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Cultures of Celmae: Gnomes
Publisher: Wayward Rogues Publishing
by Thilo G. [Featured Reviewer]
Date Added: 02/09/2017 10:13:07

An Endzeitgeist.com review

This installment of the Cults of Celmae-series clocks in at 18 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, 1 page back cover, leaving us with 13 pages of content, so let's take a look!

We begin this installment with a brief recap of the gnome's mythology - when forge father Adan's hammer blows created the azer, the sparks of his forge also made the dwarves and gnomes and, according to gnome myth, it was the gnomes that carved out Teran-Jarraian, the world below. As the myth states, it is during this age they made contact with the devastating gugs and pioneered many spells now common to spellcasters across the nations of Celmae. In this golden age, they raised a subterranean library of untold knowledge, but it would only be a matter of time before strife would send their realms into chaos, as the dwarves proceeded to breach the Deep Ore sphere in their quest for the legendary deep ore and thus instigated the core calamity of the setting: As magma erupted and the shattering began, gnomish wards failed and foulest monstrosities were spread across the lands; dragons awoke and the gnomish hero Kremenesh sacrificed himself and his comrades to reseal the dreaded World Dragon, ascending thus to god-hood - and ever since, the gnomes have started adapting among their shattered home, its cultures and environments...though, understandably, there are serious resentments towards the dwarves still lingering.

The myth-weaving in this history is pretty evocative and in fact, exceeds in prose quality that sported for the dwarves, making this a very interesting start for the pdf! Okay, racial trait-wise, the race is split between svirfneblin and the gnomes that took to surface and skies, the pech. Svirfnbelin mostly adhere to the racial traits we know, with some tweaks: Their hatred applies to reptilian humanoids and dwarves instead of goblinoids. They have slow speed in Celmae and receive a dwarf's stonecunning. They also lose fortunate's save bonus and low-light vision and the Stealth-bonus, tough the Craft (alchemy)- and Perception-bonuses remain - the former is btw. formatted as "Craft Alchemy." The SPs of the race are not italicized either and the attribute bonuses are not properly bolded - both of these formatting issues can be encountered multiple times, so if you read me referring to a SP, expect its formatting to be wrong. As a whole, a sensible nerf of the pretty strong base race.

Alternate trait-wise, these guys can replace defensive training with a 1/day darkness SP - that also features the following sentence: "A svirfneblin with the skilled racial trait gains a +4 bonus to Stealth skill checks to hide within the are affected..:" - which constitutes, alas, a pretty nasty fault: You see, svirfneblin in this iteration do not receive the skilled racial trait - it has been broken up into components, making this, RAW, not work. Darker SPs (that are formatted differently than those among the base racial traits) can be found...as can Spell Blocker, which is OP and does not work: When an arcane spell fails to pierce the svirfneblin's SR, the caster may not target the the svirfneblin again for 1 round - no save. It also replaces skilled and alchemical insight, which is puzzling - the base race does not have the "skilled" trait anymore. Speaking of problematic: What abut a constant, level 1 nondetection instead of the usual SPs, PLUS several stone-related high-power tricks? Yeah, not even trying to look balanced here. The final alternate trait works -+2 AC versus aberrations, +1 to atk, replacing hatred and defensive training. 1 out of 5...is not a good quota, particularly considering the easy nature of the design-task here.

The pech gain +2 Dex and Cha, -2 Str, are slow and Small and receive the gnome magic. They gain +2 to saves versus fear, illusions and halfling luck. Skill-wise, they gain +2 to Perception and Acrobatics. Both gnome subraces receive proficiency in both gnome and halfling weaponry. In case you haven't noticed - pech are pretty much the replacement for the hairy-footed race.

The alternate racial traits for the pech allow you to lose the Acrobatics-bonus in favor of 30 ft. movement, with another replacing that and the Perception bonus in favor of Perform and Craft, while Wanderlust diverges from the benefits of the trait with the same name: Instead of the fear-save-bonus and hafling luck, you gain +2 to Knowledge 8geography) (correctly formatted!) and Survival as well as +1 CL for spells that enhance movement. 3 out of 3. Nice job.

The first city featured herein would be Carbas...and it is not a nice place: The inhabitants of this dismal subterranean place are afflicted by incurable black sores, as weird mold grows and the very walls ooze slime: The legendary city of gugs, Ukosh, once sealed, lies below - and its corruption seeps from the black monolith to the realms above....oh, and if that is not enough, the realms elow also hold Celmae's most notorious, magic prison. A look at the settlement statblock won't make you wonder why the place has a danger rating of +43.

Now, I already talked a bit about the hero Kremenesh and his sealing of the World Dragon and ascendance to godhood, but the pdf goes one step further, sporting a detailed, two-page recap of the legend in nice prose - much like Carbas, the flavor is certainly nice and interesting.

The pdf also contains a new hybrid class, the shadowskiver, who receives d6 HD, 6+ Int-mod skills per level, proficiency with simple weapons, longbow, shortbow, rapier, sap, shortsword, whip and shields (excluding, as almost always, tower shields) and light armor. They gain Charisma-based spontaneous arcane spellcasting drawn from the bard's list of up to 6th level and sport a 3/4 BAB-progression alongside good Ref- and Will-saves. The class receives sneak attack at first level, increasing the damage output every odd level thereafter to a maximum of +10d6. As a purely cosmetic complaint, there is one instance in the table where the "d" in the sneak attack's damage tally is capitalized.

The class must spend 5 of its skill ranks in "Acrobatics, Bluff, Climb, Jump and Stealth." See the odd man out? Yeah, there is no Jump skill. Second level nets Quick Draw and evasion, with 3rd level providing Spell Focus (Illusion), with 4th level providing uncanny dodge, 6th Point Blank Shot - nice here: Bonus increases if the character has the feat. 8th level nets improved uncanny dodge and TWF, with 9th level providing Rapid Shot. 10th level unlocks the ability to no longer provoke AoOs when using thrown weapons versus adjacent characters as well as Snatch Arrows. 11th level nets an at-will supernatural cloak of shadows that grants concealment that can also provide means of using Stealth.

12th level nets a bonus to AC when adjacent to an opponent. 13th level nets free Still Spell for illusion spells, 17th Extend Spell for illusions, with 14th level increasing movement by +10 ft. as well as providing poison use. 15th level makes illusions infused with the essence of shadow and thus, partially real. The 16th level nets a 1/day (3/day at 20th level) variant sneak that can stun foes. At high levels, Snatch Arrows is upgraded and 18th level nets 10 ft. ranged flank, 19th level increased substance for shadowy illusions and 20th level master strike.

The hybrid class, as a whole, while not perfect, is a decent take on the shadowy rogue with spellcasting. Its very potent shadow tricks are somewhat mitigated by them being...well...squishy. Very, very squishy. However, it does have some issues: For one, its ability-progression basically forces you down one path - there is no choice here. One shadowskiver will be just like another. It has exactly 0 player agenda. Secondly, and more importantly - the niche's been filled by vastly superior takes on the concept. If you're looking for a light/dark-oscillation, going for Interjection Games' antipodism-classes will have you covered. If you don't want the nice variant system these use, I'd point you towards Ascension Games' excellent Path of Shadows-supplement instead.

The pdf also features racial feats, 4 for the svirfneblin, 2 for the pech: Svirfneblin can have a Dispelling Touch, which is interesting: 1/day (+1/day for every 4 levels), you may execute an attack as a full-round action. On a hit, you greater dispel magic and the opponent receives your SR, non-lowerable, mind you, while you lose it, with the transfer lasting for character level rounds. The feat can't affect characters with SR. As a minor nitpick here: I assume you can't have more than one use of the ability in effect at any given time - explicitly stating that would have been helpful. Still, I like this one - the daily limitations make sure it's properly kept in check, though the dispelling fails to clarify its CL. Not perfectly operational, but nice. Keeper of Secrets boosts your saves versus an array of mind-influencing/probing effects, while Knucklebasher is pretty cool: It lets you perform AoOs versus Large and larger creatures as though you were adjacent to them, provided they miss you. Nice one, and has a per-round limit that prevents abuse. The final feat basically nets you a type of freeze. Yeah, not too excited.

The pech feats let you treat, for class level round per day, a skill as a class skill or gain proficiency in a weapon., while the second feat lets you reroll a save versus an effect that results in a fear-based condition up to 2/day.

The pdf also contains 3 new background traits, all of which tie in well with the racial history of the gnomes, no complaints here! The pdf closes with 3 racial spells - detect kobolds is self-explanatory, while aura of inconspicuousness is interesting in that it only affects beings under nondetection and imposes a penalty on noticing them, based on the target's HD. Finally, renew air is basically a nice spell-version of the gas-annihilating spells of former editions.

Conclusion:

Editing and formatting have improved in comparison to the previous offerings, though missing letters, missing italicization and obvious cut-copy-paste remnants are still here. Layout adheres to a nice two-column full-color standard and the pdf's artwork is pretty nice, though I have seen the majority of it before. The pdf comes has no bookmarks, which constitutes a comfort detriment.

Robert Gresham, with additional design by Jeff Gomez and Jeff Lee, has improved his prose over the last installment - the shattering as a hallmark and the nice fluff in this book is more refined and reads better than that in previous iterations of the series....to the point where I honestly would like to read more about the setting. So that's a definite plus. On the down side, the formatting is pretty bad and could have used an at least casual glimpse by an editor/proof-reader. The fact that the svirfneblin alternate traits are mostly RAW not operational is a big downside, as is the fact that their balance is wonky. The base race-modifications are decent enough. The shadowskive is a better class than the one the dwarves got, though it does suffer from being very squishy and very linear - from power-levels to design-asethetics, it feels more like a 3.5 class than a PFRPG-class, with no choice, no player-agenda whatsoever and all unique abilities delayed to the higher levels. So yeah, while the craftsmanship is better, it's still not a class I'd consider a worthwhile addition to any game's roster.

On the plus-side, there are some gems in the supplemental material; from traits to feats and spells and the legend provided certainly paint a nice picture. HOWEVER, from a crunch point of view, I wouldn't consider these sufficient. Whether to get this or not ultimately depends on if you're interested in the setting or not: If you are, then this does deliver some nice ideas, a cool city (definite highlight herein!) and some nice fluff. If you're primarily interested in rules, however, I'd suggest looking elsewhere. In the end, this is a bit better than the dwarf-installment, but not by enough to elevate it beyond a final verdict of 2.5 stars. Whether to round up or down depends on what you're looking for. Due to my in dubio pro reo policy as well as the low price, my official rating will round up.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
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Cultures of Celmae: Gnomes
Publisher: Wayward Rogues Publishing
by Sean C. [Verified Purchaser]
Date Added: 06/25/2015 10:13:54

Once again the Shattered Skies campaign supplements never stop ceasing to amaze me. Clocking in at 14 pages of fantastic fluff and crunch we focus on the Gnomes. The gnome race began underground living a nomadic existence before discovering the staples of magic that we know today. Using their magical might the gnome race came together building an impressive magical library. Though through their wanderlust gnomes came to the surface, learned the language of the wood and eventually spread across the surface. Though their society came to ruin when the shattering happened. The gnomes today are varied by those who live in the sky and those who live underground. The Svirfneblin also know as the deep gnomes, have an odd stat array +2 to Dexterity, +2 to Wisdom -2 strength and a -4 to charisma. Though Svirfneblin do have innate spell resistance to balance this out as well as several traits giving out static bonuses. The other subrace of gnomes known as the Pechs who are surface/sky gnomes. Pech receive a +2 to dex and Charisma and a – 2 to strength. Pechs also receive a few static bonuses but most importantly a free +1 to the DC of an illusion spell. Not game breaking, but the gnome racial class the Shadowskiver is very illusion focused.

Speaking of the Shadowskiver, it is a full level 1-20 base class that is a rouge bard hybrid. Now in the past a few Shattered skies classes get several options from both their parent classes in addition to their own mechanics. The ShadowSkiver is essentially the arcane trickster base class. The Shadowskiver gets 6+int skill point per level, which is to be expected and 3/4ths BAB. Proficient with light armor and the longsword, shortsword, raiper, sap short bow and long bow the Shadowskiver is limited in its options. That can be made up for by full bard progression spell casting and full sneak attack progression. Now I can see the potential why’s of full sneak attack progression, and I think it is a good fit both crunch and fluff wise. Though I think it’s a valid concern to be wary of this combination. At first level the Shadowskiver must assign a skill point to Acrobatics, Bluff, climb, and stealth. Though at 2nd level this isn’t necessary and may level as usual. A little odd that a class feature is telling you what to assign ranks to but nothing bad. Ontop of cantrips and sneak attack that is our 1st level class features. 2nd level we get a free Quickdraw as well as evasion. At third level we get spell focus illusion as a free feat. If you are a perch gnome that is a free +2 dc to you illusion spells by level 3. At fourth level the Shadowskiver receives uncanny dodge. After fourth level I feel like the Shadowskiver should be able to choose a sort of discipline to focus on. Though as it is the Shadowskiver gets several free feats. At 6th level the Shadowskiver gets point blank shot, and it he had it the bonus increases from a +1 to a +2. At 8th level we receive improved uncanny dodge and Two weapon fighting, or another combat feat of your choice if you have two weapon fighting. With the Scaling two weapon fighting feat from Kobold press this is essentially two weapon fighting and improved two weapon fighting. Which means more sneak attacks. At 9th level the Shadowskiver receives rapid shot, or may ignore the -2 from rapid shot if you already had it. From 10th level on the Shadowskiver no longer provokes AoO from using throwing weapons adjacent to an enemy as well as the snatch arrows feat. At 11th level the Shadowskiver can create a cloak of shadows which gives them a miss chance of 5%+5% per level after 11 up to a max of 50%. This has alarms ringing in my head, and while things that can see in magical darkness and enemies with True vision can ignore the miss chance. That is still a powerful class feature. Though very unique. While this cloak is active you can also make stealth checks as if you had concealment. At 12th level if anything medium or larger is adjacent to the Shadowskirver they get a +2 dodge bonus to AC. Okay. At 13th level the ShadowSkirver can cast any of his illusion spells as if they were affected by the Silent Spell metamagic feat. At 14th level fast movement and poison use become available. I actually would have swapped these two class features out for something a bit lower level. Poison by level 14 should be ineffective since poisons don’t scale well. And fast movement is only a free 10 feet movement bringing gnomes up to 30 feet. Though at 15th level the Shadowskiver can alter his illusion spells and make them shadow spells to duplicate any wizard or Sorcerer conjurations (summoning),(creation) or Evocation spell. Dealing a percentage of the effect based on spell level the formulae is Spell level x 10%. And that percentage is only against creatures which beat the save dc. Otherwise the spell functions as normal. At 16th level the ShadowSkiver may make an attack in an attempt to stun their foe for 1d4 rounds. Fortitude save negates. Which can be used once a day at 16th level and 3 times per day at 20th. At 17th level the Shadowskiver can now freely add the extend metamagic feat doubling the duration of their silent spells. It should be noted that this does actually stack with the extend metamagic feat. So you can quadruple a few of your illusion spells if you wish. At 18th level, you may now use snatch arrows a number of times per day equal to your dex mod and any thrown weapons that have the returning property automatically come back to you if you move. I personally just buy a blinkback belt. Also we get an odd class feature that states the shadowskiver may flank a foe within 10 feet but does not threaten or provoke attack of opportunity. Considering that you can make ranged sneak attacks within 30 feet, I’m not too sure what the class feature is supposed to do. At 19th level your shadow spells get a bonus 20% damage and 20% more likely to affect non-believers. And finally at 20th level the Shadowskiver receives the death attack of the rogue.

All in all the Shadowskiver is very strong and a little wonky. Spells plus full sneak attack progression, plus the feats to make this class the ultimate switch hitter makes it strong. Stronger than the rogue by far and even more powerful than the slayer. Not to mention the fact that you can eventually cast illusion spells without verbal components and they last twice as long.

All in all I really enjoy the supplement the fluff is great and actually makes me care about Gnomes for once. The shadowskiver is very strong and the best switch hitter class I’ve seen. Maybe rearranging a few feats and making the shadowskiver choose their path of assassination might have been a better route. Though I like a lot of the illusion class features not many people use the illusion spells and they are quite flavorful. Though this is essentially arcane trickster the class.

Along with a few interesting feats and another well crafted city waiting to be dropped into anyone campaign I’ve giving the Cultures of Celmea Gnomes a 4 out of 5 stars. Its a great product with a unique class idea that just get a few to many things for free. Though I do liek the bonuses one gets if they already have the feat in question.



Rating:
[4 of 5 Stars!]
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