We thought we'd post a review of a new Pathfinder product in case anyone was interested.
The product is the latest Open Gaming book titled "Dwarves of the Ironcrags", a gazetteer of dwarven equipment, magic, lore, and monsters. Written by Wolfgang Baur with assistance from Adam Daigle, Michael Furlanetto, Brandon Hodge, Joshua Stevens, Dan Voyce, and Open Design Patrons.
Reviewed By Ken Loupe
Chapter 1 - History Lore and Culture
The first few pages of the chapter detail the 14 dwarven cantons. Cantons essentially are democratic dwarven settlements. Each canton has what they are known for briefly detailed, but not so much as to not leave a DM plenty of free reign to make any one home to his campaign. Also detailed here are the forgotten cantons, the northern clans, and the dwarves of Zobeck.
On the whole, very interesting background information. The second part of the chapter details canton society. The caste system of the dwarves and the rights of each of the members as it pertains to dwarven law are detailed. As well as how the cantons handle trading, mining, and the forge. The third part in the chapter speaks briefly of the gods worshiped, and the ways with which dwarves go to war and how they treat their dead.
Of special interest in this section is the dwarven mourning and burial ceremony.
Chapter 2 - The Most Honorable and Righteous Fraternal Order of Illuminated Brothers
Chapter 2 details a secret society of dwarven craftsmen and mages. Ceremonial dress, proceedings and symbols are detailed. Also offered are two prestige classes:
Chapter 3 - The Kariv
This chapter details the gypsies of the Ironcrags setting, the Kariv. I am happy with the large amount of setting info in this chapter. Quite honestly, more, and much better done than I expected. I personally have seen many different attempts to inject the classic gypsy into a campaign setting. Most of those have left the meat of the gypsy out, and just sort of hodge-podge added them.
This effort is pleasantly very different. The glance into Kariv hex magic was very well done, and perhaps in the future a class of some sort can grow from the hex spell list detailed. I for one would love to see some form of hex casting class as an arcane casting class.
Also detailed at the end of the chapter are a variety of Kariv feats. Another great effort at opening the eyes to the sorts of things the Kariv are and do. I must say this is a fantastic setting chapter. Perhaps the chapter was intentionally left open for DM’s to add to the classes which I am in favor of. If not, I really hope for another supplement adding more to the Kariv as this reader for one definitely wants more.
Chapter 4 - Dwarven Magic
Fairly self explanatory, NEW SPELLS! A very good list of spells created by the dwarves and their derro cousins. Much of this chapter is of course a pick-and-choose for DM’s as to what will fit their games. I will highlight a few efforts that I found particularly interesting.
Chapter 5 Monsters
Another very good chapter with new and interesting beasties. I will again speak on a few of them.
Final Score: 8.5 of 10.
I think this is an exceptional piece on its own or easily placed in any homebrew setting. The details on the cantons, and the dwarves of the north give plenty of background without really pushing you a certain way. The Kariv chapter could and should be used by anyone wanting a gypsy feel in any of their games. Chapters four and five are very solid and do a good job of giving very interesting options to try out. My only potential downside is likely me nitpicking over power-gaming opportunities with the prestige classes. Of course those are to each his own, myself, I like a more low-powered feel to a game with me behind the screen.
That's our first review. If you know of another Pathfinder-friendly product you'd like to see reviewed, please email us.
The product is the latest Open Gaming book titled "Dwarves of the Ironcrags", a gazetteer of dwarven equipment, magic, lore, and monsters. Written by Wolfgang Baur with assistance from Adam Daigle, Michael Furlanetto, Brandon Hodge, Joshua Stevens, Dan Voyce, and Open Design Patrons.
Reviewed By Ken Loupe
Chapter 1 - History Lore and Culture
The first few pages of the chapter detail the 14 dwarven cantons. Cantons essentially are democratic dwarven settlements. Each canton has what they are known for briefly detailed, but not so much as to not leave a DM plenty of free reign to make any one home to his campaign. Also detailed here are the forgotten cantons, the northern clans, and the dwarves of Zobeck.
On the whole, very interesting background information. The second part of the chapter details canton society. The caste system of the dwarves and the rights of each of the members as it pertains to dwarven law are detailed. As well as how the cantons handle trading, mining, and the forge. The third part in the chapter speaks briefly of the gods worshiped, and the ways with which dwarves go to war and how they treat their dead.
Of special interest in this section is the dwarven mourning and burial ceremony.
Chapter 2 - The Most Honorable and Righteous Fraternal Order of Illuminated Brothers
Chapter 2 details a secret society of dwarven craftsmen and mages. Ceremonial dress, proceedings and symbols are detailed. Also offered are two prestige classes:
- The Illuminated Brother. There are three orders of Illuminated Brothers. Rite of Most Worthy Esoterics (arcane spellcasters), Preceptory of the Iron Forge (warriors), and The Lodge of Trowel and Chisel (generally rogues, and perhaps divine casters). All three orders gain roughly the same benefits highlighted by choosing certain benefits at each subsequent level. I really like the way this class is given the opportunity to have so much diversity in one single class. I honestly think with many of the choices though, that this class can be overly powered. For example, many of the chosen benefits are essentially bonus feats. House Not Made with Hands gives +2 to any of the 3 saves. Arts Parts and Points is a free feat where prereqs are met. The Attentive Ear gives 5 free skill points. Temple of the Body is the Toughness feat. All of those possibilities can be had at 1st level in the prestige class. While I do believe a DM can go a long way with using this class for his or her NPC’s, it may be pretty powerful in the PC’s hands.
- The Silent Master. The main prerequisite is attaining 4th level in any order of the illuminated brother class. Silent masters are the leaders of the Brotherhood. A good effort at a spy, or secretive prestige class. Free silent spell feat is very nice. Again though, I think it may go over the top with immunity to mind effecting and later divination spells which also include limited wish and wish spells.
Chapter 3 - The Kariv
This chapter details the gypsies of the Ironcrags setting, the Kariv. I am happy with the large amount of setting info in this chapter. Quite honestly, more, and much better done than I expected. I personally have seen many different attempts to inject the classic gypsy into a campaign setting. Most of those have left the meat of the gypsy out, and just sort of hodge-podge added them.
This effort is pleasantly very different. The glance into Kariv hex magic was very well done, and perhaps in the future a class of some sort can grow from the hex spell list detailed. I for one would love to see some form of hex casting class as an arcane casting class.
Also detailed at the end of the chapter are a variety of Kariv feats. Another great effort at opening the eyes to the sorts of things the Kariv are and do. I must say this is a fantastic setting chapter. Perhaps the chapter was intentionally left open for DM’s to add to the classes which I am in favor of. If not, I really hope for another supplement adding more to the Kariv as this reader for one definitely wants more.
Chapter 4 - Dwarven Magic
Fairly self explanatory, NEW SPELLS! A very good list of spells created by the dwarves and their derro cousins. Much of this chapter is of course a pick-and-choose for DM’s as to what will fit their games. I will highlight a few efforts that I found particularly interesting.
- Armor of the Mountain, a 2nd level wizard/sorcerer spell. That gives +4 to AC as well as immunity to paralysis and petrification. As an added bonus it does d6 +1 per caster level to adjacent creatures.
- Earthglide, a 4th level wizard/sorcerer spell. That gives the earthglide special ability for a round per level.
- Ladas Secret Servant, a 3rd level cleric spell. Which creates a small ball of light that provides d6 + wisdom mod healing at a range of close for 1 round + a round per level.
- Rune of Mardikon, a Cleric, Wizard, or sorcerer 4th level spell. After the rune is triggered any in the runes area must reroll any d20 rolls and take the lower roll.
- Rune of Velund, a Cleric, Wizard, or sorcerer 4th level spell. After the rune is triggered any spell cast in the area must beat an SR of 16.
- Hammerfall Shield. Which will let you summon a black bear, or two wolves depending upon the respective emblem on the shield once a week.
- Wolf Cloak of Wintersheim. Which grants the wearer cold resistance 10 as well as the ability to polymorph into a dire wolf.
Chapter 5 Monsters
Another very good chapter with new and interesting beasties. I will again speak on a few of them.
- Derro Fetal Savant. Born from the derro societies madness these twisted creatures are used by the derro as shock troops. They have a magic jar ability they use to inhabit their enemies and wreak havoc in that enemies body while their victims souls are placed in the paralyzed and motionless fetal savants body. I don't honestly know if this is one of the coolest monsters ever or some crazy guy took the wheel in monster creation. Any DM can have loads of fun with this little guy!
- Fellforged. Another very cool creation. This being a golem designed to hold a spirit of the dead. The golem holds a wraith in it's body. The wraith still has some abilities to use it's powers. Like a Con drain with a slam attack. It also still has Light Sensitivity that transfers to the golem it inhabits. A perfect surprise to throw on your unsuspecting party as well.
- Stone Dead Dwarf. The last monster I will review is actually a template for a dwarf that gives himself to the earth he loves. The dwarf is actually turned into an outsider and is tied to a specific area as a guardian. With the accompanying detailed ritual to give rise to these creatures, it is very helpful in filling out what could be a dwarven kings honor guard, or perhaps the guardian to an ancient dwarven tomb.
Final Score: 8.5 of 10.
I think this is an exceptional piece on its own or easily placed in any homebrew setting. The details on the cantons, and the dwarves of the north give plenty of background without really pushing you a certain way. The Kariv chapter could and should be used by anyone wanting a gypsy feel in any of their games. Chapters four and five are very solid and do a good job of giving very interesting options to try out. My only potential downside is likely me nitpicking over power-gaming opportunities with the prestige classes. Of course those are to each his own, myself, I like a more low-powered feel to a game with me behind the screen.
That's our first review. If you know of another Pathfinder-friendly product you'd like to see reviewed, please email us.