Evil for the d20 System by Alderac Entertainment Group Evil

A D20 System supplement from
Alderac Entertainment Group

Rating:


(2 out of 5 hearts)

by Jean-Michel
"Evil" by Alderac Entertainment Group (AEG)is a study on the psychology of Evil and a sourcebook offering guidelines to play a Dungeons & Dragons campaign in which the PCs are evil. Eliminate any notions you may have that evil PCs necessarily lead to a hack-and-slash campaign, where innocent villagers are put to the sword instead of fiendish monsters. This book will guide the reader in creating all forms of villains; stylish, boorish, crafty, subtle or otherwise.

The beginning of Section One is reprinted from AEG's previous publication "Dungeons" and explains the different facets of evil according to alignment (Chaotic, Lawful, Neutral). We find strewn throughout the rest of the book descriptions of evil from a villain's perspective, motivations of evil characters, reasons that might have caused a hero to turn to evil, archetypes of evil personalities (such as the avenger, the insecure, the letch, the manipulator and the zealot) and role-playing tips. Guidelines for playing non-human evil characters are also provided. Because the premise of the book is that of an ongoing evil campaign, the topic of villain co-operation is discussed.

Section two contains advice for DMs on how to create a campaign for evil characters, but there is also a lot of advice regarding campaigns in general. The last pages of the book offer quite a few well fleshed-out adventure hooks including statistics for NPCs and magic items. Some new artefacts and new monsters (mostly good aligned) are tossed into the mix. The book finishes with an introduction to a city where an evil campaign could begin.

Rules for summoning Demons are proposed and a few new spells are offered to facilitate the process. The sourcebook assumes that the of reason for summoning a Demon is to strike a bargain with the infernal being, and they suggest different modifiers that can affect a bargaining test DC.

Any character can become the servant of a "Dark Master" by striking a bargain with a Demon or a Devil. The book provides a system where a character can make an infernal pact instead of taking a general feat when the character becomes eligible for one. Those infernal pacts always have a drawback accompanying the benefits. For example, an infernal pact that grants Darkvision has the drawback of making the irises of the character's eyes slit like those of a cat. An infernal feat gives immunity to diseases, but the character has a raspy cough that shows up when least desired. Another lets the character become invisible once a day as per the spell, but the character becomes less and less noticeable. These feats are much more powerful than normal feats, of course, but if they are available to everyone in the Evil campaign, you will just end up with a lot of devil worshipers. They are obviously not intended as an addition to what is generally available to "good" PCs.

Some "normal" feats are presented and most of them are well-balanced, such as the feat Tyrant, the evil counterpart of the Leadership feat. Some new spells are proposed, and only a few seem flawed. The spell Bonewand permits the caster to store any spell he knows into a piece of bone. It is a sixth level spell, but no restriction is given as to the level of the spell that can be stored. As a matter of fact, this spell completely ignores the magic item creation rules. Also, the spell Ill Omen could be renamed Give Yourself a -1 Morale Penalty.

Some new domains have been constructed in association with a handful of new evil gods, but as a symptom of the lack of cohesion found throughout the book, none of the new domains make use of the new spells.

This book is an interesting source of inspiration if one wants to play an evil campaign and if the rules provided are used as a closed system for that purpose. It is a self-contained book rather than a general contribution to the d20 system. Using the material in this book as a standard supplement to a normal campaign would be the equivalent opening the gates of hell to your campaign with many unbalancing factors that make PCs too powerful.

Weaknesses: The different parts within the sections of the book are jumbled together in no logical order. For that reason and the fact that the book is plagued with typos it is not an enjoyable read. A few errors concerning the Third Edition rules surface here and there, such as in the stats of one of the new monsters, the Shadow Raven, whose undead type warrants d12 hit dice (probably a confusion with the animal d8 hit die. No explanation for the +2 con modifier though).

New Rules:
Infernal Pacts (new feats): Claw/Fangs, Darkvision, Element Resistance, Flight, Immortality, Immunity, Imp, Improved Flight, Improved Regeneration, Increased Movement, Infernal Pact, Infernal Soul, Invisibility, Shapechange, Magic Item, Multiple Limbs, Poison Blood, Rot, Regeneration, Undetectable Lie, Unholy Blessing, Unholu Strength, Wealth, Wish

New feats: Bootlicker, Bribery, Living Shield, Improved Feint, Lead Missile Fire, Off-Handed, Redirect Attacks, Turn Outsider, Tyrant, Ultimate Feint

New Skills: Bully, Knowledge (Demonology)

New Spells: Belarosh's Law, Bone Spikes, Bonwand, Dimensional Rupture, Disrupt Soul, Ill Omen, Iron Fist, Hideous Appearance, Necromantic Channel, Shadow Cloak, Spirit Link, Strength of Yeenoghu, Summon/Dismiss (Race of Demon), Summon Shadow Raven, Undead Attraction, Waking Nightmares, Wounding

New Domains: Blood, Corruption, Darkness, Disease, Lust, Pain (Torture), Plague, Rot

New Prestige Classes : The Bloods Archer, The Bargainer, The Demon Summoner


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