“Dirty
fighting” is a bit of a nebulous concept. In general, it tends to
mean using techniques that are less than honourable—tricks,
ambushes, poison, and so on. Yet what one person considers honourable
isn’t necessarily the same as what another person does, and truth
be told, if you’re in a fight to kill, is anything truly honourable
or dishonourable?
Dirty Tactics Toolbox talks
briefly about the “Ethics of Fighting Dirty”, pointing out that
dirty fighting isn’t necessarily evil, and that context and culture
can play a large role in determining what is considered dirty
fighting. The book as a whole
doesn’t make any judgements on whether any particular methods of
dirty fighting are good or evil (even poison use), and instead merely
focuses on offering various new options for Pathfinder characters to
make use of.
Dirty
Tactics Toolbox follows in the
vein of its predecessor “Toolbox” books: Ranged Tactics Toolbox and Melee Tactics Toolbox. And much
like those two other books, I have the same basic issues with it.
While it’s a perfectly functional book, there’s not a lot in it
that really stands out and is memorable when compared with the vast
amount of other options already available in the game. That said, I
do think it edges out the previous two books by a small margin by
having a few more things that did catch my attention and a few more
instances of nicely integrated world flavour.
One
of the best parts of the book
is the very first thing noticed upon opening it. The inside front
cover contains descriptions
of poisons from the Pathfinder RPG Core Rulebook. In the
Core Rulebook, poisons
have names and game statistics, but no other details about them. Just
what is “oil of taggit” or “ungol dust”? Dirty
Tactics Toolbox answers
that question for those two poisons and six others. It describes
their compositions (ungol dust, for example, is collected from tombs
filled with undead) and includes a picture. These are the kinds of
flavour details I wish Pathfinder Player Companion
books had more of. They take
plain and insubstantial game mechanics and make them into something
substantial.
The
book’s layout is like that of the previous “Toolbox” books. The
first half of the book is mostly dedicated to different methods of
dirty fighting, providing suggested tactics for using the method,
along with various feats, archetypes, and other character abilities
associated with the method. The second half of the book focuses
mostly on equipment, magic items, and
spells (with one oddly
out-of-place section).
The
different kinds of dirty fighting are broken up into contact and
injury poisons, ingested and inhaled poisons, sneak attacks,
ambushes, and dirty tricks (which
are based on the dirty trick combat manoeuvre).
Each receives two pages of details and options. This includes
information on general, advanced, and specific tactics. Like the
previous Toolboxes, the general tactics are quite
basic, mostly
amounting to obvious things such as the easiest way to get a sneak
attack is for you and an ally to flank your opponent.
As
the name would suggest, advanced tactics discuss more specific
situations and uses. Specific tactics provide suggested feats and
other character abilities such as rogue talents that characters can
take to be more effective with the particular kind of dirty fighting.
I’m glad to see that there is a much clearer delineation between
advanced and specific tactics in Dirty Tactics Toolbox
than there was in Melee Tactics Toolbox,
where the two seemed to do much the same thing. As in Melee
Tactics Toolbox, however, no
section here features both advanced and specific tactics. It’s
always one or the other (plus general tactics).
The
tactics generally take up about half a page, with the remaining page
and a half of each section devoted to new character options. The vast
majority of these options are new feats, but there are also some new
archetypes, a few new poisons, a few rage powers, and one new
alchemist discovery.
There’s
not a lot in these opening sections that really stands out for me,
though I do like several of the sneak attack feats (Sneaking Critical
is a particularly nice one). A lot of the other feats, however, are
rather situational, so I
can’t see players choosing them very frequently. The archetypes are
functional, though not that inspiring.
At
the centre of the book is a two-page chapter on “Divine Trickery”,
which is my favourite part of
the book. It introduces three
new archetypes and three new feats. Each of the archetypes and feats
is keyed to a specific god of Golarion. What I like about the
material in this chapter that sets it apart from the other archetypes
and feats earlier in the book is the amount of flavour. The earlier
feats and archetypes are very generic, whereas these are oozing with
setting flavour while also allowing
for truly memorable
characters.
The
Asmodean advocate is a cleric archetype that gains a viper familiar
and greater abilities at bluffing and forging. The Verify feat is
also for followers of Asmodeus and gives bonuses to tell if someone
is lying about following a contract they have previously agreed to.
If you determine that they are lying, they receive a penalty to
saving throws against your spells and spell-like abilities. It’s a
rather situational
feat, true, but perfect for legal-minded Asmodeans.
The
kraken caller is a druid archetype for followers of Besmara. Along
with swimming-based abilities, the kraken caller can also use wild
shape to grow tentacles. The reaper of secrets is an inquisitor
archetype devoted to
Norgorber. The two remaining feats are for followers of Calistria and
include Trick Spell (a metamagic feat) and Wasp Familiar, which gives
characters of any class a cat-sized wasp as a familiar. Reading all
the options in this chapter immediately set my mind to thinking up
new character ideas in a way no other chapter in Dirty
Tactics Toolbox managed.
The
second half of the book begins with a chapter
containing new equipment tricks to go along with the Equipment Trick
feat, which originally appeared in Adventurer’s Armory (and is reprinted
here). The feat and its associated tricks allow characters to use
equipment in new and innovative ways. I rather like the cloak tricks,
particularly parachute cloak. Although the tricks are setting
neutral, they still have a lot of flavour to them, and can help
make characters stand out.
After
this is some new equipment (including things such as alchemical
pheromones
and serrated caltrops), followed oddly by a chapter on “Trickster
Racial Options” with a selection of new race traits. The book then
goes back to equipment with some new magic weapons and armour, and
then new wondrous items. The “Trickster Racial Options” chapter
seems oddly placed in the book, breaking up, as it does, several
chapters themed around equipment. It
would have made more sense
after “Divine Trickery” and before the four equipment chapters.
It’s a minor issue, but just feels jarring arranged the way it is.
The
final two chapters of the book turn to spells, with the first being a
selection of “Poison Spells” and the second being “Dirty Trick
Spells”. Despite the name, the latter spells (with one exception)
do not have anything to do with the dirty trick combat manoeuvre.
Instead, they are a selection of illusions and other spells useful
for tricking or getting the jump on opponents.
Like
Ranged Tactics Toolbox
and Melee Tactics Toolbox,
Dirty Tactics Toolbox
can be a useful book for designing characters along a specific theme,
but like the other two books, a lot of what it offers is relatively
generic and doesn’t really stand out amidst the multitude of other
options available. However, it does edge out the other two a little
by having a bit
more that does stand out and is memorable (I want a character with a
wasp familiar!). It’s not a “must-have” book by any means, but
it’s otherwise reasonably good.
I wonder if they'd ever curate the various Tactics books, flesh them out, then turn it into one future "Pathfinder Tactics" hardcover.
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