While
demons have been prominent in a lot of recent Pathfinder products,
those products are primarily for gamemasters to provide compelling
and powerful villains for their campaigns. They don’t have a great
deal for characters needing to fight demons. That’s where the Demon Hunter’s Handbook comes
in. It’s a book full of equipment, feats, spells, and more, all to
help characters face and overcome the hordes of the Abyss.
The
Demon Hunter’s Handbook
is certainly a bit of a niche book, in that it will only really be
useful in a campaign where demons feature regularly. However, as
demons do tend to show up a fair amount even in campaigns not focused
on them (Paizo’s various adventure paths quite often have a demon
or two show up at some point), players will likely be able to find a
use for at least some of the abilities in this book in just about any
campaign. As such, it’s not quite as niche as a book like the
Dragonslayer’s Handbook.
This
is very much a book of mechanical options (or “crunch”). What
flavour text (“fluff”) there is, is generally short and fairly
broad and generic in scope. While this is true of many books in the
Player Companion line
(to which this book also belongs), it’s a bit more so in this case.
The opening chapter containing an overview of demons, demonology and
demon hunters’ causes is entirely fluff, and there is some
background information later on the Worldwound and the Abyss, but
most of the rest of the book is pure crunch. This is, perhaps, not
all that surprising. Player characters probably shouldn’t start
their careers as experts in demons. That sort of information needs to
be learned over time. However, they certainly will need equipment and
abilities to help them fight demons.
In
terms of equipment, the chapter “Preparing to Hunt a Demon”, has
three new equipment kits, but the bulk of the new equipment comes
later in the book in the chapters on “Innovations of the Crusades”
and “Magic Items”. The “Innovations” chapter contains
non-magical equipment, including several new alchemical items as well
as cold iron caltrops and portable altars. Angel quill arrowheads are
particularly interesting. There is also a very interesting sidebar
giving background on crusader’s crosses, which are used as a form
of identification by people in the Mendevian Crusades. Each
crusader’s cross contains the family history of its owner, and
crusaders are careful not to let these crosses fall into the wrong
hands. It’s a great bit of flavour amidst the mechanics.
There
are options for a variety of character classes and types throughout
the book. Not every demon hunter is expected to be a crusader of
shining virtue, and the book even provides a bit of information on
evil demon hunters. Of course, the focus is on good and neutral
hunters, but even within that, there is still a wide variety of
character types accounted for. Along with various feats and traits
for everyone, there are new rage powers for barbarians, ranger traps,
an inquisitor archetype, and even a new story feat (story feats were
first introduced in Ultimate Campaign). There is also
a chapter with several new spells with the linking theme of being
“Spells of Lost Sarkoris”. The odd thing here, though, is that
these spells don’t really feel like spells from Sarkoris. As fits
the theme of the book, they are all spells for use against demons,
such as detect demon
and protection from outsiders.
However, Sarkoris wasn’t a demon-hunting land before it fell—and
fell quickly—to the Worldwound. The implication is that these are
spells that the people of Sarkoris developed in their final hours of
desperation, which is plausible, I suppose, but I feel these spells
would make much more sense as spells developed by the Mendevian
Crusaders. After all, they’ve had a century to develop
demon-hunting spells. They shouldn’t be reliant on finding such
spells “among the ruins of Sarkorian bastions throughout the
Worldwound.” This is one place where the fluff doesn’t really fit
the crunch. That said, these spells are certainly appropriate for
this book and there are some interesting ones amongst them, such as
telepathic censure,
which blocks telepathic communication, something demons make heavy
use of.
The
inside front cover contains a very useful table of Common Demonic
Cults. The table lists various demon lords, their areas of concern,
and typical worshippers and minions. It also contains an illustration
of each demon lord’s symbol. At the opposite end of the book, the
inside rear cover contains examples of anathemas for some of the most
well know demon types. Anathemas are substances that aid spellcasters
who conjure demons. The rules for anathemas first appeared in
Ultimate Magic
and the examples here expand on those rules. It’s always good to
see support for various optional rules systems from other books.
Overall,
the Demon Hunter’s Handbook
is a very functional book. In terms of flavour, it doesn’t really
add a whole lot to the gaming experience, but it does add useful
mechanical options for player characters preparing to hunt demons.
It’s not a captivating read by any means, but that’s not really
its purpose. It does exactly what it says in its title.
No comments:
Post a Comment