in each of the racial write-ups, which also make up the first chapter of the book.
We begin with the Erkunae, traditionally one of my favorite Porphyran races. These near-humans are treated as humans for the purpose of abilities and the like and gain +2 Strength and Intelligence, -2 Constitution. They gain +1 to Bluff, Sense Motive and Knowledge (nobility) as well as Knowledge (engineering) and (dungeoneering) as well as to Stealth while inside a building or construction of some sort. Additionally, they gain +1 to atk when facing down a single opponent, who must be armed with a weapon – so no bonuses versus monks and similar martial artists! This is interesting to me, but as a minor complaint, the bonuses have not been properly codified as racial. The erkunae are distinguished by their pacts with elder powers, 6 of which are provided to choose from. These duplicate a limited form of summon monster as a SP (not italicized properly) and allow for the calling of elementals, skeletons as well as calling forth a familiar or animal companion – to nitpick here, the ability should specify that the called creature uses character level to determine the potency of the respective companion. Also, the called companion/familiar should specify that it can’t be stacked on top of an already existing companion. So yeah, these two need a bit of clarification. The other pacts include getting a masterwork brineblade or using guidance via conch shells. I liked the latter 2, but they make it quite evident that the companion/familiar summon should be nerfed. Erkunae are obsessed with blades and inflict -1 damage with piercing and bludgeoning weapons, but get proficiency with all slashing weapons – I assume this includes weapons capable of dealing more than one damage type. There are three race traits (erroneously called “Racial traits”, which can be confusing at first – that’s something else! Annoyingly, this guffaw extends to the other races as well.) that are interesting – for example, there is one that nets a 1 in 6 chance of having the first two rounds of rage or bloodrage a day as free! Cool! That being said, the traits don’t use the proper bonus type.
Humans in the 7 principalities get 6 additional choices to choose from, each one representing a different focus – here, bonus types are tight and I found no issues. Kudos! The three race traits provided are solid, though we once more lack the proper bonus type. Now the next race is interesting: We are introduced to the Kanseeran, the crabfolk! Yes, crabfolk! They are medium creatures with a slow speed and a swim speed of 20 ft., are amphibious and get +2 Str, +4 Con, -2 Cha and Int. This makes them lopsidedly geared towards martial pursuits and the high Constitution score bonus makes them a bit more min-maxy in that regard than what I personally enjoy. They are amphibious and get a +2 natural AC. They have darkvision and the dwarf subtype and get two pincer claws that inflict 1d4 damage that is treated as all three physical damage types. These claws net them a +4 racial bonus versus disarm attempts when wielding two-handed weapons, but also prevent them from using light or one-handed melee weapons. The claws are not codified as primary or secondary natural weapons and its somewhat hard to default here, considering that they share characteristics with bites. Anyway, they get a +2 dodge bonus versus sahratan natural attacks and +4 racial bonus to saves versus their lure ability. They also get +2 to Appraise and Profession, which is oddly not typed, but oh well. They can charge sideways, providing a +1 racial bonus to atk and damage when charging. The traits are nice, but lack the type once more. As an aside: The race gets one frickin’ AMAZING full-color artwork!
The lizardfolk of the principalities get +2 Con and Wis, -2 Int, are reptilian humanoids with a swim speed of 30 ft. They get hold breath and a 1d3 bite and two 1d4 claws – here, the natural attacks are properly codified. They get +4 to Acrobatics when balancing, courtesy of their tail and +2 natural armor bonus. The traits are nice, but, bingo, miss their bonus types once more.
The second thoroughly unique race featured herein would be the Partatingi, or parrotfolk. These fellows are Medium, get +2 Int and Dex, -2 Con and gain a +4 racial bonus to Linguistics and learn 2 languages per point invested in the skill. They get one bite and two talon natural attacks, all of which clock in at 1d4s, and they are properly codified. Kudos. They may use ventriloquism as a non-magic ability for 1 minute per character level per day and get a +1 natural AC as well as +4 racial bonus to Acrobatics to balance. Here’s the thing, as the tea-cup holding Partatingi-artwork perfectly illustrates: They have wing hands. Yes, they get a fly speed of 30 ft. with average maneuverability. However, when holding anything, that drops by 10 ft. They can’t hold tools or manufactured weapons while flying. This does somewhat limit this ability. Still, a more elegant solution would have been to impose a hard cap on unassisted flight at low levels and then delimiting it around 5th level, when PFRPG assumes unassisted flight to be available. I am not complaining too loud here, since the feathery wing-hands mean that they can only wield light melee weapons effectively, taking a -2 penalty to attack with all other weapons. They do get a +2 bonus to atk with light melee weapons, though – oddly, this one is not classified as a racial bonus. The race traits once more are interesting. Okay, I liked this race. It’s not for everyone, but the wing-hands with finger-feathers? I can get behind that inspired weirdness.
Okay, form this section, we move on to the history of the seven principalities, which once had been the luxurious Eight Delights of the erkunae, basically colonies/vacation spots until the empire collapsed; thereafter, war ravaged the lands until Romos the Beguiler, prince of now sunken Torl, made the erkuane lords wage their wars on tabletops instead. This was all fine and good, but then, Asterion came. The mighty minotaur mage took control of the island of Huq, and when the council met to decide on his claim, he promptly used a potent artifact to sink the whole island, drowning everyone. He rules with an iron fist until adventurers managed to deduce that his artifact had but one use and then managed to assassinate the mighty beast. Still, only two of the group survived, and they took the mantles of rulership for two of the new 7 remaining islands. In the defeat of the dread despot, trade is picking up and alchemy flourishes. Really cool: We get global modifications for item category prices – metal is, for example, more expensive and carved seashell (called “Simbi”) or milled obsidian (called “Black”) are commonly used as coinage. These are small aspects, mind you, but reading how these are carried and used makes the area come alive for me. From here, we move to the neat full-color map and then proceed to cover the respective settlements that can be found within the principalities, all of which btw. come with flavorful introductory text and a proper settlement statblock as well as hooks galore for the enterprising GM to develop.
Speaking of “for the GM to develop” – Asterion was a minotaur. As such, he had a famous mega-dungeon-labyrinth of sorts, one of stacked demiplanes which PCs can now explore. In a nice take on the subject matter, the pdf recommends an online labyrinth creator and mechanics. We also get a nice sample labyrinth map. The pdf then proceeds to cover the notable personages of the islands, providing inspiring fluff-only entries for the islands of the principalities, with 3 such NPCs provided per principality. These characters also note remarkable possessions, alignment and suggested class levels, adding a bit of guidance for the GM. One of my favorite chapters in the book, as the NPCs are interesting.
Now, this being a player’s guide, we also get a ton of class options: Alchemists can opt to become brine bakers, who replace Brew Potion with the option to create weaponry from sea water. These brineblades inflict bonus non-lethal damage on critical hits, which is further increased over the levels, replacing the poison resistance/immunity ability tree. The archetype’s discoveries allow for the creation of abjurant salt or grave salt. I actually like this one. It’s an interesting, flavorful ability modification. Now, Asterion may be vanquished, but his shadow still looms – one of the class options that represent this would be the bullman antipaladin, who replaces detect good with a horned, crimson helmet that acts as an unholy symbol, can inflict 1d8 damage (type missing) and nets Improved Bull Rush. Okay, what if it goes missing/is sundered? No idea. Does it occupy the helmet slot? This is an item, confused as a class ability, and as such sports some serious issues in the finer rules-interactions. The archetype gets a smite-variant and replaces plaguebringer with immunity to being flat-footed. Unholy champion is replaced with 1/day create demiplane, usable only in subterranean environments. The Gray Blades swashbuckler, former navy turned pirates, replace Profession with Stealth. They get limited per day uses of better stealing instead of charmed life and replace swashbuckler training with Improved Steal and baked in bonuses.
The high beast unchained barbarian replaces danger sense with a bonus to CMD to avoid being swallowed whole and a bonus to AC versus natural weapons and to Perception to avoid being surprised. They get +4 to saves versus poisons when raging, replacing indomitable will. They get a rage power that nets bonuses to damage versus targets with natural attacks and save-less stunning crits versus animals and magical beasts. The order of the bear is interesting in that they represent somewhat swashbuckly rebels who can cancel their charges and the like with a bonus 5-foot step, which can be rather interesting. The unchained rogue rigger gets a modified proficiency list as well as specialized Equipment Trick rope tricks. These are cool, interesting and make sense. Storydancer bards get a specialized sign language that allows them to convey concepts to intelligent species. They also eliminate the language-dependent descriptor for spells and replaces well-versed with a bonus to concentration checks with somatic spells. Here’s the issue: RAW, the spells still have verbal components and I’m pretty sure that spells that lose the language descriptor should not be potentially be made Still as well – otherwise, we’d have spells sans any components, and the theme of dance-based casting would be lost. The tribal surfer ranger gets access to tower shields and is a specialist of the paddleboat style, perfectly navigating the waves. Nice one. The volcanic bloodline presented labors under the misconception that eliminating the arcana suffices to make it viable or mechanically consistent for bloodragers as well. That is not the case. No, I am not going to bother listing the myriad of reasons why. They are evident enough.
The pdf also contains two 5-level prestige classes, the first of which would be the pirate hunter, who gets good Fort-saves, full BAB-progression, d10 HD and 4 + Int skills per level. Prerequisite-wise, it requires a lawful alignment and 3 different skills at 5 ranks and Leadership. Proficiency-wise, the PrC nets proficiency with simple and martial weapons and a firearm as well as light and medium armor. The archetype builds on Leadership, granting a commissioned ship and may 1/day cancel a steal, sneak attack or critical hit, 2/day at 5th level. Third level nets a gold/item-bonus and 2nd, 3rd and 4th level net a prince’s edict. These include gaining cannons or Amateur Gunslinger and the like. Okay, but nothing mind-blowing.
The second PrC is the royal messenger, who needs 3 skills at 5 ranks and the Noble Neutraility feat as well as the lore master class feature. The PrC nets 6 + Int skills per level, d8 HD, ¾ BAB-progression and slightly non-standard Ref- and Will-save progressions, scaling up to +4. The PrC nets spellcasting progression on 4 of its levels and grants proficiency with simple weapons as well as longsword, rapier, sap, shortsword and shortbow. They are also proficient in light armor and shields (excluding tower shields) and don’t incur arcane spell failure when using these. They also get immunity: “Any being with an intelligence of 6 or better must make a roll of 10 + the messengers Charisma bonus + his royal messenger bonus to make a melee attack against him.” What’s this ominous “royal messenger bonus”? I have no idea. Next ability isn’t better: “When performing any verbal-based action, such a starting a bardic performance or casting a spell with a Verbal component, a royal messenger also treats his initiative roll as a 20, if he chooses.” WHAT THE F***. Seriously?? This is SUPER-OP. Also: I have no idea how in the infinite layers of the abyss this is supposed to work. You decide when you act on your turn, not at the start of the round. Can the messenger retroactively increase initiative? Total mess of an ability. Added spells known, evasion, money “a free masterpiece” (should be bardic masterpiece)…yeah, I like the idea here, but the execution is messy.
The pdf also includes a pretty massive feat chapter. One nets +6 to saves versus fear effects. … Yeah, not impressed either. We get the xth feat that nets bonuses when outnumbered, increases to favored terrain bonuses. We get a limited daily use option to expend prepared spells to increase Dodge’s bonus, which is neat and one of the feats I liked. I like the notion of a muffled gunshot as well, but “add +2 to critical damage, if achieved.“ is painfully non-standard verbiage. It also fails to specify whether the bonus damage is multiplied or not. Swim speed for monks of 3rd level and Con 13 is a flavorful option. This is a feat text: “You may ignore the effects of any one of the following, once per day: successful Intimidate check, unsuccessful Sense Motive check (reroll), unsuccessful Will saving throw (reroll).” So, can I reroll a Will save or Sense Motive check, or can I ignore a failed reroll? That’s just sloppy. As a whole, the feat chapter is the weakest in the history of Porphyran player’s guides. The rules are weak and the benefits are not interesting for the most part.
The spell-chapter is an improvement in quality overall, featuring a 3rd level combined protection from evil/chaos that also affects undead vreated by evil effects. The spellcaster debuff aphasia is nice and the spell that requires water to execute a line-shaped (I assume 5-ft.-width) brinestrike is similarly a cool visual. A chaos-themes spell is interesting in its oscillation between buff and debuff, though I wished bonuses were properly codified. Sacrificing targets to elementals, fantasy islands (lavishly illustrated), getting temporarily the no breath quality – the chapter is not necessarily perfect, but nice. Cool: The magic item chapter includes the legendary weapon Asterion’s Soul – a blade that increases in potency with the wielder’s levels. We get partatingi/bird-folk blades (with serviceable, if non-standard verbiage benefits), opaline helmets and gemstone blades. Not all items are perfect, though – there is a trident that is missing the activation action from its active, secondary use. On the cool side, there is a vest that can produce magical pistols and Asterion’s island-disintegrating artifact can be found here. All in all, rules-wise my favorite chapter herein; not perfect, but has some nice components.
The mundane equipment contains pipes that can be turned into blowguns (heck yes!) and paddleboats and the pdf provides a ginormous list of available items, grouped by types and the like. This should seriously be standard for ANY player’s guide. Big plus, as the section is super-handy for GM and players alike, taking the annoying and time-consuming minutia back and forth of “You can’t get that here.” “Can I have XYZ?” “Yes, but it costs…” off your hands. Big kudos.
The pdf concludes with an NPC codex of sorts, providing a CR 8 erkunae brine baker, a CR 17 half-elf bullsman, a CR 4 human gray blade, a CR 3 kanseeran high beast, a CR 11 human cavalier, a CR 10 kanseeran pala/pirate hunter (including his ship!), a CR 4 lizardfolk rigger, a CR 10 paratatingi bard/royal messenger, a CR 8 partatingi storydancer, a CR 7 erkuane tribal surfer and a CR 14 lizardfolk sorcerer with the volcanic bloodline. All of these come with brief stories, adding a touch of character to them.
The pdf comes with a bonus-file penned by Mark Gedak, which depicts the Leiopleurodon, a CR 5 prehistoric aquatic animal that is a potent ambush predator and which can accelerate in brutal bursts. Nice one.
Editing and formatting are weaker than usual for Porphyran player’s guides – there are a couple of formal hiccups, but more importantly, the rules this time around are much more inconsistent in quality and precision than usual for the series. Layout adheres to a two-column b/w-standard with purple highlights and nice, full-color artworks, some of which are downright amazing. The pdf comes fully bookmarked with nested bookmarks.
Huh. Weird. Aaron Hollingsworth and Perry Fehr’s last collaboration was much stronger than this one from a rules-perspective. And indeed, this is rather painful for me to say, but this Porphyran player#s guide is perhaps more contingent than any of its brethren before it on why you’re interested in it. You see, theme-wise, this is EASILY one of my favorite player’s guides ever. Yes, I kid you not. I mean, a weird Caribbean-like environment, with sprinkles of Krete and ancient Greece strewn in? Alchemists that make weapons from brine? What’s not to like. I adored the flavor and theme of the region, and while I do not subscribe to all design decisions made regarding the new races, I really LOVE the notion of crab-dwarves and parrot-folk. Come on, that is damn cool, different and creative! The fluff herein and the setting per se are fantastic and inspiring.
At the same time, the mechanics underlying them oscillate rather significantly in quality – while some of the components are very precise, to the point and well-made, there also are plenty of hiccups in the details, some of which seriously affect the functionality of some components. There also is a bit more filler material in the rules-relevant options here. Compared to the series’ previous installments, the crunchy components fall somewhat flat, which is a damn pity. The lack of occult adventures-support is somewhat sad, considering how cool a crabfolk mesmerist would have been. Speaking of which: Where are the eye stalks as a alternate racial trait? Where is the partatingi option that lets them parrot messages and later spells in a limited manner? The concepts herein are amazing, but the execution of the supplemental rules-material left me rather unimpressed. I would have loved to see more here; the themes and amazing flavor deserve more. So…how to rate this. See, this is where it gets tough. Regarding glitches and issues and rules, this falls into the mixed bag territory. Regarding flavor and ideas, this is fantastic and worthy of the highest accolades. In the end, my final verdict will clock in at 3.5 stars. If you’re in it for the lore, then round up and check this out – it in inspiring! Otherwise, though, I sadly have to recommend rounding down. Now, I try to take the type of book into account when reviewing, and while I would not recommend this on the merits of its rules, I can recommend it, with reservations, on the strength of its concepts as a player’s guide/region sourcebook. As such, my final verdict will round up.
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