At
its heart, Pathfinder (and many other fantasy roleplaying games) is
about playing heroes who go on great quests to vanquish the forces of
evil. Along the way, the heroes develop great powers and acquire
awesomely powered magical items. Of course, there can be a lot more
to it than just this: the heroes form relationships with other
characters, both other heroes (the other player characters) and
various other people (the non-player characters); the heroes can
create items of their own; they can open businesses; they can fall in
love. The breadth of possibilities is huge, but for the most part
that heart of good heroes fighting evil remains.
Yet
even that doesn't have to be immutable. Not every character a player
creates in the game is necessarily good. There are nine alignments
and only three of them are good, after all. Three fall in the neutral
range, and many players will choose those alignments for their
characters. They allow for characters who may not be bastions of
goodness, but still rise up to fight against evil and save the day.
But what if players don't want to save the day? What if they want to
be the ones the heroes would normally fight against? What of the
three evil alignments?
I'm
not a big fan of evil campaigns myself, though I can see the draw.
After all, the game is about pretending to be someone you aren't, and
playing evil is perhaps the ultimate expression of that. And even if
it's not the sort of thing you want to do all the time, playing an
evil character just once to give it a try is a tempting lure (I have
certainly done it). The difficulty with evil campaigns is that evil
characters can have a hard time working together. It only takes one
PC to turn on the others and suddenly the whole game falls apart—and
possibly even the gaming group if some players aren't happy with what
has occurred. But if you can get past the difficulties, then an evil
campaign can have its own rewards.
Champions of Corruption is the
third Pathfinder Player Companion
book to take a close look at the alignments in Pathfinder and offer
options for players playing those alignments. I was very impressed
with the first two books, Champions of Purity and Champions of Balance, and so was
greatly looking forward to this book. Even if evil campaigns are not
my cup of tea, a discussion of evil in the game is an important
thing, especially when there has already been a discussion of good
and neutrality.
I
am happy to say that Champions of Corruption
does not disappoint. While I would consider it my least favourite of
the three alignment books, it's still a very good book, offering an
in-depth look at what it means to be evil and providing interesting
options for evil characters. And just because it's a Player
Companion doesn't mean that it's
just for players. GMs can get a lot of use out of this book to flesh
out villainous NPCs.
Like
the previous two alignment books, Champions of Corruption
has quite a bit of “fluff” text—more than typical of Player
Companion books of the last few
years. It needs to take care to precisely define exactly what evil is
since alignment can cause
a lot of debate over definitions. The
layout of Champions of Corruption
is very similar to that of the previous two books as well. It opens
with a section of “Why Be Evil?”, which covers reasons and
motivations for characters to become evil—particularly in a world
where the afterlife punishments for evil are hard fact. Why do people
still commit evil acts knowing that Hell, Abaddon, and the Abyss may
await them? This section
provides a few answers.
The
opening section also has a
lengthy sidebar on “Making
Evil Fun”. This discusses
the importance of having all
players on the same page when it comes to running evil PCs. Conflict
between characters, if any, should not spread to conflict between the
players, and that is an ever-present danger if players have different
expectations of the game. Of course, this is true of any game, but it
is even more so when some or all of the PCs are evil. Different
people have different boundaries and everyone should be aware of
those boundaries before play begins. This sidebar is, perhaps, the
most important part of this book.
The
book then begins looking at each of the evil alignments in detail,
starting with Lawful Evil. As with the previous alignment books,
three example philosophies are included with each alignment, showing
the different ways the alignment can be played. In addition, each
section discusses the advantages and challenges of the particular
alignment, and gives an overview of opportunities and allies for that
alignment—examples include locations and organisations that fit
within each alignment, character types that are typically of that
alignment, and so on. Finally, each section concludes with two new
traits appropriate to characters of the particular alignment.
Each
of these three two-page sections also contains a sidebar about how
well characters
of the particular alignment cooperate and work with other characters.
I particularly like the way each sidebar is named—“Lawful
Evil Teamwork”, “Neutral Evil Alliances”, and “Chaotic Evil
Affinities”—giving right
off the bat an idea of how well these characters get along with
others. The information contained within each is also very valuable,
particularly for Chaotic Evil
characters. There are reasons for such individuals to choose to work
with other people, either short-term or long-term.
Following
the look at each evil
alignment, Champions of Corruption
then takes a look at various evil nations across the Inner Sea Region
of Golarion. Specifically, it looks at Cheliax, Geb, Nidal, Razmiran,
and the Worldwound. Included with each of these is a regional trait.
It also mentions a few other locations more broadly and includes a
new social trait that evil characters can select. A sidebar discusses
evil planes like the Plane of Shadow and the Negative Material Plane.
While the information the nations here is not in-depth, the idea is
to give players a starting point for deciding their characters'
backgrounds, allowing them to then seek more detailed information
elsewhere. Of course, characters don't have to come from these
nations, as evil can potentially develop anywhere.
The
next section looks at a few evil organizations such as the Aspis
Consortium and the Umbral Court. However, a significant portion of
this section is given over to detailing a new feat: Vile Leadership.
This feat works like Leadership except that it rewards, rather than
hinders, leaders with cruel reputations. I have mentioned in other
locations that I have a love-hate relationship with the Leadership
feat, and I don't really view Vile Leadership any differently. PCs
will form a variety of relationships with NPCs regardless of whether
they have feats dictating how they form relationships. Leadership is
meant to help with game balance in this regard, but it does lead to
issues all its own. Vile Leadership seems like little more than a
patch to explain how evil warlords get retinues of followers when
Leadership decrees that they should lose all those followers. The
problem is, villains in adventures manage to get retinues of
followers without having any kind of Leadership feat whatsoever, so
what's the point?
The
remainder of the book focuses on mechanical options for evil
characters and is a bit of a mixed bag. There's a lot of good stuff
(most of it, in fact),
but for a
few things, I question just
how useful they are.
There's an interesting section on dealing with dark powers. It
contains new category of feats called Damnation feats. These feats
actually get more powerful as a character acquires more of them.
However, taking the feats also taints the character's soul, making it
harder and harder to raise the character after death as the soul has
already been claimed. There's some great flavour to these feats and
they provide some decent abilities and bonuses. They're
a good way to mechanically represent deals with the devil.
On
the other hand, another section contains another new category of
feat: betrayal feats. These are special teamwork feats that rely on
characters betraying each other in combat. It's a bit of an odd
concept since, like other teamwork feats, at least two characters
must have the feat. By taking the feat, you are giving permission to
your allies with the feat to then
use that feat against you (as they are giving you permission to use
it against them). When one of
these feats is used, there is an initiator (the one who activates the
feat) and an
abettor. For example, Ally Shield allows you to grab an ally and use
that ally as cover from an attack. The ally then potentially takes
damage instead of your character. I'm not sure how frequently
teamwork feats actually get used, though I suspect it's not very
often (in my own games, Precise Strike is the only one any of my
players have ever taken and used). I suspect betrayal feats will see
even less use. They're too reliant on sacrificing your own allies,
and while I suppose that sort
of thing can happen with evil characters, it's also the sort of thing
that increases the likelihood of player conflict.
Amongst
other things in the book are several flavourful new subdomains (such
as the cannibalism
subdomain, which includes the
rather gruesome power, “consume the enemy”),
a few new archetypes (such as the dread vanguard, an antipaladin
archetype), some new
spells, more new feats, and
some new magic items. Amongst these is an entire new category of
magic items: Nidalese shadow piercings. These are magical body
piercings created using the Craft Shadow Piercing item creation feat
(also introduced in the book). Shadow piercings provide various
bonuses and special abilities based on which part of the body they
are created for, and there are minor, major, and greater version of
each kind. I love the flavour of these magic items, as they tie in
perfectly with the flavour of Nidal. The added great thing here is
that these are useful to more than just evil characters. Although
Nidal is an “evil” nation, there's nothing about shadow piercings
that makes them specifically evil. Their powers include things like a
+2 competence bonus to CMD against grappling for minor body
piercings, darkvision for major
eye piercings, or the ability to
use air walk once per
day for greater suspension piercings.
Any of these could easily be
used by characters of other alignments, making this book a little
more widely useful. Shadow
piercings are easily my favourite option in this book.
When
looked at as a group, Champions of Purity,
Champions of Balance,
and Champions of Corruption
provide a great, nuanced look at alignments in Pathfinder. They take
an aspect of the game that is iconic yet fraught with its own issues,
make it more understandable, and give it a greater context. Champions
of Corruption is the weakest of
the three (though still a very
good book in its own right),
due partly to a few underwhelming new character options and partly to
the fact that I feel it offers the fewest new insights into the
alignments it covers—though
perhaps that is because the very nature of the game means that the
evil alignments are already the most detailed. Defeating evil is what
the vast majority of adventures and campaigns are based upon, after
all. Overall, I think Champions of Corruption
will be a valuable resource for any group. Even in groups without
evil PCs, GMs will find the book useful for the evil NPC villains
that their PCs must go up against. Now,
I wonder if there will ever be any books covering the law-chaos
spectrum...
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