John Cooper
Explorer
The Complete Guide to Rakshasas
By Matt Sprengeler
Goodman Games product number GMG 3005
48 pages, $12.99
The Complete Guide to Rakshasas is the first book I've read in the Goodman Games "Complete Guide" series, so I have nothing to compare it to other than the Mongoose Publishing "Slayer's Guide" line (to which it compares favorably). I noticed right away that the standard "Complete Guide" books are larger than the standard "Slayer's Guide" books (48 pages vs. 32, with a slightly higher cost as a result), but that they are otherwise somewhat similar: full artwork on the cover, black and white illustrations on the inside, details of the creature in question including new feats, prestige classes, adventure hooks and scenarios, new related monsters, etc. However, I was very impressed with all of the goodies that were packed inside The Complete Guide to Rakshasas.
I'll start, as I like to do, with the cover art. This one features a painting by Thomas Denmark (a name I admit to being unfamiliar with), showing a rakshasa being attacked by a female elf. Several things caught my eye at once: the elf was using some unusual weapons (most female elves aren't depicted wielding a trident and a discus) and wearing armor that can best be described as a chainmail miniskirt. Almost all of the painting but the two main figures are done in shades of purple (and even then, the rakshasa's robe is purple), I suppose to give it a "regal" look (purple being a color associated with royalty), which is appropriate not only due to the rakshasa's typical regal bearing but also because the one in the picture is being attacked in his throne room. There are some nice touches in the painting (the overturned throne, the fallen crown on the floor), and the detail work on the rakshasa's tiger head was well done, but much of the painting has a "sketchy" feel to it: the lines in the throne and the walls look like they were drawn on with an ink pen rather than painted. I was also distracted a bit by the unnatural position of the elf woman's armor; it looks like it's purposefully trying to prevent its wearer from getting caught in a "crotch shot" by maneuvering in an unlikely manner. All in all, it's not a bad painting, and I was going to leave it at that until I read through the book and learned that the trident and discus are traditional weapons used by a prestige class of rakshasa hunters detailed within, so Thomas gets bonus points for including such details in his cover art. (I always like it when you can tell that the artists have read through the material in the books they're illustrating.)
The interior artwork is a little sparse - again, I'm comparing it to the "Slayer's Guide" books I've seen, which seem to have more artwork in their books (which have a lower page count). Artist Brad McDevitt provides 12 black-and-white pieces in The Complete Guide to Rakshasas, plus the bottom border artwork that runs along each page. Still, ignoring the border art, there's a 15-page span where there's no artwork at all! Again, there's nothing wrong with this - in fact, it just means you're getting more words (and thus gaming material) for your money - but I found it surprising nonetheless. As far as the quality of the artwork, I'll say that Brad McDevitt used to do a lot of work for Dragon magazine a few years back, and he never managed to impress me much. This work, I'm pleased to say, is much better than I remember Brad having done in Dragon; it seems he's improved significantly in the past few years. And while I was a bit disappointed in the artwork on the inside front cover, which is very sketchy (I suppose I've just been spoiled by all of the excellent Chris Quilliams anatomical diagrams from the early "Slayer's Guides"), the other pieces are pretty well done, especially when it comes to the human forms. (I seem to recall Brad having trouble with the proportions of his faces.) Some of his tiger-headed rakshasas seem a bit "skinny" in the head (tigers are usually seen with a bit more "bushiness" in their side-whiskers/fur), and he gets confused a few times with the rakshasa's hands-with-the-palms-on-the-other-side feature (the rakshasas on pages 21 and 44 both have two right hands!), but overall I rather liked the artwork he provided in the book. I should point out that there are four new rakshasa subraces at the end of the book, and while only three of them got their own illustrations, at least the one that got left out was the one that looks like an oversized, "normal" rakshasa with wings. Okay, I guess we can all pretty much just visualize that one on our own, anyway.
The Complete Guide to Rakshasas is laid out as follows:
I'm unfamiliar with author Matt Sprengeler, but he does a great job here, not only in coming up with some interesting things to say about the rakshasa race, but tying quite a bit of material together. (I knew that rakshasas come from Hindu mythology, and Matt spends some time detailing the rakshasas' interactions with other monsters from the same mythology, such as nagas and lillends.) He also comes up with a decent reason why rakshasas - a city-dwelling race if I ever heard of one - might wish to spend time in warm marshes, as their Monster Manual write-up states. Plus -and here's the real crown in Matt's accomplishments with The Complete Guide to Rakshasas in my mind - he throws in a whole ton of stuff that I honestly was not expecting, and that goes above and beyond the call of what you'd expect to see in a 48-page book about shapechanging tiger humanoids with spell resistance and a penchant for illusions. Okay, I kind of expected a prestige class, but a 20-level core character class? And one that not only seems well-balanced, offers a slightly different "niche" when compared to the standard classes, and yet still feels appropriate to rakshasas? Unbelievable! I expected the new feats, wasn't surprised at seeing the new magic items, but was completely flat-footed (lost my Dexterity bonus and everything) by the inclusion of two different organizations that might be used against rakshasas. (I particularly liked the Shattered Gate, especially since they're against much more than just rakshasas.) Even the Yaksha template was a bit of a surprise, all the more so because it had two sample NPCs, a 5th-level yaksha/human fighter and a 10th/6th-level yaksha/elf rogue/bard. Matt even surprised me by throwing in a feat allowing you to do cool things with the new weapon he provided, the discus: the "Rebound" feat allows you to skip it off of other surfaces like Captain America throwing his shield.
Still, there were a few problems I noted. Yogis need "an hour of meditation and exercise" to regain their spells, but is this an hour of meditation and an hour of exercise, or a half hour of each, or any combination of the two that adds up to an hour? Also, as written, the "meditation" feat would allow a yogi - who normally regains spell slots by meditating and exercise, remember - to only spend half the normal time to do so. So, by meditating, he can only have to meditate half the normal amount of time? I think this is an oversight, and the feat should only apply to classes who regain their spells through rest and study, not meditation. (And, while we're on the subject of yogis, I noticed that all of their "Yogic Focus" abilities require "yogi level + 3" levels of Concentration, except for "see ethereal." Should that be a 19th-level Yogi with 22 levels of Concentration (it only calls for 21 levels), or is there some reason that this power is different?) Also, as written, the "flat of the blade" feat would allow you to inflict piercing or slashing damage with blunt instruments like a club or a sap. I tend to believe that the feat should only apply to bladed weapons. Shouldn't detect magic and zone of truth be additional prerequisites for the magic item Parasu, Axe of Heroes, given that it grants usage of those spells? Finally, is the graha's at-will true strike ability only usable on others (as a touch spell), or can a graha use it on himself? Given that it's an at-will power, I'd hope not, as that could be quite unbalancing! Still, as the graha is found in groups of up to 6 members, there's nothing preventing two grahas from fighting side by side and each granting true strike on each other every round. I think it might be wise to limit this ability to non-rakshasa, or at least non-graha.
Finally, there were the problems with a few of the monster stats, which I only mention in detail because it's my firm belief that monster stats, above all else, should be completely accurate and ready to use as-is. With that in mind, I recommend making the following changes:
I rate The Complete Guide to Rakshasas as a strong "4 (Good)," and look forward to further books by Matt Sprengeler in the future.
By Matt Sprengeler
Goodman Games product number GMG 3005
48 pages, $12.99
The Complete Guide to Rakshasas is the first book I've read in the Goodman Games "Complete Guide" series, so I have nothing to compare it to other than the Mongoose Publishing "Slayer's Guide" line (to which it compares favorably). I noticed right away that the standard "Complete Guide" books are larger than the standard "Slayer's Guide" books (48 pages vs. 32, with a slightly higher cost as a result), but that they are otherwise somewhat similar: full artwork on the cover, black and white illustrations on the inside, details of the creature in question including new feats, prestige classes, adventure hooks and scenarios, new related monsters, etc. However, I was very impressed with all of the goodies that were packed inside The Complete Guide to Rakshasas.
I'll start, as I like to do, with the cover art. This one features a painting by Thomas Denmark (a name I admit to being unfamiliar with), showing a rakshasa being attacked by a female elf. Several things caught my eye at once: the elf was using some unusual weapons (most female elves aren't depicted wielding a trident and a discus) and wearing armor that can best be described as a chainmail miniskirt. Almost all of the painting but the two main figures are done in shades of purple (and even then, the rakshasa's robe is purple), I suppose to give it a "regal" look (purple being a color associated with royalty), which is appropriate not only due to the rakshasa's typical regal bearing but also because the one in the picture is being attacked in his throne room. There are some nice touches in the painting (the overturned throne, the fallen crown on the floor), and the detail work on the rakshasa's tiger head was well done, but much of the painting has a "sketchy" feel to it: the lines in the throne and the walls look like they were drawn on with an ink pen rather than painted. I was also distracted a bit by the unnatural position of the elf woman's armor; it looks like it's purposefully trying to prevent its wearer from getting caught in a "crotch shot" by maneuvering in an unlikely manner. All in all, it's not a bad painting, and I was going to leave it at that until I read through the book and learned that the trident and discus are traditional weapons used by a prestige class of rakshasa hunters detailed within, so Thomas gets bonus points for including such details in his cover art. (I always like it when you can tell that the artists have read through the material in the books they're illustrating.)
The interior artwork is a little sparse - again, I'm comparing it to the "Slayer's Guide" books I've seen, which seem to have more artwork in their books (which have a lower page count). Artist Brad McDevitt provides 12 black-and-white pieces in The Complete Guide to Rakshasas, plus the bottom border artwork that runs along each page. Still, ignoring the border art, there's a 15-page span where there's no artwork at all! Again, there's nothing wrong with this - in fact, it just means you're getting more words (and thus gaming material) for your money - but I found it surprising nonetheless. As far as the quality of the artwork, I'll say that Brad McDevitt used to do a lot of work for Dragon magazine a few years back, and he never managed to impress me much. This work, I'm pleased to say, is much better than I remember Brad having done in Dragon; it seems he's improved significantly in the past few years. And while I was a bit disappointed in the artwork on the inside front cover, which is very sketchy (I suppose I've just been spoiled by all of the excellent Chris Quilliams anatomical diagrams from the early "Slayer's Guides"), the other pieces are pretty well done, especially when it comes to the human forms. (I seem to recall Brad having trouble with the proportions of his faces.) Some of his tiger-headed rakshasas seem a bit "skinny" in the head (tigers are usually seen with a bit more "bushiness" in their side-whiskers/fur), and he gets confused a few times with the rakshasa's hands-with-the-palms-on-the-other-side feature (the rakshasas on pages 21 and 44 both have two right hands!), but overall I rather liked the artwork he provided in the book. I should point out that there are four new rakshasa subraces at the end of the book, and while only three of them got their own illustrations, at least the one that got left out was the one that looks like an oversized, "normal" rakshasa with wings. Okay, I guess we can all pretty much just visualize that one on our own, anyway.
The Complete Guide to Rakshasas is laid out as follows:
- Introduction: a one-page overview of how this book is laid out
- Characters: playing rakshasas as PCs, a new half-rakshasa template (the "yaksha," with two sample NPCs), a new, 20-level character class (the "yogi," somewhat similar to a monk but with less combat-oriented stuff, more "piercing through illusions" stuff, and a limited amount of spellcasting: 6 levels of divine spells over 20 levels), a prestige class ("Hunter of the Firstborn," who specializes in hunting down and slaying rakshasas), 25 new feats, a new weapon (the discus), 11 new magic items dealing with rakshasas, and 2 organizations (the Order of the Asthra, as shown in the person of the female elf on the cover, and the Shattered Gate, an organization that seeks to slay or banish all outer planes creatures from the prime material plane and destroy all permanent gates and magic items allowing outer planes creatures to enter the world).
- The Body of the Rakshasa: a look at native outsiders, the rakshasa's ability to assume alternate forms, their backward palms, reproduction, and rakshasa subspecies
- Conflict: sections on rakshasa tactics in combat, fighting alongside allies, rakshasa armies, defeating a rakshasa, conversing with a rakshasa, how rakshasas carry out their schemes, and outwitting a rakshasa
- Rakshasa Society: what rakshasas believe, Ravana and other rakshasa gods, what rakshasas want, typical schemes, solitude, the conclave (when hundreds or even thousands of rakshasas get together), the desire to become a god, relations between rakshasas and other races, rakshasa subtypes, and 7 adventure seeds
- Rakshasa and their Kin: a 6-page, Monster Manual-style section with details on all 5 rakshasa subtypes: the "standard" rakshasa, the pisacha (a Small, weaker rakshasa who devours corpses in graveyards), the pani (an air spirit that assumes gaseous form rather than altering its shape like other rakshasas), the graha (a combat-oriented rakshasa with blood-red skin), and the asura (the super-powerful - CR 19 - rakshasa overlord with wings)
I'm unfamiliar with author Matt Sprengeler, but he does a great job here, not only in coming up with some interesting things to say about the rakshasa race, but tying quite a bit of material together. (I knew that rakshasas come from Hindu mythology, and Matt spends some time detailing the rakshasas' interactions with other monsters from the same mythology, such as nagas and lillends.) He also comes up with a decent reason why rakshasas - a city-dwelling race if I ever heard of one - might wish to spend time in warm marshes, as their Monster Manual write-up states. Plus -and here's the real crown in Matt's accomplishments with The Complete Guide to Rakshasas in my mind - he throws in a whole ton of stuff that I honestly was not expecting, and that goes above and beyond the call of what you'd expect to see in a 48-page book about shapechanging tiger humanoids with spell resistance and a penchant for illusions. Okay, I kind of expected a prestige class, but a 20-level core character class? And one that not only seems well-balanced, offers a slightly different "niche" when compared to the standard classes, and yet still feels appropriate to rakshasas? Unbelievable! I expected the new feats, wasn't surprised at seeing the new magic items, but was completely flat-footed (lost my Dexterity bonus and everything) by the inclusion of two different organizations that might be used against rakshasas. (I particularly liked the Shattered Gate, especially since they're against much more than just rakshasas.) Even the Yaksha template was a bit of a surprise, all the more so because it had two sample NPCs, a 5th-level yaksha/human fighter and a 10th/6th-level yaksha/elf rogue/bard. Matt even surprised me by throwing in a feat allowing you to do cool things with the new weapon he provided, the discus: the "Rebound" feat allows you to skip it off of other surfaces like Captain America throwing his shield.
Still, there were a few problems I noted. Yogis need "an hour of meditation and exercise" to regain their spells, but is this an hour of meditation and an hour of exercise, or a half hour of each, or any combination of the two that adds up to an hour? Also, as written, the "meditation" feat would allow a yogi - who normally regains spell slots by meditating and exercise, remember - to only spend half the normal time to do so. So, by meditating, he can only have to meditate half the normal amount of time? I think this is an oversight, and the feat should only apply to classes who regain their spells through rest and study, not meditation. (And, while we're on the subject of yogis, I noticed that all of their "Yogic Focus" abilities require "yogi level + 3" levels of Concentration, except for "see ethereal." Should that be a 19th-level Yogi with 22 levels of Concentration (it only calls for 21 levels), or is there some reason that this power is different?) Also, as written, the "flat of the blade" feat would allow you to inflict piercing or slashing damage with blunt instruments like a club or a sap. I tend to believe that the feat should only apply to bladed weapons. Shouldn't detect magic and zone of truth be additional prerequisites for the magic item Parasu, Axe of Heroes, given that it grants usage of those spells? Finally, is the graha's at-will true strike ability only usable on others (as a touch spell), or can a graha use it on himself? Given that it's an at-will power, I'd hope not, as that could be quite unbalancing! Still, as the graha is found in groups of up to 6 members, there's nothing preventing two grahas from fighting side by side and each granting true strike on each other every round. I think it might be wise to limit this ability to non-rakshasa, or at least non-graha.
Finally, there were the problems with a few of the monster stats, which I only mention in detail because it's my firm belief that monster stats, above all else, should be completely accurate and ready to use as-is. With that in mind, I recommend making the following changes:
- p. 5, Yaksha, Elf Rog10/Brd6: Initiative should be +6, not +5. Flaming longbow attacks should be at +19 ranged, not +17. (+11 BAB, +2 magic weapon bonus, +6 Dexterity) Rapier attacks should be at +18 melee, not +17, and its full attack should be at +18/+13 melee, not +17/+12. (+11 BAB, +1 magic weapon bonus, +6 Dexterity due to Weapon Finesse, plus -5 penalty for a secondary attack)
- p. 44, Pisacha: Light pick attacks (including Full Attack) should be at +4 melee, not +2. (+2 BAB, +1 size, +1 Dexterity due to Weapon Finesse with a light weapon)
- p. 46, Graha: Its Full Attack with a halberd should be at +10/+5 melee, not +10/+4. (This one is probably just a typo.) Likewise, its Full Attack with a masterwork composite shortbow should be at +8/+3 ranged, not +8/+2. Finally, and this is admittedly nitpicking, its feats aren't alphabetized.
- p. 48, Asura: Claw attacks should be at +20 melee, not +21. (+15 BAB, -1 size, +6 Strength) Likewise, its bite attack should be at +15 melee, not +16. (+15 BAB, -1 size, +6 Strength, -5 for a secondary attack)
I rate The Complete Guide to Rakshasas as a strong "4 (Good)," and look forward to further books by Matt Sprengeler in the future.