When
players sit down to create characters for an adventure path, it helps
to have an idea what the adventure path is about and what kinds of
characters will best fit in. After all, if you create a swashbuckling
pirate character and the campaign ends up set entirely in a desert
without a sailing ship or water in sight, you might be just a little
disappointed. The campaign will likely end up not being much fun as a
result. With some adventure paths, this is more of a concern, as they
have specific themes or centre around specific locations. This is why
there’s a player’s guide to accompany each adventure path.
Reign of Winter is a very
linear adventure path. One event leads into the next in a somewhat
preordained manner, and given its constant movement from one location
to the next, there’s not a lot of opportunity for the PCs to stop
and do their own thing. There’s certainly no opportunity for side
quests. For this reason, characters need to be well-suited for what’s
ahead, and their backgrounds need to reflect their abilities
(although there are otherwise very few restrictions on appropriate
character backgrounds and origins). The Reign of Winter Player’s Guide
helps players create such useful characters, and it accomplishes this
quite admirably.
Like
the guides for all adventure paths, by necessity, the Reign
of Winter Player’s Guide must
include a few minor spoilers for the campaign ahead—namely that,
although it doesn’t start in a cold climate, it very quickly moves
to one and remains in cold climates for pretty much the entire
campaign. It’s important that characters be equipped to survive and
excel in the cold. The guide offers a number of suggestions for
character types and archetypes that would fit into the campaign well,
such as the winter mystery for oracles or the winter witch archetype
for witches. Players may notice that this does create an odd sort of
dichotomy since the campaign begins in the warm lands of Taldor, yet
the characters are strangely optimized for cold climates and, to a
small extent, this may ruin
some players’ sense of verisimilitude. This is particularly true
for a character with the winter witch archetype (and possibly aiming
for the winter witch prestige class) as that would be a character
from Irrisen (or having spent a significant amount of time in
Irrisen) somehow being in Taldor only to end up in an adventure
taking him/her back to Irrisen. But this is a pretty minor thing and
it’s easy to ignore the rather convenient coincidence of a bunch of
cold-optimized characters all arriving in Taldor at just the right
time.
The
guide also makes suggestions for language choices and advises that
ranks in Linguistics will be useful. This is something I hadn’t
thought of, but it’s a wise inclusion, and is a good demonstration
of the usefulness that these player guides can provide.
The
campaign traits are fairly straight-forward. When it comes down to
it, the characters’ backgrounds before the beginning of the
campaign will have little impact on the campaign itself. Once the
adventure path starts up, it really doesn’t matter what the PCs did
before or where they came from. As such, the campaign traits provide
some abilities that will be useful, but they aren’t necessarily
essential. It would be easy to create characters that work well in
Reign of Winter
without taking any of these campaign traits. Still, there’s nothing
bad about them either.
The
guide then gives an overview of Heldren, the town where the adventure
path starts out. Since PCs aren’t necessarily expected to be
residents of Heldren—and they certainly won’t be staying there
very long—the overview is understandably quite brief. For players
with characters who come from Heldren, it recommends speaking to the
gamemaster for further information about the town (The Snows of Summer contains
a full write-up on Heldren for gamemasters).
After
this, there is a “Cold Weather Primer”, which handily summarizes
the game rules regarding cold and weather effects so that players
don’t have to flip through the Core Rulebook
to find them each time they’re needed.
The
final section of the guide contains “Additional Class Options”.
The winter witch archetype and winter witch prestige class are
reprinted here from their original sources (Inner Sea Magic and Paths of Prestige
respectively—the prestige class does contain the corrections to the
misprinted table in Paths of Prestige),
and there is a table of Arctic gear. However, the most interesting
part of this section is the expanded list of animal companions and
familiars that will be best suited to the Reign of Winter
adventure path. There are several new familiars (including Arctic
hares, lemmings, puffins, and more), as well as the game stats for
each of them.
Overall,
the Reign of Winter Player’s Guide
does its job well. It helps players make characters that will work
well in the Reign of Winter adventure
path, and you really can’t ask for more than that!
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