Undead
are an iconic part of fantasy roleplaying. There are few campaigns
that won’t, at some point or other, include a few undead, be they
mindless skeletons and zombies or more powerful undead like vampires
and liches. Many campaigns will feature undead quite frequently and
may even focus on them. The PCs may consist of vampire hunters,
carefully stalking the creatures of the night. Or perhaps they seek
out restless spirits like ghosts and spectres in order to send them
to their proper rest. The Undead Slayer’s Handbook is a book that
is geared specifically towards these kinds of characters. It provides
tools and options for Pathfinder characters who hunt the undead.
While
the Undead Slayer’s Handbook
is a bit of a niche product, it still has a fairly broad scope, as
undead are bound to show up at some point in just about any campaign.
This makes the book more widely usable than a book like the
Dragonslayer’s Handbook.
Even in campaigns focused on dragons, PCs aren’t likely to
encounter a lot of them. However, even in campaigns that aren’t
focused on undead, PCs are still likely to encounter quite a few
undead creatures, from zombie minions to vampire overlords.
The
book breaks undead down into four categories: consummate, hungry,
incorporeal, and mindless. Similarly, it also breaks those who hunt
undead down into four categories: exorcists, necrologists, redeemers,
and stalkers. These categories are fairly broad, but are not
necessarily all-encompassing. It is also possible for a single
creature or character to fit into more than one category. As such,
these categories are not meant to be definitive, but rather provide a
useful framework for discussing undead and their slayers. The book
opens by defining these categories, and also provides some generic
information on what everyone on Golarion knows about undead and some
of the organizations (like the Knights of Ozem) dedicated to slaying
undead.
The
book then provides some basic information on “Preparing to Slay
Undead”. Included in this section is a new feat chain. Bless
Equipment is the start of the chain and the other feats include Align
Equipment, Improved Bless Equipment, and Greater Bless Equipment.
These feats allow clerics (and other characters who can channel
energy) to sacrifice uses of channel energy to instead add temporary
properties to weapons and armour. These properties include things
like bane and ghost
touch. What I like about these
feats is that, while they will certainly prove useful against undead,
they will also prove useful against many other creatures as well.
There’s nothing requiring the type of bane
chosen to be undead, for example. Align Weapon is a feat that many
groups will be happy to have, as it gives them an easy way to get
past some types of damage reduction without having to have spells
prepared in advance, making it a great feat to have when facing
things like demons and devils as well as the undead.
With
this introductory material out of the way, the book then begins
looking at the four kinds of undead, with two pages devoted to each
one. Each section includes a general description along with necrology
and habitat, as well as “Slayer Tools”—new equipment that is
particularly useful for the given type of undead. Each section also
includes a “Haunted by Undeath” sidebar, which introduces two new
regional traits related to the type of undeath being discussed.
First
up are the consummate undead, which are undead who chose their
existence. Liches are the most obvious examples of consummate undead,
but they can also include vampires, mummies, and others. Hungry
undead are creatures like ghouls, who have a compulsion to feed on
the living. “Feeding” does not necessarily mean literally eating
living creatures (although in the case of ghouls, it does); it also
includes creatures, like wights, that drain the lifeforce of the
living. Incorporeal undead are the bodiless ghosts and spectres that
haunt the living. Finally, mindless undead are creatures like zombies
and skeletons, undead that are generally created by necromancers and
other villainous spellcasters to be minions.
The
slayer tools presented in these sections consist of a variety of
alchemical items and kits. There are inexpensive things like garlic
tablets (at 20 gp each) for holding vampires at bay, and more
expensive items like spiritbane spikes (300 gp), which are
alchemically treated iron spikes that gain the ghost touch
weapon quality when you slash them across your flesh (causing
yourself 1d6 points of damage). There’s a good variety of items
that nicely expand the alchemical options available to player
characters—and as alchemical items, they can be used by just about
any character of any class.
Following
the sections on each of the undead types is the centrefold that
appears in most Pathfinder Player Companion volumes.
This one is on “Dealing with Haunts” and presents a cross-section
of a manor in which various iconics can be seen fighting different
kinds of undead. Single-sentence insets on this illustration provide
a description of how haunts work in the game, including how to notice
haunts, the kinds of effects they have, their weaknesses, and how to
destroy them. While the information is useful to players, like so
many of these centrefolds, it really isn’t necessary to spread it
out over two full pages. The artwork is actually quite beautiful, but
it doesn’t add anything to the text or serve any useful purpose.
Indeed, it doesn’t even seem to be illustrating haunts. Valeros and
Kyra are quite obviously fighting physical skeletons and zombies
respectively, and not haunts. Feiya is encountering some sort of
spirit-like undead which might be a haunt, but her portion of the
picture still doesn’t really illustrate any of the insets regarding
haunts. Overall, this centrefold ends up being a lot of wasted space.
The text takes up about a quarter-page at most, leaving one and three
quarters of nothing at all.
The
book then goes on to look at the different kinds of undead slayers,
spending two pages on each. Each section contains an overview of its
type of slayer, but otherwise each section contains different kinds
of options for characters. Exorcists are characters who focus on
driving away spirits and other incorporeal undead. The section on
exorcists contains a new cleric archetype (roaming exorcist) and two
new spells. Necrologists see undead as a way of gaining historical
knowledge and seek to pry that knowledge from the creatures before
destroying them. The section on necrologists includes a witch
archetype (medium) and several new alchemist discoveries. Redeemers
seek to free souls from undeath so that they can continue their
journey to the afterlife. Their section includes a monk archetype
(spirit master) and a new feat, Holy Water Assault. This feat gives
characters a number of new options for using holy water in combat.
Finally, stalkers simply hunt down undead to destroy them. Their
section has a new ranger archetype (corpse hunter) and two new feats.
The
next couple sections of the book include new spells and magic items
for all kinds of undead slayers. The book then ends with a new
prestige class called the soul warden. Soul wardens were originally
commandos in the Nexian army during the Age of Destiny, but today,
they are just individuals who have uncovered and mastered the secrets
of that ancient organisation. Soul wardens gain a number of abilities
centred around channelled energy to harm undead. Amongst other
things, they gain the ability to spontaneously cast a select number
of spells by expending a use of their channel damage ability.
There
are a couple of additional sections on the two inside covers. The
front one contains a chart of the most common undead showing their
type, origin/description, recommended slayers types, and recommended
tools for slaying them. The inside back cover is, perhaps, the most
interesting thing in the entire book. It discusses “Undead
Paraphernalia”, and in particular, discusses the difficulties with
acquiring necromantic materials such as onyxes (which are often
required as material components). It includes a system for
determining the legality of necromantic paraphernalia based on the
settlement (using the settlement stat block rules from the
GameMastery Guide).
While the rest of the book has a lot of interesting options for
characters, what I like most about this section is the flavour it
adds to the setting. The game tends to have only the barest
guidelines over what characters can buy where (creating an incredibly
bizarre economy), and this little touch helps show that, sometimes,
certain items may not be instantly obtainable just because characters
have enough gold.
On
the whole, I like the Undead Slayer’s Handbook.
It scores over similar books like the Dragonslayer’s
Handbook and the Demon Hunter’s Handbook by
being of wider use despite its slightly niche focus. Many of its
options (from feats to alchemical tools) will prove useful against
more than just undead opponents, making them still good choices for
campaigns in which undead appear infrequently and are not the central
focus. It’s not a “must have” book, but it’s certainly a
useful one.
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