As I have said before I have found all of the AEG books along the lines of Good to be useful in some way. This book has come the closest to making me regret having said that. The first 50 or so pages are geared toward nothing more than new kits and prestige classes. I won't spend much time going over those. Actually that is about all the time they will get.
The third section goes over the topic of Magic. This section is much better than the previous two but that bar had been set pretty low. It goes over the summoning of good creatures which is actually not a topic I recall reading about in any other material before. The spells and magic items are items that can be borrowed from and there was nothing so bad in here to make the section unappealing.
In section four the topic is Heroic Legions. The book refers to them as scaled down prestige classes and at first glance they most likely are. I however have always thought clerics had it too easy in D&D. If they are minions of a deity why are they not expected to follow the tenants of that deity and even try and convert the people they adventure with. A cleric should never be traveling around in a group that were not all of the same belief or close to them.
This section lays out the idea of faith points which are awarded based on Deeds or taken away for Transgressions. The section lays out good examples of Deeds and Transgressions for different types of deities. The Faith Points can then be used to gain what the book calls Boons. These are abilities awarded by the deity to the faithful. Once spent the character has to start accumulating them again. There are also Banes which are to be applied to those who waiver in their faith. The Banes might not be as well thought out or useful as the Boons but they could be adapted. Section four also lays out the idea of Groups and Orders which I think would greatly add to the role playing potential of clerics and other religious based classes in the game.
The final section gives the DM a fairly broad selection of new monsters. New monsters are never a bad thing provided they are not overly silly or too powerful. Some of the creatures in this section come close to crossing the line in both directions. In the end though taken in context they end up be acceptable for the topic of the book. I am not sure that most of them would ever find widespread use in any campaign I was running but then again one never knows.
Bypassing the first two chapters the book ends up redeeming itself. The prestige classes and kits are most likely something that DMs will use. The kits provide ideas for characters but I am seeing the beauty in the post on another blog (forget which sorry) about this is suck and this is you. The characters start as adventurers and become heroes. I say let them develop over time. If they want a back story let them have it but let them pick their profession as they learn just like a college kid declaring a major. In the end the book is worth it but I would pick up others in the line first. It does have a great cover though!
Published: 2002
Pages: 128
From the back of the book:
The World Needs Heroes
Fantasy games have long allowed players to take the roles of mighty heroes battling demons, dragons, giants, and other villains. This sourcebook expands the options for good characters, presenting new magic items, heroic orders, new paladin classes to give every facet of good its champions, and rules that allow the gods to have a tangible effect on a character's actions and choices.
There's never been a better time to be a hero.
It's Time to Save the Day!
*New artifacts
*Heroic orders
*New divine allies
*New classes and prestige classes
*Worship points system
*New magic systems
Spell:
Startle
Level: Second
Range: 6"
Duration: 1 Round + 1 Round/Level
Area of Effect: One Creature
Components: V,S
Casting Time: 1 Segment
Saving Throw: Negates
When this spell is cast the magic user causes the target creature to become endowed with the ability to startle creatures viewing them. This spell will have varying effects based on the level of the victims and their saving throw.
The initial effect of the spell will cause all seeing the target to spend the remainder of the round the spell is cast or their portion of the following round, if they have already acted the round this spell was cast, startled not being able to take any action. Those affected will need to roll a saving throw after the first round.
Those of a lower level than the target of the spell who fail will turn and flee in terror for the reminder of the spells duration. Those who make their save will spend one more round startled and unable to do more than defend themselves. After that round they will suffer a -2 to hit and to all saves for the duration of the spell their confidence shaken.
Those of the same level or higher than the target of the spell who fail their save will suffer the same effect as those who made their save but were lower level. Those who make the save will actually be embarrassed that they were affected in such a way and will become emboldened. They will get a +1 to hit as well on saves and with damage.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
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