There’s
a love amongst many roleplayers for new playable races beyond the
core dwarves, elves, gnomes, and halflings. Part of the point of
roleplaying is to pretend to be something different and what better
way than to play unusual creatures with new and interesting
abilities. From aasimars and tieflings
to traditionally monstrous races like goblins
and kobolds, expanding the list of
playable races allows for new experiences and new options. Pathfinder
has certainly provided many possibilities for players, with the
Advanced Race Guide
being the ultimate source for various races to choose from—including
a system for gamemasters to design their own.
There
have also been several Pathfinder Player Companion
books that look more closely at some of these options, at how they
fit into the world of Golarion, and providing new options for people
wanting to play characters of these races. Most of these books look
at races that already exist in the game, but Blood of the Moon does
something a little different. It introduces a brand new playable
race, skinwalkers, who are descended from lycanthropes (essentially
the lycanthropic equivalent of aasimars and tieflings), as well as a
number of skinwalker variant races that are tied more specifically to
each of the various kinds of lycanthrope.
One
could argue that there are already more than enough playable races in
the game, and to be honest, I sometimes feel this way myself.
However, one could also argue that there are more than enough
monsters, spells, feats, archetypes, etc. in the game already, and
yet numerous books continue to introduce more of those. Why not more
races? While there are certainly more options available than anyone
could ever use in a single campaign, the presence of such a large
variety allows for different choices in different campaigns, giving
each campaign the potential to be unique. From this perspective, I
really like the variety. So while the races of Blood of the
Moon are certainly not needed
in the game, they make for interesting options for future campaigns.
It
also helps that Blood of the Moon
is, overall, a pretty good book. It has a lot in common with Blood of the Night, in that it
takes an iconic monster—the lycanthrope—and presents it from a
player-centric point of view. However, it succeeds much better than
the earlier book by being much more focused. Blood of the
Night, while not a bad book,
attempts to be three books in one: a guide to playing vampires, a
guide to playing dhampirs (half-vampires), and a guide to playing
vampire hunters. The fist and last of those things, in particular,
are just too at odds with each other to work well in a short, 32-page
book. A Player Companion
book needs to pick one or the other and focus on that. While some
recent Companion books
have focused on the hunting side (Dragonslayer’s Handbook and Demon Hunter’s Handbook),
Blood of the Moon
focuses on the playable race side, and doesn’t get itself bogged
down with options for people who hunt lycanthropes.
The
majority of Blood of the Moon
is focused on describing the various kinds of skinwalkers. There’s
the generic skinwalker race, which allows for greater flexibility, as
well as a variant skinwalker race for each of the major varieties of
lycanthrope—werebat, werebear, wereboar, werecrocodile, wererat,
wereshark, weretiger, werewolf. Each of these skinwalker varieties
receive two pages of description covering their racial traits, how
they fit into the world, and some additional mechanical options (new
feats, rage powers, hexes, magus arcana, and so on). While Player
Companions, by their nature,
tend to be quite heavy on mechanical options, there is a nice
balance here between these options and descriptive text. Players can
read about these races and get a good, if fairly generic, feel for
how they fit into the world. There is also a sidebar with each kind
of skinwalker containing a sample of in-game writing about that race,
helping aid the sense of immersion even more.
While
the focus is definitely on the skinwalkers, the book does provide a
small amount of information on full lycanthropes. There is a sidebar
with each skinwalker description that talks about the associated
lycanthrope and also generally contains one new mechanic (such as a
feat or new magic item) associated with that lycanthrope. There’s
also a section towards the end of the book that discusses contracting
and curing lycanthropy. This section doesn’t contain a lot new, but
it does nicely compile all the existing information into one spot,
making a handy reference for players who either want to avoid
contracting lycanthropy or want to get rid of the lycanthropy they’ve
already been unfortunate enough to contract.
The
central two pages of the book are on “The Transformation”, a
description of what happens when a werewolf changes from human to
bestial form. It looks specifically at the eyes, mouth, feet, ears,
and hands. There is also a bit about skinwalker changes. The layout
on these pages is a little unusual with some of the text wrapping
across both pages. It makes for an interesting visual effect
(especially as that text is laid over an illustration of the moon) in
the actual printed book, but it does make reading from a pdf (which
is how I read the book since my print copy had not yet arrived)
rather difficult as you need to flip back and forth between the
pages. Setting the pdf reader to show two pages side-by-side can
solve the problem, but not all readers will do that (I can’t do
that on my tablet, for example). It’s a minor nitpick, but one that
can cause annoyance. Overall, however, these two pages make great
added flavour.
Another
section towards the end of the book deals with lycanthropes and the
moon. It discusses theories on why the moon affects lycanthropic
transformations, but there’s really not a lot of detail on that.
The majority of the section contains a new oracle mystery: lunar.
There is also an interesting sidebar containing suggestions on what
to do if the campaign is set in a location with more than one moon.
Unfortunately, it ignores the possibility of a setting with no moon
at all, but the final suggestion of simply ignoring lunar cycles
completely and establishing a “werewolf standard time” will work
just as well in settings without a moon. The final section of the
book, “Lycanthropic Gear”, contains new equipment and magic items
that skinwalkers and lycanthrope may find particularly useful,
although they could be of use to other characters as well.
On
the whole, Blood of the Moon
is not a book that will be useful for every campaign. It’s a niche
product and many campaigns will likely have limited use for it.
However, people who want to add a touch of lycanthropic flavour to
their campaign or just want the option of playing new races will find
the book adds a lot of useful options and more importantly, flavour.
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